add MainBatch & refactor ModelBatch, Batch3D
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@@ -13,6 +13,7 @@ class Texture;
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class Chunks;
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class Assets;
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struct EngineSettings;
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class MainBatch;
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namespace model {
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struct Mesh;
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@@ -22,47 +23,15 @@ namespace model {
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using texture_names_map = std::unordered_map<std::string, std::string>;
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class ModelBatch {
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std::unique_ptr<float[]> const buffer;
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size_t const capacity;
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size_t index;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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Assets* assets;
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Chunks* chunks;
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const Texture* texture = nullptr;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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const EngineSettings* settings;
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glm::vec3 lightsOffset {};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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buffer[index++] = pos.y;
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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buffer[index++] = compressed.floating;
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}
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std::unique_ptr<MainBatch> batch;
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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@@ -72,8 +41,6 @@ class ModelBatch {
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bool backlight);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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void setTexture(const Texture* texture);
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void flush();
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struct DrawEntry {
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glm::mat4 matrix;
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