Added Batch3D
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#include "Batch3D.h"
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#include "Mesh.h"
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#include "Texture.h"
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#include <GL/glew.h>
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#define VERTEX_SIZE 9
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Batch3D::Batch3D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1.0f, 1.0f, 1.0f){
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const int attrs[] = {
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3, 2, 4, 0 //null terminator
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};
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buffer = new float[capacity * VERTEX_SIZE];
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mesh = new Mesh(buffer, 0, attrs);
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index = 0;
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unsigned char pixels[] = {
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255, 255, 255, 255,
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};
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blank = new Texture(pixels, 1, 1);
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_texture = nullptr;
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}
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Batch3D::~Batch3D(){
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delete blank;
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delete[] buffer;
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delete mesh;
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}
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void Batch3D::begin(){
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_texture = nullptr;
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blank->bind();
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}
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void Batch3D::vertex(float x, float y, float z, float u, float v,
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float r, float g, float b, float a) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = z;
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buffer[index++] = u;
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buffer[index++] = v;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::vertex(vec3 point,
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vec2 uvpoint,
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float r, float g, float b, float a) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = point.z;
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buffer[index++] = uvpoint.x;
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buffer[index++] = uvpoint.y;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::texture(Texture* new_texture){
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if (_texture == new_texture)
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return;
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render();
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_texture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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else
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new_texture->bind();
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}
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void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6*VERTEX_SIZE >= capacity)
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render();
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 1,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 1,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 1,
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r,g,b,a);
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}
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void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float u = (index % atlasRes) * scale;
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float v = 1.0f - ((index / atlasRes) * scale) - scale;
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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}
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void Batch3D::render() {
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mesh->reload(buffer, index / VERTEX_SIZE);
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mesh->draw(GL_TRIANGLES);
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index = 0;
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}
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