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https://github.com/MihailRis/voxelcore.git
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add modeltree:set_texture
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parent
8add39e506
commit
39d850a48c
7 changed files with 68 additions and 14 deletions
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@ -1,9 +1,12 @@
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#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
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#include "../../maths/UVRegion.hpp"
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#include <memory>
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#include <vector>
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#include <glm/glm.hpp>
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#include <unordered_map>
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class Mesh;
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class Texture;
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@ -15,6 +18,8 @@ namespace model {
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struct Model;
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}
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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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@ -30,6 +35,7 @@ class ModelBatch {
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Assets* assets;
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Chunks* chunks;
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Texture* texture = nullptr;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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@ -40,8 +46,8 @@ class ModelBatch {
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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;
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buffer[index++] = uv.y;
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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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union {
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float floating;
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@ -72,8 +78,11 @@ class ModelBatch {
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vertex(pos-right+up, {0,1}, color);
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}
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void draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation);
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void draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation, const texture_names_map* varTextures);
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void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
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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(Texture* texture);
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void flush();
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@ -81,6 +90,7 @@ class ModelBatch {
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glm::mat4 matrix;
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glm::mat3 rotation;
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const model::Mesh* mesh;
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const texture_names_map* varTextures;
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};
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std::vector<DrawEntry> entries;
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public:
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@ -93,7 +103,8 @@ public:
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void pushMatrix(glm::mat4 matrix);
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void popMatrix();
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void draw(const model::Model* model);
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void draw(const model::Model* model,
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const texture_names_map* varTextures);
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void render();
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};
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