feat: allow passing rgba color to entity skeletons and block wraps

This commit is contained in:
MihailRis 2026-09-16 23:28:03 +03:00
parent 85cc55c63b
commit ae082abaa2
12 changed files with 55 additions and 40 deletions

View file

@ -61,8 +61,8 @@ void ModelBatch::draw(
const model::Mesh& mesh,
const glm::mat4& matrix,
const glm::mat3& rotation,
glm::vec3 tint,
const texture_names_map* varTextures,
const glm::vec4& tint,
const TextureNamesMap* varTextures,
bool backlight
) {
setTexture(mesh.texture, varTextures);
@ -97,10 +97,12 @@ void ModelBatch::draw(
}
}
void ModelBatch::draw(glm::mat4 matrix,
glm::vec3 tint,
const model::Model* model,
const texture_names_map* varTextures) {
void ModelBatch::draw(
const glm::mat4& matrix,
const glm::vec4& tint,
const model::Model* model,
const TextureNamesMap* varTextures
) {
for (const auto& mesh : model->meshes) {
entries.push_back({
matrix, extract_rotation(matrix), tint, &mesh, varTextures
@ -134,7 +136,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
}
void ModelBatch::setTexture(const std::string& name,
const texture_names_map* varTextures) {
const TextureNamesMap* varTextures) {
if (varTextures && !name.empty() && name.at(0) == '$') {
const auto& found = varTextures->find(name);
if (found == varTextures->end()) {