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https://github.com/MihailRis/voxelcore.git
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src/graphics moved to src/graphics/core
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63 changed files with 156 additions and 147 deletions
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@ -1,90 +0,0 @@
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#ifndef SRC_GRAPHICS_BATCH2D_H_
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#define SRC_GRAPHICS_BATCH2D_H_
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#include <memory>
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include "UVRegion.h"
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class Mesh;
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class Texture;
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class Batch2D {
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float* buffer;
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size_t capacity;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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size_t index;
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glm::vec4 color;
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Texture* _texture;
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void vertex(
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float x, float y,
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float u, float v,
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float r, float g, float b, float a
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);
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void vertex(
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glm::vec2 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a
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);
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public:
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Batch2D(size_t capacity);
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~Batch2D();
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void begin();
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void texture(Texture* texture);
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void untexture();
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void sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint);
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void sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint);
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void point(float x, float y, float r, float g, float b, float a);
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inline void setColor(glm::vec4 color) {
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this->color = color;
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}
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inline glm::vec4 getColor() const {
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return color;
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}
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void line(
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float x1, float y1,
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float x2, float y2,
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float r, float g, float b, float a
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);
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void rect(
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float x, float y,
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float w, float h,
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float ox, float oy,
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float angle, UVRegion region,
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bool flippedX, bool flippedY,
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glm::vec4 tint
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);
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void rect(float x, float y, float w, float h);
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void rect(
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float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a
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);
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void rect(
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float x, float y, float w, float h,
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float r0, float g0, float b0,
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float r1, float g1, float b1,
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float r2, float g2, float b2,
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float r3, float g3, float b3,
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float r4, float g4, float b4, int sh
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);
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void flush(unsigned int gl_primitive);
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void flush();
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void lineWidth(float width);
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};
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#endif /* SRC_GRAPHICS_BATCH2D_H_ */
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