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https://github.com/MihailRis/voxelcore.git
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minimize defines
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parent
e0eacb51be
commit
e45d85bc5a
17 changed files with 92 additions and 86 deletions
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@ -5,7 +5,7 @@
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#include <GL/glew.h>
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#define VERTEX_SIZE 8
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const uint B2D_VERTEX_SIZE = 8;
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using glm::vec2;
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using glm::vec3;
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@ -16,7 +16,7 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1
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{2}, {2}, {4}, {0}
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};
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buffer = new float[capacity * VERTEX_SIZE];
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buffer = new float[capacity * B2D_VERTEX_SIZE];
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mesh = new Mesh(buffer, 0, attrs);
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index = 0;
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@ -75,7 +75,7 @@ void Batch2D::texture(Texture* new_texture){
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}
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void Batch2D::point(float x, float y, float r, float g, float b, float a){
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if (index + 6*VERTEX_SIZE >= capacity)
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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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@ -83,7 +83,7 @@ void Batch2D::point(float x, float y, float r, float g, float b, float a){
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}
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void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
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if (index + 6*VERTEX_SIZE >= capacity)
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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x1, y1, 0, 0, r,g,b,a);
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@ -96,7 +96,7 @@ void Batch2D::rect(float x, float y, float w, float h){
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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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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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@ -117,7 +117,7 @@ void Batch2D::rect(
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bool flippedX,
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bool flippedY,
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vec4 tint) {
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if (index + 6*VERTEX_SIZE >= capacity)
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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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float centerX = w*ox;
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@ -205,7 +205,7 @@ void Batch2D::rect(
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void Batch2D::rect(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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if (index + 6*VERTEX_SIZE >= capacity)
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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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@ -222,7 +222,7 @@ void Batch2D::rect(float x, float y, float w, float h,
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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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if (index + 30*VERTEX_SIZE >= capacity)
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if (index + 30*B2D_VERTEX_SIZE >= capacity)
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render(GL_TRIANGLES);
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vec2 v0 = vec2(x+h/2,y+h/2);
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vec2 v1 = vec2(x+w-sh,y);
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@ -317,7 +317,7 @@ void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion reg
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float scalex = regions[3].u2-regions[3].u1;
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float scaley = regions[3].v2-regions[3].v1;
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if (this->index + 18*VERTEX_SIZE >= capacity)
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if (this->index + 18*B2D_VERTEX_SIZE >= capacity)
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render();
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float d = (w + h) * 0.5f;
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@ -376,7 +376,7 @@ void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion reg
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}
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void Batch2D::render(unsigned int gl_primitive) {
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mesh->reload(buffer, index / VERTEX_SIZE);
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mesh->reload(buffer, index / B2D_VERTEX_SIZE);
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mesh->draw(gl_primitive);
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index = 0;
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}
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