voxelcore/src/graphics/core/Batch3D.hpp
2024-06-20 19:45:19 +03:00

61 lines
1.7 KiB
C++

#ifndef GRAPHICS_CORE_BATCH3D_HPP_
#define GRAPHICS_CORE_BATCH3D_HPP_
#include "../../typedefs.hpp"
#include <memory>
#include <stdlib.h>
#include <glm/glm.hpp>
class Mesh;
class Texture;
struct UVRegion;
class Batch3D {
std::unique_ptr<float[]> buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
size_t index;
Texture* currentTexture;
void vertex(
float x, float y, float z,
float u, float v,
float r, float g, float b, float a
);
void vertex(
glm::vec3 coord,
float u, float v,
float r, float g, float b, float a
);
void vertex(
glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a
);
void face(
const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint
);
public:
Batch3D(size_t capacity);
~Batch3D();
void begin();
void texture(Texture* texture);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void flush();
void flushPoints();
};
#endif // GRAPHICS_CORE_BATCH3D_HPP_