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author | Yann Herklotz <ymherklotz@gmail.com> | 2017-06-21 13:15:59 +0100 |
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committer | Yann Herklotz <ymherklotz@gmail.com> | 2017-06-21 13:15:59 +0100 |
commit | 4e8c07d3fd949287fc2361284a5a7704e642396e (patch) | |
tree | 18d7e5c2d41cedb00a29ac303637102c7d4b157d /src/spritebatch.cpp | |
parent | f3e75c7f821675740736b46094382d55c7e6ee5c (diff) | |
download | YAGE-4e8c07d3fd949287fc2361284a5a7704e642396e.tar.gz YAGE-4e8c07d3fd949287fc2361284a5a7704e642396e.zip |
Correcting indentation and removed vector2d.cpp
Diffstat (limited to 'src/spritebatch.cpp')
-rw-r--r-- | src/spritebatch.cpp | 208 |
1 files changed, 104 insertions, 104 deletions
diff --git a/src/spritebatch.cpp b/src/spritebatch.cpp index d09b663b..a530a0ac 100644 --- a/src/spritebatch.cpp +++ b/src/spritebatch.cpp @@ -9,18 +9,18 @@ namespace yage const int SpriteBatch::NUM_VERTICES; Glyph::Glyph(GLuint texture, float depth, const Vertex &top_left, const Vertex &top_right, const Vertex &bottom_right, const Vertex &bottom_left) : - texture_(texture), - depth_(depth), - top_left_(top_left), - top_right_(top_right), - bottom_right_(bottom_right), - bottom_left_(bottom_left) + texture_(texture), + depth_(depth), + top_left_(top_left), + top_right_(top_right), + bottom_right_(bottom_right), + bottom_left_(bottom_left) {} RenderBatch::RenderBatch(GLint offset, GLsizei num_vertices, GLuint texture) : - num_vertices_(num_vertices), - offset_(offset), - texture_(texture) + num_vertices_(num_vertices), + offset_(offset), + texture_(texture) {} SpriteBatch::SpriteBatch() @@ -28,143 +28,143 @@ SpriteBatch::SpriteBatch() SpriteBatch::~SpriteBatch() { - if(vao_!=0) - glDeleteVertexArrays(1, &vao_); + if(vao_!=0) + glDeleteVertexArrays(1, &vao_); - if(vbo_!=0) - glDeleteVertexArrays(1, &vbo_); + if(vbo_!=0) + glDeleteVertexArrays(1, &vbo_); } void SpriteBatch::init() { - createVertexArray(); + createVertexArray(); } void SpriteBatch::begin() { - glyphs_.clear(); - glyph_ptrs_.clear(); - render_batches_.clear(); + glyphs_.clear(); + glyph_ptrs_.clear(); + render_batches_.clear(); } void SpriteBatch::end() { - sortGlyphs(); - createRenderBatches(); + sortGlyphs(); + createRenderBatches(); } void SpriteBatch::draw(const glm::vec4 &destination_rect, const glm::vec4 &uv_rect, GLuint texture, const Color &color, float depth) { - Vertex top_left, top_right, bottom_right, bottom_left; + Vertex top_left, top_right, bottom_right, bottom_left; - top_left.color=color; - top_left.setPosition(destination_rect.x, destination_rect.y+destination_rect.w); - top_left.setUv(uv_rect.x, uv_rect.y+uv_rect.w); + top_left.color=color; + top_left.setPosition(destination_rect.x, destination_rect.y+destination_rect.w); + top_left.setUv(uv_rect.x, uv_rect.y+uv_rect.w); - top_right.color=color; - top_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y+destination_rect.w); - top_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y+uv_rect.w); + top_right.color=color; + top_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y+destination_rect.w); + top_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y+uv_rect.w); - bottom_right.color=color; - bottom_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y); - bottom_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y); + bottom_right.color=color; + bottom_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y); + bottom_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y); - bottom_left.color=color; - bottom_left.setPosition(destination_rect.x, destination_rect.y); - bottom_left.setUv(uv_rect.x, uv_rect.y); + bottom_left.color=color; + bottom_left.setPosition(destination_rect.x, destination_rect.y); + bottom_left.setUv(uv_rect.x, uv_rect.y); - // deal with fragmenting by creating vector of pointers - glyphs_.emplace_back(texture, depth, top_left, top_right, bottom_right, bottom_left); - glyph_ptrs_.push_back(&glyphs_.back()); + // deal with fragmenting by creating vector of pointers + glyphs_.emplace_back(texture, depth, top_left, top_right, bottom_right, bottom_left); + glyph_ptrs_.push_back(&glyphs_.back()); } void SpriteBatch::render() { - glBindVertexArray(vao_); - for(auto &&batch : render_batches_) - { - glBindTexture(GL_TEXTURE_2D, batch.texture()); - glDrawArrays(GL_TRIANGLES, batch.offset(), batch.num_vertices()); - } - glBindVertexArray(0); + glBindVertexArray(vao_); + for(auto &&batch : render_batches_) + { + glBindTexture(GL_TEXTURE_2D, batch.texture()); + glDrawArrays(GL_TRIANGLES, batch.offset(), batch.num_vertices()); + } + glBindVertexArray(0); } void SpriteBatch::createVertexArray() { - if(vao_==0) - { - glGenVertexArrays(1, &vao_); if(vao_==0) - throw std::runtime_error("glGenVertexArrays failed"); - } - // bind vertex array object - glBindVertexArray(vao_); + { + glGenVertexArrays(1, &vao_); + if(vao_==0) + throw std::runtime_error("glGenVertexArrays failed"); + } + // bind vertex array object + glBindVertexArray(vao_); - if(vbo_==0) - { - glGenBuffers(1, &vbo_); if(vbo_==0) - throw std::runtime_error("glGenBuffers failed"); - } - // bind vertex buffer object - glBindBuffer(GL_ARRAY_BUFFER, vbo_); - - // enable vertex attribute arrays - glEnableVertexAttribArray(0); - glEnableVertexAttribArray(1); - glEnableVertexAttribArray(2); - - // set the vertex attribute pointers - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, position)); - glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void *)offsetof(Vertex, color)); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, uv)); - glDrawArrays(GL_TRIANGLES, 0, 6); - - // unbind vertex array object - glBindVertexArray(0); + { + glGenBuffers(1, &vbo_); + if(vbo_==0) + throw std::runtime_error("glGenBuffers failed"); + } + // bind vertex buffer object + glBindBuffer(GL_ARRAY_BUFFER, vbo_); + + // enable vertex attribute arrays + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + + // set the vertex attribute pointers + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, position)); + glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void *)offsetof(Vertex, color)); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, uv)); + glDrawArrays(GL_TRIANGLES, 0, 6); + + // unbind vertex array object + glBindVertexArray(0); } void SpriteBatch::createRenderBatches() { - std::vector<Vertex> vertices; - if(glyph_ptrs_.empty()) - return; + std::vector<Vertex> vertices; + if(glyph_ptrs_.empty()) + return; - render_batches_.reserve(glyph_ptrs_.size()*NUM_VERTICES); - - for(int i=0; i<(int)glyph_ptrs_.size(); ++i) - { - if(i==0 || (i>0 && (glyph_ptrs_[i]->texture()!=glyph_ptrs_[i-1]->texture()))) - render_batches_.emplace_back(i*NUM_VERTICES, NUM_VERTICES, glyph_ptrs_[i]->texture()); - else - render_batches_.back().num_vertices_+=NUM_VERTICES; - - vertices.push_back(glyph_ptrs_[i]->bottom_left()); - vertices.push_back(glyph_ptrs_[i]->top_left()); - vertices.push_back(glyph_ptrs_[i]->top_right()); - vertices.push_back(glyph_ptrs_[i]->bottom_left()); - vertices.push_back(glyph_ptrs_[i]->bottom_right()); - vertices.push_back(glyph_ptrs_[i]->top_right()); - - // bind vbo - glBindBuffer(GL_ARRAY_BUFFER, vbo_); - // orphan the buffer - glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), nullptr, GL_DYNAMIC_DRAW); - // upload the data - glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size()*sizeof(Vertex), vertices.data()); - // unbind buffer - glBindBuffer(GL_ARRAY_BUFFER, 0); - } + render_batches_.reserve(glyph_ptrs_.size()*NUM_VERTICES); + + for(int i=0; i<(int)glyph_ptrs_.size(); ++i) + { + if(i==0 || (i>0 && (glyph_ptrs_[i]->texture()!=glyph_ptrs_[i-1]->texture()))) + render_batches_.emplace_back(i*NUM_VERTICES, NUM_VERTICES, glyph_ptrs_[i]->texture()); + else + render_batches_.back().num_vertices_+=NUM_VERTICES; + + vertices.push_back(glyph_ptrs_[i]->bottom_left()); + vertices.push_back(glyph_ptrs_[i]->top_left()); + vertices.push_back(glyph_ptrs_[i]->top_right()); + vertices.push_back(glyph_ptrs_[i]->bottom_left()); + vertices.push_back(glyph_ptrs_[i]->bottom_right()); + vertices.push_back(glyph_ptrs_[i]->top_right()); + + // bind vbo + glBindBuffer(GL_ARRAY_BUFFER, vbo_); + // orphan the buffer + glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), nullptr, GL_DYNAMIC_DRAW); + // upload the data + glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size()*sizeof(Vertex), vertices.data()); + // unbind buffer + glBindBuffer(GL_ARRAY_BUFFER, 0); + } } void SpriteBatch::sortGlyphs() { - // sort using introsort or quicksort - std::sort(glyph_ptrs_.begin(), glyph_ptrs_.end(), [] (Glyph *a, Glyph *b)->bool { - if(a->depth()==b->depth()) - return a->texture()<b->texture(); - return a->depth()<b->depth(); - }); + // sort using introsort or quicksort + std::sort(glyph_ptrs_.begin(), glyph_ptrs_.end(), [] (Glyph *a, Glyph *b)->bool { + if(a->depth()==b->depth()) + return a->texture()<b->texture(); + return a->depth()<b->depth(); + }); } } // yage |