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author | Yann Herklotz <ymherklotz@gmail.com> | 2017-04-04 21:47:16 +0100 |
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committer | Yann Herklotz <ymherklotz@gmail.com> | 2017-04-04 21:47:16 +0100 |
commit | 905f72775fa91b0a467f3c0847c60cf0f85a6d80 (patch) | |
tree | 5aa86baf8ed06fd4af036d0bb6c0dbefb5498f9f /src | |
parent | 55a1e0ad7c9d2661c266b2e767bfcb2f944e859f (diff) | |
download | YAGE-905f72775fa91b0a467f3c0847c60cf0f85a6d80.tar.gz YAGE-905f72775fa91b0a467f3c0847c60cf0f85a6d80.zip |
Sprite batching workin
Diffstat (limited to 'src')
-rw-r--r-- | src/camera2d.cpp | 6 | ||||
-rw-r--r-- | src/inputmanager.cpp | 24 | ||||
-rw-r--r-- | src/sprite.cpp | 6 | ||||
-rw-r--r-- | src/spritebatch.cpp | 165 | ||||
-rw-r--r-- | src/window.cpp | 13 |
5 files changed, 182 insertions, 32 deletions
diff --git a/src/camera2d.cpp b/src/camera2d.cpp index 5dd25bb3..75bbe9c6 100644 --- a/src/camera2d.cpp +++ b/src/camera2d.cpp @@ -26,4 +26,10 @@ void Camera2D::update() } } +void Camera2D::move(const glm::vec2 &direction) +{ + position_+=direction; + matrix_needs_update_=true; +} + } // yage diff --git a/src/inputmanager.cpp b/src/inputmanager.cpp new file mode 100644 index 00000000..0bcb35f8 --- /dev/null +++ b/src/inputmanager.cpp @@ -0,0 +1,24 @@ +#include "inputmanager.hpp" + +namespace yage +{ + +void InputManager::keyPressed(unsigned key) +{ + key_map_[key]=true; +} + +void InputManager::keyReleased(unsigned key) +{ + key_map_[key]=false; +} + +bool InputManager::isKeyPressed(unsigned key) const +{ + auto key_index=key_map_.find(key); + if(key_index!=key_map_.end()) + return key_index->second; + return false; +} + +} diff --git a/src/sprite.cpp b/src/sprite.cpp index 941a680d..010b43a7 100644 --- a/src/sprite.cpp +++ b/src/sprite.cpp @@ -62,14 +62,20 @@ void Sprite::draw() { glBindTexture(GL_TEXTURE_2D, texture_.id); glBindBuffer(GL_ARRAY_BUFFER, vbo_id_); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); 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); + glDisableVertexAttribArray(2); + glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); } diff --git a/src/spritebatch.cpp b/src/spritebatch.cpp index 1abcc567..8a08ea86 100644 --- a/src/spritebatch.cpp +++ b/src/spritebatch.cpp @@ -1,14 +1,30 @@ #include "spritebatch.hpp" #include <algorithm> +#include <stdexcept> 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) +{} + +RenderBatch::RenderBatch(GLint offset, GLsizei num_vertices, GLuint texture) : + offset_(offset), + num_vertices_(num_vertices), + texture_(texture) +{} + SpriteBatch::SpriteBatch() -{ - createVertexArray(); -} +{} SpriteBatch::~SpriteBatch() { @@ -19,48 +35,135 @@ SpriteBatch::~SpriteBatch() glDeleteVertexArrays(1, &vbo_); } +void SpriteBatch::init() +{ + createVertexArray(); +} + void SpriteBatch::begin() -{} +{ + glyphs_.clear(); + glyph_ptrs_.clear(); + render_batches_.clear(); +} void SpriteBatch::end() -{} +{ + sortGlyphs(); + createRenderBatches(); +} void SpriteBatch::draw(const glm::vec4 &destination_rect, const glm::vec4 &uv_rect, GLuint texture, const Color &color, float depth) { - Glyph new_glyph; - new_glyph.texture=texture; - new_glyph.depth=depth; - - new_glyph.top_left.color=color; - new_glyph.top_left.setPosition(destination_rect.x, destination_rect.y+destination_rect.w); - new_glyph.top_left.setUv(uv_rect.x, uv_rect.y+uv_rect.w); - - new_glyph.top_right.color=color; - new_glyph.top_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y+destination_rect.w); - new_glyph.top_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y+uv_rect.w); - - new_glyph.bottom_right.color=color; - new_glyph.bottom_right.setPosition(destination_rect.x+destination_rect.z, destination_rect.y); - new_glyph.bottom_right.setUv(uv_rect.x+uv_rect.z, uv_rect.y); + 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_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_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()); +} - new_glyph.bottom_right.color=color; - new_glyph.bottom_right.setPosition(destination_rect.x, destination_rect.y); - new_glyph.bottom_right.setUv(uv_rect.x, uv_rect.y); +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); +} - // deal with fragmenting - glyphs_.push_back(new_glyph); - glyph_ptrs_.push_back(&glyphs_.back()); +void SpriteBatch::createVertexArray() +{ + if(vao_==0) + { + 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); } -void SpriteBatch::renderBatch() -{} +void SpriteBatch::createRenderBatches() +{ + 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().offset_+=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; + if(a->depth()==b->depth()) + return a->texture()<b->texture(); + return a->depth()<b->depth(); }); } diff --git a/src/window.cpp b/src/window.cpp index ac2304c9..dc2a743a 100644 --- a/src/window.cpp +++ b/src/window.cpp @@ -58,7 +58,10 @@ void Window::create(const std::string &window_name, int width, int height, unsig // set vsync on instead of custom fps limiting SDL_GL_SetSwapInterval(1); // set the clear color to black - glClearColor(0.f, 0.f, 0.f, 1.f); + glClearColor(0.f, 0.5f, 0.f, 1.f); + // set alpha blending + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void Window::swapBuffer() @@ -66,5 +69,13 @@ void Window::swapBuffer() // swap the window buffer SDL_GL_SwapWindow(window_); } + +void Window::clearBuffer() +{ + // set the clear depth + glClearDepth(1.f); + // clears buffer with clear color + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} } // yage |