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/** ---------------------------------------------------------------------------
* @file: spritebatch.h
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#ifndef YAGE_SPRITE_BATCH_H
#define YAGE_SPRITE_BATCH_H
#include "../data/vertex.h"
#include "batch.h"
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <vector>
namespace yage
{
namespace details
{
struct RenderBatch {
GLint offset;
GLsizei num_vertices;
GLuint texture;
RenderBatch(GLint offset_i, GLsizei num_vertices_i, GLuint texture_i)
: offset(offset_i), num_vertices(num_vertices_i), texture(texture_i)
{
}
};
/** Glyph with information of the texture.
*/
struct Glyph {
GLuint texture;
float depth;
Vertex top_left;
Vertex top_right;
Vertex bottom_right;
Vertex bottom_left;
Glyph(GLuint texture_i, float depth_i, const Vertex &top_left_i,
const Vertex &top_right_i, const Vertex &bottom_right_i,
const Vertex &bottom_left_i)
: texture(texture_i), depth(depth_i), top_left(top_left_i),
top_right(top_right_i), bottom_right(bottom_right_i),
bottom_left(bottom_left_i)
{
}
};
} // namespace details
class SpriteBatch
{
public:
static const int NUM_VERTICES = 6;
private:
GLuint vao_;
GLuint vbo_;
std::vector<details::Glyph> glyphs_;
std::vector<details::Glyph *> glyph_ptrs_;
std::vector<details::RenderBatch> render_batches_;
public:
SpriteBatch();
SpriteBatch(const SpriteBatch &) = delete;
SpriteBatch(SpriteBatch &&) = delete;
~SpriteBatch();
SpriteBatch &operator=(const SpriteBatch &) = delete;
SpriteBatch &operator=(SpriteBatch &&) = delete;
// initialize vaos and vbos
void begin();
void end();
// adds a sprite to the sprite batch to be rendered later
void draw(const glm::vec4 &destination_rect, const glm::vec4 &uv_rect,
GLuint texture, const Colour &colour, float depth);
// render the batch
void render();
private:
void createRenderBatches();
void sortGlyphs();
};
} // namespace yage
#endif
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