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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/renderbatch.h"
#include "../data/vertex.h"
#include "batch.h"
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <vector>
namespace yage
{
class SpriteBatch;
/** Glyph with information of the texture.
*/
class Glyph
{
private:
GLuint texture_;
float depth_;
Vertex top_left_;
Vertex top_right_;
Vertex bottom_right_;
Vertex bottom_left_;
public:
Glyph(GLuint texture, float depth, const Vertex &top_left,
const Vertex &top_right, const Vertex &bottom_right,
const Vertex &bottom_left);
GLuint texture() const { return texture_; }
float depth() const { return depth_; }
Vertex top_left() const { return top_left_; }
Vertex top_right() const { return top_right_; }
Vertex bottom_right() const { return bottom_right_; }
Vertex bottom_left() const { return bottom_left_; }
};
class SpriteBatch
{
public:
static const int NUM_VERTICES = 6;
private:
GLuint vao_;
GLuint vbo_;
std::vector<Glyph> glyphs_;
std::vector<Glyph *> glyph_ptrs_;
std::vector<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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