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SpriteBatch.cpp
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249 lines (193 loc) · 8.15 KB
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#include "SpriteBatch.h"
#include <algorithm>
namespace Bengine {
Glyph::Glyph(const glm::vec4& destRect, const glm::vec4& uvRect, GLuint Texture, float Depth, const ColorRGBA8& color) :
texture(Texture),
depth(Depth) {
topLeft.color = color;
topLeft.setPosition(destRect.x, destRect.y + destRect.w);
topLeft.setUV(uvRect.x, uvRect.y + uvRect.w);
bottomLeft.color = color;
bottomLeft.setPosition(destRect.x, destRect.y);
bottomLeft.setUV(uvRect.x, uvRect.y);
bottomRight.color = color;
bottomRight.setPosition(destRect.x + destRect.z, destRect.y);
bottomRight.setUV(uvRect.x + uvRect.z, uvRect.y);
topRight.color = color;
topRight.setPosition(destRect.x + destRect.z, destRect.y + destRect.w);
topRight.setUV(uvRect.x + uvRect.z, uvRect.y + uvRect.w);
}
Glyph::Glyph(const glm::vec4& destRect, const glm::vec4& uvRect, GLuint Texture, float Depth, const ColorRGBA8& color, float angle) :
texture(Texture),
depth(Depth) {
glm::vec2 halfDims(destRect.z / 2.0f, destRect.w / 2.0f);
// Get points centered at origin
glm::vec2 tl(-halfDims.x, halfDims.y);
glm::vec2 bl(-halfDims.x, -halfDims.y);
glm::vec2 br(halfDims.x, -halfDims.y);
glm::vec2 tr(halfDims.x, halfDims.y);
// Rotate the points
tl = rotatePoint(tl, angle) + halfDims;
bl = rotatePoint(bl, angle) + halfDims;
br = rotatePoint(br, angle) + halfDims;
tr = rotatePoint(tr, angle) + halfDims;
topLeft.color = color;
topLeft.setPosition(destRect.x + tl.x, destRect.y + tl.y);
topLeft.setUV(uvRect.x, uvRect.y + uvRect.w);
bottomLeft.color = color;
bottomLeft.setPosition(destRect.x + bl.x, destRect.y + bl.y);
bottomLeft.setUV(uvRect.x, uvRect.y);
bottomRight.color = color;
bottomRight.setPosition(destRect.x + br.x, destRect.y + br.y);
bottomRight.setUV(uvRect.x + uvRect.z, uvRect.y);
topRight.color = color;
topRight.setPosition(destRect.x + tr.x, destRect.y + tr.y);
topRight.setUV(uvRect.x + uvRect.z, uvRect.y + uvRect.w);
}
glm::vec2 Glyph::rotatePoint(const glm::vec2& pos, float angle) {
glm::vec2 newv;
newv.x = pos.x * cos(angle) - pos.y * sin(angle);
newv.y = pos.x * sin(angle) + pos.y * cos(angle);
return newv;
}
SpriteBatch::SpriteBatch() : _vbo(0), _vao(0)
{
}
SpriteBatch::~SpriteBatch()
{
}
void SpriteBatch::init() {
createVertexArray();
}
void SpriteBatch::begin(GlyphSortType sortType /* GlyphSortType::TEXTURE */) {
_sortType = sortType;
_renderBatches.clear();
// Makes _glpyhs.size() == 0, however it does not free internal memory.
// So when we later call emplace_back it doesn't need to internally call new.
_glyphs.clear();
}
void SpriteBatch::end() {
// Set up all pointers for fast sorting
_glyphPointers.resize(_glyphs.size());
for (size_t i = 0; i < _glyphs.size(); i++) {
_glyphPointers[i] = &_glyphs[i];
}
sortGlyphs();
createRenderBatches();
}
void SpriteBatch::draw(const glm::vec4& destRect, const glm::vec4& uvRect, GLuint texture, float depth, const ColorRGBA8& color) {
_glyphs.emplace_back(destRect, uvRect, texture, depth, color);
}
void SpriteBatch::draw(const glm::vec4& destRect, const glm::vec4& uvRect, GLuint texture, float depth, const ColorRGBA8& color, float angle) {
_glyphs.emplace_back(destRect, uvRect, texture, depth, color, angle);
}
void SpriteBatch::draw(const glm::vec4& destRect, const glm::vec4& uvRect, GLuint texture, float depth, const ColorRGBA8& color, const glm::vec2& dir) {
const glm::vec2 right(1.0f, 0.0f);
float angle = acos(glm::dot(right, dir));
if (dir.y < 0.0f) angle = -angle;
_glyphs.emplace_back(destRect, uvRect, texture, depth, color, angle);
}
void SpriteBatch::renderBatch() {
// Bind our VAO. This sets up the opengl state we need, including the
// vertex attribute pointers and it binds the VBO
glBindVertexArray(_vao);
for (size_t i = 0; i < _renderBatches.size(); i++) {
glBindTexture(GL_TEXTURE_2D, _renderBatches[i].texture);
glDrawArrays(GL_TRIANGLES, _renderBatches[i].offset, _renderBatches[i].numVertices);
}
glBindVertexArray(0);
}
void SpriteBatch::createRenderBatches() {
// This will store all the vertices that we need to upload
std::vector <Vertex> vertices;
// Resize the buffer to the exact size we need so we can treat
// it like an array
vertices.resize(_glyphPointers.size() * 6);
if (_glyphPointers.empty()) {
return;
}
int offset = 0; // current offset
int cv = 0; // current vertex
//Add the first batch
_renderBatches.emplace_back(offset, 6, _glyphPointers[0]->texture);
vertices[cv++] = _glyphPointers[0]->topLeft;
vertices[cv++] = _glyphPointers[0]->bottomLeft;
vertices[cv++] = _glyphPointers[0]->bottomRight;
vertices[cv++] = _glyphPointers[0]->bottomRight;
vertices[cv++] = _glyphPointers[0]->topRight;
vertices[cv++] = _glyphPointers[0]->topLeft;
offset += 6;
//Add all the rest of the glyphs
for (size_t cg = 1; cg < _glyphPointers.size(); cg++) {
// Check if this glyph can be part of the current batch
if (_glyphPointers[cg]->texture != _glyphPointers[cg - 1]->texture) {
// Make a new batch
_renderBatches.emplace_back(offset, 6, _glyphPointers[cg]->texture);
} else {
// If its part of the current batch, just increase numVertices
_renderBatches.back().numVertices += 6;
}
vertices[cv++] = _glyphPointers[cg]->topLeft;
vertices[cv++] = _glyphPointers[cg]->bottomLeft;
vertices[cv++] = _glyphPointers[cg]->bottomRight;
vertices[cv++] = _glyphPointers[cg]->bottomRight;
vertices[cv++] = _glyphPointers[cg]->topRight;
vertices[cv++] = _glyphPointers[cg]->topLeft;
offset += 6;
}
// Bind our VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
// Orphan the buffer (for speed)
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 the VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void SpriteBatch::createVertexArray() {
// Generate the VAO if it isn't already generated
if (_vao == 0) {
glGenVertexArrays(1, &_vao);
}
// Bind the VAO. All subsequent opengl calls will modify it's state.
glBindVertexArray(_vao);
//G enerate the VBO if it isn't already generated
if (_vbo == 0) {
glGenBuffers(1, &_vbo);
}
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
//Tell opengl what attribute arrays we need
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
//This is the position attribute pointer
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
//This is the color attribute pointer
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
//This is the UV attribute pointer
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
glBindVertexArray(0);
}
void SpriteBatch::sortGlyphs() {
switch (_sortType) {
case GlyphSortType::BACK_TO_FRONT:
std::stable_sort(_glyphPointers.begin(), _glyphPointers.end(), compareBackToFront);
break;
case GlyphSortType::FRONT_TO_BACK:
std::stable_sort(_glyphPointers.begin(), _glyphPointers.end(), compareFrontToBack);
break;
case GlyphSortType::TEXTURE:
std::stable_sort(_glyphPointers.begin(), _glyphPointers.end(), compareTexture);
break;
}
}
bool SpriteBatch::compareFrontToBack(Glyph* a, Glyph* b) {
return (a->depth < b->depth);
}
bool SpriteBatch::compareBackToFront(Glyph* a, Glyph* b) {
return (a->depth > b->depth);
}
bool SpriteBatch::compareTexture(Glyph* a, Glyph* b) {
return (a->texture < b->texture);
}
}