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#include "opengl/spritebatch.hpp"
SpriteBatch::SpriteBatch(GeoShader theshader) : _vbo(0), _vao(0), shader(theshader){}
void SpriteBatch::init()
{
createVertexArray();
}
void SpriteBatch::begin()
{
_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.
_gfx.clear();
}
void SpriteBatch::end()
{
// Set up all pointers for fast sorting
_gfxPtr.resize(_gfx.size());
for (int i = 0; i < _gfx.size(); i++)
_gfxPtr[i] = &_gfx[i];
//sortGlyphs();
createRenderBatches();
}
void SpriteBatch::draw(Rectangle r, DNA::Visuals v)
{
_gfx.emplace_back(std::make_pair(r,v));
}
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);
//glBindTexture(GL_TEXTURE_2D, _renderBatches[i].texture);
for (int i = 0; i < _renderBatches.size(); i++)
glDrawArrays(GL_POINTS, _renderBatches[i].offset, _renderBatches[i].numVertices);
glBindVertexArray(0);
}
void SpriteBatch::createRenderBatches()
{
// This will store all the vertices that we need to upload
std::vector <float> vertices;
// Resize the buffer to the exact size we need so we can treat
// it like an array
vertices.resize(_gfxPtr.size() * 6);
if (_gfxPtr.empty()) {
return;
}
int offset = 0; // current offset
int cv = 0; // current vertex
//Add the first batch
_renderBatches.emplace_back(offset, 6);
vertices[cv++] = _gfxPtr[0]->first.x;
vertices[cv++] = _gfxPtr[0]->first.y;
vertices[cv++] = _gfxPtr[0]->second.red;
vertices[cv++] = _gfxPtr[0]->second.green;
vertices[cv++] = _gfxPtr[0]->second.blue;
vertices[cv++] = SIDES;
offset += 6;
//Add all the rest of the glyphs
//std::cout << "ptr size = " << _gfxPtr.size() << std::endl;
for (int cg = 1; cg < _gfxPtr.size(); cg++) {
// Check if this glyph can be part of the current batch
//if (_gfxPtr[cg]->texture != _gfxPtr[cg - 1]->texture) {
// Make a new batch
// _renderBatches.emplace_back(offset, 6);
//} else {
// If its part of the current batch, just increase numVertices
_renderBatches.back().numVertices += 6;
//}
vertices[cv++] = _gfxPtr[cg]->first.x;
vertices[cv++] = _gfxPtr[cg]->first.y;
vertices[cv++] = _gfxPtr[cg]->second.red;
vertices[cv++] = _gfxPtr[cg]->second.green;
vertices[cv++] = _gfxPtr[cg]->second.blue;
vertices[cv++] = SIDES;
offset += 6;
}
// Bind our VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
// Orphan the buffer (for speed)
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
// Upload the data
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size() * sizeof(float), 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
GLint posAttrib = glGetAttribLocation(shader.m_program, "pos");
glEnableVertexAttribArray(posAttrib);
GLint colAttrib = glGetAttribLocation(shader.m_program, "color");
glEnableVertexAttribArray(colAttrib);
GLint sidesAttrib = glGetAttribLocation(shader.m_program, "sides");
glEnableVertexAttribArray(sidesAttrib);
//glEnableVertexAttribArray(2);
//This is the position attribute pointer
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 6*sizeof(float), 0);
//This is the color attribute pointer
glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*) (2 * sizeof(float)));
//This is the UV attribute pointer
glVertexAttribPointer(sidesAttrib, 1, GL_FLOAT, GL_FALSE,6*sizeof(float), (void*) (5 * sizeof(float)));
glBindVertexArray(0);
}
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