1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
|
#include "opengl/spritebatch.hpp"
SpriteBatch::SpriteBatch(GeoShader theshader) : _vbo(0), _vao(0), shader(theshader)
{
//shader = theshader;
}
SpriteBatch::~SpriteBatch()
{
}
void SpriteBatch::init()
{
createVertexArray();
}
void SpriteBatch::begin() {
//_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.
_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(const GraphicsData& gfxData) {
_gfx.emplace_back(gfxData);
}
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 (int i = 0; i < _renderBatches.size(); i++) {
//glBindTexture(GL_TEXTURE_2D, _renderBatches[i].texture);
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]->x;
vertices[cv++] = _gfxPtr[0]->y;
vertices[cv++] = _gfxPtr[0]->r;
vertices[cv++] = _gfxPtr[0]->g;
vertices[cv++] = _gfxPtr[0]->b;
vertices[cv++] = _gfxPtr[0]->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]->x;
vertices[cv++] = _gfxPtr[cg]->y;
vertices[cv++] = _gfxPtr[cg]->r;
vertices[cv++] = _gfxPtr[cg]->g;
vertices[cv++] = _gfxPtr[cg]->b;
vertices[cv++] = _gfxPtr[cg]->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);
}
/*
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);
}
}
*/
|