refactor: Batch2D and Batch3D

This commit is contained in:
MihailRis
2024-06-06 11:24:16 +03:00
parent 18a3dcaabf
commit 7db76a0e6a
4 changed files with 57 additions and 42 deletions
+11 -10
View File
@@ -13,19 +13,18 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
{2}, {2}, {4}, {0} {2}, {2}, {4}, {0}
}; };
buffer = new float[capacity * B2D_VERTEX_SIZE]; buffer = std::make_unique<float[]>(capacity * B2D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer, 0, attrs); mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
index = 0; index = 0;
ubyte pixels[] = { ubyte pixels[] = {
0xFF, 0xFF, 0xFF, 0xFF 0xFF, 0xFF, 0xFF, 0xFF
}; };
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888); blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr; currentTexture = nullptr;
} }
Batch2D::~Batch2D(){ Batch2D::~Batch2D(){
delete[] buffer;
} }
void Batch2D::setPrimitive(DrawPrimitive primitive) { void Batch2D::setPrimitive(DrawPrimitive primitive) {
@@ -37,7 +36,7 @@ void Batch2D::setPrimitive(DrawPrimitive primitive) {
} }
void Batch2D::begin(){ void Batch2D::begin(){
_texture = nullptr; currentTexture = nullptr;
blank->bind(); blank->bind();
color = glm::vec4(1.0f); color = glm::vec4(1.0f);
primitive = DrawPrimitive::triangle; primitive = DrawPrimitive::triangle;
@@ -73,14 +72,16 @@ void Batch2D::vertex(
} }
void Batch2D::texture(Texture* new_texture){ void Batch2D::texture(Texture* new_texture){
if (_texture == new_texture) if (currentTexture == new_texture) {
return; return;
}
flush(); flush();
_texture = new_texture; currentTexture = new_texture;
if (new_texture == nullptr) if (new_texture == nullptr) {
blank->bind(); blank->bind();
else } else {
new_texture->bind(); new_texture->bind();
}
} }
void Batch2D::untexture() { void Batch2D::untexture() {
@@ -327,7 +328,7 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
void Batch2D::flush() { void Batch2D::flush() {
if (index == 0) if (index == 0)
return; return;
mesh->reload(buffer, index / B2D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B2D_VERTEX_SIZE);
mesh->draw(gl::to_glenum(primitive)); mesh->draw(gl::to_glenum(primitive));
index = 0; index = 0;
} }
+2 -2
View File
@@ -12,13 +12,13 @@ class Texture;
struct UVRegion; struct UVRegion;
class Batch2D { class Batch2D {
float* buffer; std::unique_ptr<float[]> buffer;
size_t capacity; size_t capacity;
std::unique_ptr<Mesh> mesh; std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank; std::unique_ptr<Texture> blank;
size_t index; size_t index;
glm::vec4 color; glm::vec4 color;
Texture* _texture; Texture* currentTexture;
DrawPrimitive primitive = DrawPrimitive::triangle; DrawPrimitive primitive = DrawPrimitive::triangle;
void setPrimitive(DrawPrimitive primitive); void setPrimitive(DrawPrimitive primitive);
+23 -16
View File
@@ -14,28 +14,29 @@ Batch3D::Batch3D(size_t capacity)
{3}, {2}, {4}, {0} {3}, {2}, {4}, {0}
}; };
buffer = new float[capacity * B3D_VERTEX_SIZE]; buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer, 0, attrs); mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
index = 0; index = 0;
ubyte pixels[] = { ubyte pixels[] = {
255, 255, 255, 255, 255, 255, 255, 255,
}; };
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888); blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr; currentTexture = nullptr;
} }
Batch3D::~Batch3D(){ Batch3D::~Batch3D(){
delete[] buffer;
} }
void Batch3D::begin(){ void Batch3D::begin(){
_texture = nullptr; currentTexture = nullptr;
blank->bind(); blank->bind();
} }
void Batch3D::vertex(float x, float y, float z, float u, float v, void Batch3D::vertex(
float r, float g, float b, float a) { float x, float y, float z, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x; buffer[index++] = x;
buffer[index++] = y; buffer[index++] = y;
buffer[index++] = z; buffer[index++] = z;
@@ -46,8 +47,10 @@ void Batch3D::vertex(float x, float y, float z, float u, float v,
buffer[index++] = b; buffer[index++] = b;
buffer[index++] = a; buffer[index++] = a;
} }
void Batch3D::vertex(glm::vec3 coord, float u, float v, void Batch3D::vertex(
float r, float g, float b, float a) { glm::vec3 coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x; buffer[index++] = coord.x;
buffer[index++] = coord.y; buffer[index++] = coord.y;
buffer[index++] = coord.z; buffer[index++] = coord.z;
@@ -58,9 +61,11 @@ void Batch3D::vertex(glm::vec3 coord, float u, float v,
buffer[index++] = b; buffer[index++] = b;
buffer[index++] = a; buffer[index++] = a;
} }
void Batch3D::vertex(glm::vec3 point, void Batch3D::vertex(
glm::vec3 point,
glm::vec2 uvpoint, glm::vec2 uvpoint,
float r, float g, float b, float a) { float r, float g, float b, float a
) {
buffer[index++] = point.x; buffer[index++] = point.x;
buffer[index++] = point.y; buffer[index++] = point.y;
buffer[index++] = point.z; buffer[index++] = point.z;
@@ -99,10 +104,10 @@ void Batch3D::face(
} }
void Batch3D::texture(Texture* new_texture){ void Batch3D::texture(Texture* new_texture){
if (_texture == new_texture) if (currentTexture == new_texture)
return; return;
flush(); flush();
_texture = new_texture; currentTexture = new_texture;
if (new_texture == nullptr) if (new_texture == nullptr)
blank->bind(); blank->bind();
else else
@@ -166,7 +171,9 @@ inline glm::vec4 do_tint(float value) {
return glm::vec4(value, value, value, 1.0f); return glm::vec4(value, value, value, 1.0f);
} }
void Batch3D::xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading) { void Batch3D::xSprite(
float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading
) {
face( face(
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f), glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
w, h, w, h,
@@ -244,13 +251,13 @@ void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
} }
void Batch3D::flush() { void Batch3D::flush() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->draw(); mesh->draw();
index = 0; index = 0;
} }
void Batch3D::flushPoints() { void Batch3D::flushPoints() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->draw(GL_POINTS); mesh->draw(GL_POINTS);
index = 0; index = 0;
} }
+18 -11
View File
@@ -12,28 +12,35 @@ class Mesh;
class Texture; class Texture;
class Batch3D { class Batch3D {
float* buffer; std::unique_ptr<float[]> buffer;
size_t capacity; size_t capacity;
std::unique_ptr<Mesh> mesh; std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank; std::unique_ptr<Texture> blank;
size_t index; size_t index;
Texture* _texture; Texture* currentTexture;
void vertex(float x, float y, float z, void vertex(
float x, float y, float z,
float u, float v, float u, float v,
float r, float g, float b, float a); float r, float g, float b, float a
void vertex(glm::vec3 coord, );
void vertex(
glm::vec3 coord,
float u, float v, float u, float v,
float r, float g, float b, float a); float r, float g, float b, float a
void vertex(glm::vec3 point, glm::vec2 uvpoint, );
float r, float g, float b, float a); void vertex(
glm::vec3 point, glm::vec2 uvpoint,
void face(const glm::vec3& coord, float w, float h, float r, float g, float b, float a
);
void face(
const glm::vec3& coord, float w, float h,
const glm::vec3& axisX, const glm::vec3& axisX,
const glm::vec3& axisY, const glm::vec3& axisY,
const UVRegion& region, const UVRegion& region,
const glm::vec4& tint); const glm::vec4& tint
);
public: public:
Batch3D(size_t capacity); Batch3D(size_t capacity);