56 lines
2.7 KiB
C++
56 lines
2.7 KiB
C++
#pragma once
|
|
|
|
#include <charcoal/Poseable2D.h>
|
|
#include <charcoal/TextureRenderable.h>
|
|
|
|
#include "Poseable2DBatch.h"
|
|
|
|
namespace charcoal
|
|
{
|
|
namespace builtin
|
|
{
|
|
template <typename VertexType, typename IndexType, int position_offset, int uv_offset>
|
|
class SpriteBatch : public Poseable2DBatch<VertexType, IndexType, TextureRenderable<VertexType, IndexType> >
|
|
{
|
|
public:
|
|
// Note: This is VERY similar to builtin::textured::Batch
|
|
// Note: Uses GL_TEXTURE0. The uniform for this texture should be set in the scene before rendering.
|
|
using Poseable2DBatch<VertexType, IndexType, TextureRenderable<VertexType, IndexType> >::Poseable2DBatch;
|
|
|
|
void preprender() const override
|
|
{
|
|
// Note: Uses GL_TEXTURE0. The uniform for this texture should be set in the scene.
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, charcoal::Batch<VertexType, IndexType, 1, TextureRenderable<VertexType, IndexType> >::m_p_renderable->get_texture()->get_texture());
|
|
glBindSampler(0, charcoal::Batch<VertexType, IndexType, 1, TextureRenderable<VertexType, IndexType> >::m_p_renderable->get_sampler()->get_sampler());
|
|
}
|
|
|
|
protected:
|
|
void setup_vao() override
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, charcoal::Batch<VertexType, IndexType, 1, TextureRenderable<VertexType, IndexType> >::m_vertex_vbo);
|
|
glEnableVertexAttribArray(0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), (void*)position_offset);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexType), (void*)uv_offset);
|
|
glBindBuffer(GL_ARRAY_BUFFER, charcoal::Batch<VertexType, IndexType, 1, TextureRenderable<VertexType, IndexType> >::m_element_buffers[0]);
|
|
glEnableVertexAttribArray(2);
|
|
glEnableVertexAttribArray(3);
|
|
glEnableVertexAttribArray(4);
|
|
glEnableVertexAttribArray(5);
|
|
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable2D), (void*)(0 * sizeof(vec4)));
|
|
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable2D), (void*)(1 * sizeof(vec4)));
|
|
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable2D), (void*)(2 * sizeof(vec4)));
|
|
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable2D), (void*)(3 * sizeof(vec4)));
|
|
|
|
glVertexAttribDivisor(0, 0); // Send the mesh data once
|
|
glVertexAttribDivisor(1, 0); // Send the mesh data once
|
|
glVertexAttribDivisor(2, 1); // Send the offset data for each instance drawn
|
|
glVertexAttribDivisor(3, 1); // Send the offset data for each instance drawn
|
|
glVertexAttribDivisor(4, 1); // Send the offset data for each instance drawn
|
|
glVertexAttribDivisor(5, 1); // Send the offset data for each instance drawn
|
|
}
|
|
};
|
|
}
|
|
}
|