charcoal/OpenGLEngine/SpriteBatch.h
elipzer b7456401e0 Almost able to render the image
Added image scene to render an image in a scene. There is also now
a testing image that is an uber meme. Currently the problem is
that the spritebatch cannot use the offsetof macro because it is a
templated class. Possible solutions to this are changing it to be
specifyable or implemented per vertex type as the other batches
have been.
2018-10-09 11:42:17 -04:00

68 lines
3.1 KiB
C++

#pragma once
#include "Poseable2D.h"
#include "TextureRenderable.h"
#include "Poseable2DBatch.h"
namespace charcoal
{
namespace builtin
{
template <typename VertexType, typename IndexType>
class SpriteBatch : public Poseable2DBatch<VertexType, IndexType, TextureRenderable<VertexType, IndexType> >
{
// Note: This is VERY similar to builtin::textured::Batch
// TODO: Use Poseable2D for each sprite's position
// TODO: Have a texture
// Note: Uses GL_TEXTURE0. The uniform for this texture should be set in the scene before rendering.
SpriteBatch(
TextureRenderable<VertexType, IndexType>* renderable,
int element_count
) : Poseable2DBatch<VertexType, IndexType, TextureRenderable<VertexType, IndexType> >(renderable, element_count)
{}
SpriteBatch(
TextureRenderable<VertexType, IndexType>* renderable,
int element_count,
int element_render_count
) : Poseable2DBatch<VertexType, IndexType, TextureRenderable<VertexType, IndexType> >(renderable, element_count, element_render_count)
{}
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);
// TODO: Figure out how to do this without offsetof :(
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexType), (void*)offsetof(VertexType, position));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexType), (void*)offsetof(VertexType, uv));
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
}
};
}
}