Files
eepp/include/eepp/graphics/vertexbuffer.hpp
Martín Lucas Golini eec04b3a0b TerminalDisplay: Rendering performance improvements.
VertexBuffer: Added some helper functions to add and set quads.
GlyphDrawable: Added a function to draw the glyph into a VertexBuffer.
2022-08-25 02:59:20 -03:00

245 lines
8.0 KiB
C++

#ifndef EE_GRAPHICSCVERTEXBUFFER_HPP
#define EE_GRAPHICSCVERTEXBUFFER_HPP
#include <eepp/graphics/base.hpp>
#include <eepp/graphics/primitivetype.hpp>
#include <eepp/graphics/vertexbufferhelper.hpp>
#include <eepp/system/color.hpp>
using namespace EE::System;
namespace EE { namespace Graphics {
/** @brief The vertex buffer class holds vertex data. The vertex position, colors, texture
*coordinates and indexes. This is useful to accelerate and encapsulate data.
*/
class EE_API VertexBuffer {
public:
/** @brief Creates a new Vertex Buffer.
* @param vertexFlags The vertex flags indicates which vertex data will be used. @see
*VertexFlags
* @param drawType The type of the primitive to draw.
* @param reserveVertexSize If the vertex size is known is possible to reserve the space in
*memory to avoid resizeing the array.
* @param reserveIndexSize If the vertex size is known is possible to reserve the space in
*memory for the indices to avoid resizeing the array.
* @param usageType This indicates the kind of usage VBO will have. It's only useful if VBO
*extensions are supported ( almost for sure that it's supported ). More information here:
*http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
*/
static VertexBuffer* New( const Uint32& vertexFlags = VERTEX_FLAGS_DEFAULT,
PrimitiveType drawType = PRIMITIVE_QUADS,
const Int32& reserveVertexSize = 0, const Int32& reserveIndexSize = 0,
VertexBufferUsageType usageType = VertexBufferUsageType::Static );
/** Creates the simple vertex array implementation ( without VBOs or VAO ), which it's faster
* for many cases. */
static VertexBuffer*
NewVertexArray( const Uint32& vertexFlags = VERTEX_FLAGS_DEFAULT,
PrimitiveType drawType = PRIMITIVE_QUADS, const Int32& reserveVertexSize = 0,
const Int32& reserveIndexSize = 0,
VertexBufferUsageType usageType = VertexBufferUsageType::Static );
virtual ~VertexBuffer();
/** @brief Adds a vertex of the type indicated to the buffer
* @param type Can be the position or texture coordinates.
* @param vertex The vexter data */
void addVertex( const Uint32& type, const Vector2f& vertex );
/** @brief Adds a vertex position to the buffer
* @param vertex The vexter data */
void addVertex( const Vector2f& vertex );
/** @brief Adds a vertex texture coordinate.
* @param vertexCoord The vertex texture coordinate.
* @param textureLevel Indicates the texture level if it's using multitextures.
*/
void addTextureCoord( const Vector2f& vertexCoord, const Uint32& textureLevel = 0 );
/** @brief Adds a color to the buffer.
* @param color The color value.
*/
void addColor( const Color& color );
/** @brief Adds an index to the buffer.
* @param indexValue The index value.
*/
void addIndex( const Uint32& indexValue );
/** @brief Set a vertex index of the type indicated to the buffer
* @param index The array index of the vertext to set
* @param type Can be the position or texture coordinates.
* @param vertex The vexter data */
void setVertex( const Uint32& index, const Uint32& type, const Vector2f& vertex );
/** @brief Adds a vertex position to the buffer
* @param index The array index of the vertext to set
* @param vertex The vexter data */
void setVertex( const Uint32& index, const Vector2f& vertex );
/** @brief Adds a vertex texture coordinate.
* @param index The array index of the vertext to set
* @param vertexCoord The vertex texture coordinate.
* @param textureLevel Indicates the texture level if it's using multitextures.
*/
void setTextureCoord( const Uint32& index, const Vector2f& vertexCoord,
const Uint32& textureLevel = 0 );
/** @brief Adds a color to the buffer.
* @param index The array index of the vertext to set
* @param color The color value.
*/
void setColor( const Uint32& index, const Color& color );
/** @brief Adds an index to the buffer.
* @param index The array index of the vertext to set
* @param indexValue The index value.
*/
void setIndex( const Uint32& index, const Uint32& indexValue );
/** @brief Resizes the array of the type indicated.
* @param type The type must be one of the vertex flags ( @see VertexFlags ).
* @param size The size to be resized
*/
void resizeArray( const Uint32& type, const Uint32& size );
/** @brief Resizes the indices array.
* @param size The new size
*/
void resizeIndices( const Uint32& size );
void addQuad( const Vector2f& pos, const Sizef& size, const Color& color );
void setQuad( const Vector2u& gridPos, const Vector2f& pos, const Sizef& size,
const Color& color );
void setQuadColor( const Vector2u& gridPos, const Color& color );
void setQuadFree( const Vector2u& gridPos, const Vector2f& pos0, const Vector2f& pos1,
const Vector2f& pos2, const Vector2f& pos3, const Color& color );
void setQuadTexCoords( const Vector2u& gridPos, const Rectf& coords,
const Uint32& textureLevel );
void setGridSize( const Sizei& size );
/** @return The position array */
std::vector<Vector2f>& getPositionArray();
/** @return The color array pointer. */
std::vector<Color>& getColorArray();
/** @return The indices array pointer. */
std::vector<Uint32>& getIndices();
/** @return The texture coord array from the texture level */
std::vector<Vector2f>& getTextureCoordArray( const Uint32& textureLevel );
/** @return The number of vertex added. */
Uint32 getVertexCount();
/** @return The number of indexes added. */
Uint32 getIndexCount();
/** @return The color at the buffer position.
* @param index The position in the buffer.
*/
Color getColor( const Uint32& index );
/** @return The index at the buffer position.
* @param index The position in the buffer.
*/
Uint32 getIndex( const Uint32& index );
/** @brief Sets the number of elements to draw. If not set, it will draw all the elements. */
void setElementNum( Int32 num );
/** @return The number of elements added. */
const Int32& getElementNum() const;
/** @brief Activates the vertex buffer. */
virtual void bind() = 0;
/** @brief Deactivates the vertex buffer. */
virtual void unbind() = 0;
/** @brief Draw the vertex buffer. */
virtual void draw() = 0;
/** @brief Compile the vertex buffer.
* After adding all the vertex buffer data Compile() must be called to upload the data to the
*GPU.
*/
virtual bool compile() = 0;
/** @brief Update is used in the case of some data is modified and need to be reuploaded to the
* GPU. */
virtual void update( const Uint32& types, bool indices ) = 0;
/** @brief Reupload all the data to the GPU. */
virtual void reload() = 0;
/** Clear the cached data and destroy the buffers */
virtual void clear();
protected:
Uint32 mVertexFlags;
PrimitiveType mDrawType;
VertexBufferUsageType mUsageType;
Int32 mElemDraw;
std::vector<Vector2f> mPosArray;
std::vector<Vector2f> mTexCoordArray[4];
std::vector<Color> mColorArray;
std::vector<Uint32> mIndexArray;
Sizei mGridSize;
VertexBuffer( const Uint32& VertexFlags = VERTEX_FLAGS_DEFAULT,
PrimitiveType DrawType = PRIMITIVE_QUADS, const Int32& ReserveVertexSize = 0,
const Int32& ReserveIndexSize = 0,
VertexBufferUsageType UsageType = VertexBufferUsageType::Static );
virtual void setVertexStates() = 0;
};
}} // namespace EE::Graphics
#endif
/** @class EE::Graphics::VertexBuffer
*
* Some example usage of this class:
* @code
// Creates a rounded rectangle.
Polygon2f Poly = Polygon2f::createRoundedRectangle( 0, 0, 256, 50 );
VertexBuffer * VBO = VertexBuffer::New( VERTEX_FLAGS_PRIMITIVE, PRIMITIVE_TRIANGLE_FAN );
if ( NULL != VBO ) {
// Upload the rounded rectangle data to the vertex buffer.
for ( Uint32 i = 0; i < Poly.Size(); i++ ) {
VBO->addVertex( Poly[i] ); // Adds the vertex position
VBO->addColor( ColorA( 255, 255, 255, 255 ) ); // Adds the vertex color
}
// Compiles the buffered data
VBO->compile();
}
// ... in the main loop draw the VBO
while ( win->isRunning() )
{
...
VBO->bind(); // First must be binded.
VBO->draw(); // Then rendered.
VBO->unbind(); // Then unbinded to allow render other things.
...
win->display()
}
* @endcode
*
**/