void Primitive::Add( Primitive& primitive ) { const std::vector<Vertex>& vertices( primitive.GetVertices() ); const std::vector<GLuint>& indices( primitive.GetIndices() ); std::size_t index_count = indices.size(); for( std::size_t index_index = 0; index_index < index_count; ++index_index ) { AddVertex( vertices[ indices[index_index] ] ); } }
void VertexArrayRenderer::RefreshArray() { SortPrimitives(); m_vertex_data.clear(); m_color_data.clear(); m_texture_data.clear(); m_index_data.clear(); m_vertex_data.reserve( m_vertex_count ); m_color_data.reserve( m_vertex_count ); m_texture_data.reserve( m_vertex_count ); m_index_data.reserve( m_index_count ); m_batches.clear(); m_last_vertex_count = 0; m_last_index_count = 0; auto primitives_size = m_primitives.size(); // Default viewport Batch current_batch; current_batch.viewport = m_default_viewport; current_batch.atlas_page = 0; current_batch.start_index = 0; current_batch.index_count = 0; current_batch.min_index = 0; current_batch.max_index = static_cast<GLuint>( m_vertex_count - 1 ); current_batch.custom_draw = false; sf::FloatRect window_viewport( 0.f, 0.f, static_cast<float>( m_window_size.x ), static_cast<float>( m_window_size.y ) ); for( std::size_t primitive_index = 1; primitive_index != primitives_size + 1; primitive_index += 1 ) { Primitive* primitive = m_primitives[primitive_index - 1].get(); primitive->SetSynced(); if( !primitive->IsVisible() ) { continue; } sf::Vector2f position_transform( primitive->GetPosition() ); auto viewport = primitive->GetViewport(); std::size_t atlas_page = 0; auto viewport_rect = window_viewport; // Check if primitive needs to be rendered in a custom viewport. if( viewport && ( ( *viewport ) != ( *m_default_viewport ) ) ) { sf::Vector2f destination_origin( viewport->GetDestinationOrigin() ); sf::Vector2f size( viewport->GetSize() ); position_transform += ( destination_origin - viewport->GetSourceOrigin() ); if( m_cull ) { viewport_rect.left = destination_origin.x; viewport_rect.top = destination_origin.y; viewport_rect.width = size.x; viewport_rect.height = size.y; } } const std::shared_ptr<Signal>& custom_draw_callback( primitive->GetCustomDrawCallback() ); if( custom_draw_callback ) { // Start a new batch. current_batch.max_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0; m_batches.push_back( current_batch ); // Mark current_batch custom draw batch. current_batch.viewport = viewport; current_batch.start_index = 0; current_batch.index_count = 0; current_batch.min_index = 0; current_batch.max_index = 0; current_batch.custom_draw = true; current_batch.custom_draw_callback = custom_draw_callback; // Start a new batch. m_batches.push_back( current_batch ); // Reset current_batch to defaults. current_batch.viewport = m_default_viewport; current_batch.start_index = m_last_index_count; current_batch.index_count = 0; current_batch.min_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0; current_batch.custom_draw = false; } else { // Process primitive's vertices and indices const std::vector<Primitive::Vertex>& vertices( primitive->GetVertices() ); const std::vector<GLuint>& indices( primitive->GetIndices() ); sf::Vector2f position( 0.f, 0.f ); sf::FloatRect bounding_rect( 0.f, 0.f, 0.f, 0.f ); for( const auto& vertex : vertices ) { position.x = vertex.position.x + position_transform.x; position.y = vertex.position.y + position_transform.y; m_vertex_data.push_back( position ); m_color_data.push_back( vertex.color ); atlas_page = static_cast<unsigned int>( vertex.texture_coordinate.y ) / m_max_texture_size; // Used to normalize texture coordinates. sf::Vector2f normalizer( 1.f / static_cast<float>( m_texture_atlas[atlas_page]->getSize().x ), 1.f / static_cast<float>( m_texture_atlas[atlas_page]->getSize().y ) ); // Normalize SFML's pixel texture coordinates. m_texture_data.push_back( sf::Vector2f( vertex.texture_coordinate.x * normalizer.x, static_cast<float>( static_cast<unsigned int>( vertex.texture_coordinate.y ) % m_max_texture_size ) * normalizer.y ) ); // Update the bounding rect. if( m_cull ) { if( position.x < bounding_rect.left ) { bounding_rect.width += bounding_rect.left - position.x; bounding_rect.left = position.x; } else if( position.x > bounding_rect.left + bounding_rect.width ) { bounding_rect.width = position.x - bounding_rect.left; } if( position.y < bounding_rect.top ) { bounding_rect.height += bounding_rect.top - position.y; bounding_rect.top = position.y; } else if( position.y > bounding_rect.top + bounding_rect.height ) { bounding_rect.height = position.y - bounding_rect.top; } } } if( m_cull && !viewport_rect.intersects( bounding_rect ) ) { m_vertex_data.resize( m_last_vertex_count ); m_color_data.resize( m_last_vertex_count ); m_texture_data.resize( m_last_vertex_count ); } else { for( const auto& index : indices ) { m_index_data.push_back( m_last_vertex_count + index ); } // Check if we need to start a new batch. if( ( ( *viewport ) != ( *current_batch.viewport ) ) || ( atlas_page != current_batch.atlas_page ) ) { current_batch.max_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0; m_batches.push_back( current_batch ); // Reset current_batch to defaults. current_batch.viewport = viewport; current_batch.atlas_page = atlas_page; current_batch.start_index = m_last_index_count; current_batch.index_count = 0; current_batch.min_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0; current_batch.custom_draw = false; } current_batch.index_count += static_cast<unsigned int>( indices.size() ); m_last_vertex_count += static_cast<GLsizei>( vertices.size() ); m_last_index_count += static_cast<GLsizei>( indices.size() ); } } } current_batch.max_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0; m_batches.push_back( current_batch ); }