StrawberryBF/src/PlatformLayer/Batcher.bf

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Brainfuck
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using System.Collections;
using System;
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namespace Strawberry
{
public class Batcher
{
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static public int VertexSize => sizeof(Vertex);
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private List<Batch> batchStack = new List<Batch>() ~ DeleteContainerAndItems!(_);
private Batch top => batchStack.Count > 0 ? batchStack[batchStack.Count - 1] : null;
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private List<Vertex> vertices = new .() ~ delete _;
private List<uint32> indices = new .() ~ delete _;
private uint32 vaoID;
private uint32 vertexBufferID;
private uint32 indexBufferID;
public this()
{
GL.glGenVertexArrays(1, &vaoID);
GL.glBindVertexArray(vaoID);
GL.glGenBuffers(1, &vertexBufferID);
GL.glGenBuffers(1, &indexBufferID);
GL.glBindVertexArray(0);
}
public ~this()
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{
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GL.glDeleteBuffers(1, &vertexBufferID);
GL.glDeleteBuffers(1, &indexBufferID);
GL.glDeleteVertexArrays(1, &vaoID);
}
public void Draw()
{
GL.glBindVertexArray(vaoID);
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferID);
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.Count * sizeof(Vertex), vertices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices.Count * sizeof(uint32), indices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glDrawElements(GL.GL_TRIANGLES, indices.Count, GL.GL_UNSIGNED_INT, (void*)0);
GL.glBindVertexArray(0);
vertices.Clear();
indices.Clear();
}
public void PushQuad(Vector a, Vector b, Vector c, Vector d, Color color)
{
uint32 count = (uint32)vertices.Count;
vertices.Add(Vertex.Shape(a, color));
vertices.Add(Vertex.Shape(b, color));
vertices.Add(Vertex.Shape(c, color));
vertices.Add(Vertex.Shape(d, color));
indices.Add(count + 0);
indices.Add(count + 1);
indices.Add(count + 2);
indices.Add(count + 0);
indices.Add(count + 2);
indices.Add(count + 3);
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}
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private class Batch
{
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uint32 bufferHandle;
public this()
{
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//GL.glGenBuffers(1, &bufferHandle);
//GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferHandle);
//GL.glDeleteBuffers(1, &bufferHandle);
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}
}
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[Ordered, Packed, CRepr]
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private struct Vertex
{
public Vector Position;
public Color Color;
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public Vector TexCoord;
public (uint8, uint8, uint8) Mode;
static public Vertex Shape(Vector pos, Color color)
{
Vertex v = Vertex();
v.Position = pos;
v.Color = color;
v.Mode = (0, 0, 255);
return v;
}
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}
}
}