BLT-With-Graphics-Template/include/blt/gfx/renderer/batch_2d_renderer.h

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/*
* <Short Description>
* Copyright (C) 2023 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H
#define BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H
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#include "blt/gfx/model.h"
#include "blt/gfx/shader.h"
#include "blt/gfx/renderer/resource_manager.h"
#include <blt/std/hashmap.h>
#include <blt/std/memory_util.h>
#include <blt/math/vectors.h>
#include <string_view>
#include <vector>
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namespace blt::gfx
{
struct rectangle_t
{
float x, y, width, height, rotation = 0;
rectangle_t(float x, float y, float width, float height, float rotation): x(x), y(y), width(width), height(height), rotation(rotation)
{}
rectangle_t(float x, float y, float width, float height): x(x), y(y), width(width), height(height)
{}
};
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struct draw_state
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{
// texture to use
std::string texture_name;
// color to use
blt::vec4 color;
// how much to blend the texture into the color? note blending is always additive!
blt::vec4 blend;
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};
class batch_renderer_2d
{
private:
struct vec_hash
{
std::size_t operator()(const blt::vec4& key) const
{
using namespace blt::mem;
return type_cast<std::int32_t>(key.x()) ^ type_cast<std::int32_t>(key.y()) ^ type_cast<std::int32_t>(key.y()) ^
type_cast<std::int32_t>(key.z());
}
};
private:
vertex_array* square_vao = nullptr;
shader_t* shader = nullptr;
resource_manager& resources;
HASHMAP<std::string, HASHMAP<blt::vec4, HASHMAP<blt::vec4, std::vector<rectangle_t>, vec_hash>, vec_hash>> complex_rectangles;
size_t draw_count_ = 0;
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public:
explicit batch_renderer_2d(resource_manager& resources): resources(resources)
{}
void create();
inline void drawRectangle(std::string_view texture, const rectangle_t& rectangle)
{
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const static blt::vec4 empty{0, 0, 0, 0};
const static blt::vec4 full{1, 1, 1, 1};
complex_rectangles[texture][empty][full].push_back(rectangle);
}
inline void drawRectangle(const blt::vec4& color, const rectangle_t& rectangle)
{
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const static blt::vec4 empty{0, 0, 0, 0};
complex_rectangles[""][color][empty].push_back(rectangle);
}
inline void drawRectangle(const draw_state& draw_info, const rectangle_t& rectangle)
{
complex_rectangles[draw_info.texture_name][draw_info.color][draw_info.blend].push_back(rectangle);
}
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template<typename T, typename... P>
inline void drawRectangle(const T& render_info, P... p)
{
drawRectangle(render_info, {p...});
}
void render(bool transparency = true);
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void cleanup();
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[[nodiscard]] inline size_t draw_count()
{
return draw_count_;
}
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};
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}
#endif //BLT_WITH_GRAPHICS_BATCH_2D_RENDERER_H