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#include <renderer/RenderGroup.hpp>
#include <algorithm>
RSortEntry::RSortEntry(float z, size_t entity_index)
: z(z), entity_index(entity_index) {
}
RenderGroup::RenderGroup() {
m_REntities.reserve(1024);
m_RSortEntries.reserve(1024);
}
void RenderGroup::Reset() {
m_CameraWidth = 0;
m_CameraHeight = 0;
m_REntities.clear();
m_RSortEntries.clear();
m_REntities.reserve(1024);
m_RSortEntries.reserve(1024);
}
void RenderGroup::SetCameraSize(float width, float height) {
m_CameraWidth = width;
m_CameraHeight = height;
}
float RenderGroup::GetScale() {
float screen_width = static_cast<float>(m_ScreenWidth);
float screen_height = static_cast<float>(m_ScreenHeight);
float xunits = screen_width / m_CameraWidth;
float yunits = screen_height / m_CameraHeight;
float scale = std::min(xunits, yunits);
return scale;
}
V2F32 RenderGroup::ViewPosToScreenPos(V2F32 view_pos) {
float scale = GetScale();
float screen_width = static_cast<float>(m_ScreenWidth);
float screen_height = static_cast<float>(m_ScreenHeight);
float viewport_width = m_CameraWidth * scale;
float viewport_height = m_CameraHeight * scale;
float viewport_x0 = (screen_width - viewport_width) / 2;
float viewport_y0 = (screen_height - viewport_height) / 2;
V2F32 result;
result.x = viewport_x0 + view_pos.x * scale;
result.y = screen_height - (viewport_y0 + view_pos.y * scale);
return result;
}
V2F32 RenderGroup::ViewSizeToScreenSize(V2F32 view_size) {
float scale = GetScale();
V2F32 result;
result.x = view_size.x * scale;
result.y = view_size.y * scale;
return result;
}
ImVec2 RenderGroup::ViewPosToScreenPosImGui(V2F32 view_pos) {
V2F32 screen_pos = ViewPosToScreenPos(view_pos);
ImVec2 result = {screen_pos.x, screen_pos.y};
return result;
}
ImVec2 RenderGroup::ViewSizeToScreenSizeImGui(V2F32 view_size) {
V2F32 screen_size = ViewSizeToScreenSize(view_size);
ImVec2 result = {screen_size.x, screen_size.y};
return result;
}
void RenderGroup::Clear(V3F32 color) {
m_ClearColor = color;
}
void RenderGroup::PushRectangle(V3F32 pos, V2F32 dim, V3F32 color) {
m_REntities.emplace_back(REntity{.rect{REntityType_Rectangle, pos, dim, color}});
m_RSortEntries.emplace_back(pos.z, m_REntities.size()-1);
}
void RenderGroup::PushBitmap(V3F32 pos, int w, int h, void *data) {
m_REntities.emplace_back(REntity{.bitmap{REntityType_Bitmap, pos, w, h, data}});
m_RSortEntries.emplace_back(pos.z, m_REntities.size()-1);
}
void RenderGroup::Sort() {
std::sort(m_RSortEntries.begin(), m_RSortEntries.end(),
[](const RSortEntry& e1, const RSortEntry& e2) {
return e1.z < e2.z;
});
}
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