Add equality comparison to sf::Transform and avoid uploading 64 bytes of data every time we want to reset the OpenGL matrix back to identity.
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@ -403,6 +403,35 @@ SFML_GRAPHICS_API Transform& operator *=(Transform& left, const Transform& right
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API Vector2f operator *(const Transform& left, const Vector2f& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator == to compare two transforms
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///
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/// Performs an element-wise comparison of the elements of the
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/// left transform with the elements of the right transform.
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return true if the transforms are equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator ==(const Transform& left, const Transform& right);
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////////////////////////////////////////////////////////////
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/// \relates sf::Transform
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/// \brief Overload of binary operator != to compare two transforms
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///
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/// This call is equivalent to !(left == right).
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///
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/// \param left Left operand (the first transform)
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/// \param right Right operand (the second transform)
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///
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/// \return true if the transforms are not equal, false otherwise
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///
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////////////////////////////////////////////////////////////
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SFML_GRAPHICS_API bool operator !=(const Transform& left, const Transform& right);
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} // namespace sf
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@ -235,7 +235,7 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount,
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// Since vertices are transformed, we must use an identity transform to render them
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if (!m_cache.useVertexCache)
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applyTransform(Transform::Identity);
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glCheck(glLoadIdentity());
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}
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else
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{
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@ -393,6 +393,7 @@ void RenderTarget::resetGLStates()
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glCheck(glEnable(GL_TEXTURE_2D));
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glCheck(glEnable(GL_BLEND));
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glCheck(glMatrixMode(GL_MODELVIEW));
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glCheck(glLoadIdentity());
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glCheck(glEnableClientState(GL_VERTEX_ARRAY));
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glCheck(glEnableClientState(GL_COLOR_ARRAY));
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glCheck(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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@ -400,7 +401,6 @@ void RenderTarget::resetGLStates()
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// Apply the default SFML states
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applyBlendMode(BlendAlpha);
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applyTransform(Transform::Identity);
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applyTexture(NULL);
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if (shaderAvailable)
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applyShader(NULL);
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@ -499,7 +499,10 @@ void RenderTarget::applyTransform(const Transform& transform)
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{
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// No need to call glMatrixMode(GL_MODELVIEW), it is always the
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// current mode (for optimization purpose, since it's the most used)
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glCheck(glLoadMatrixf(transform.getMatrix()));
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if (transform == Transform::Identity)
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glCheck(glLoadIdentity());
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else
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glCheck(glLoadMatrixf(transform.getMatrix()));
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}
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@ -269,4 +269,23 @@ Vector2f operator *(const Transform& left, const Vector2f& right)
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return left.transformPoint(right);
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}
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////////////////////////////////////////////////////////////
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bool operator ==(const Transform& left, const Transform& right)
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{
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const float* a = left.getMatrix();
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const float* b = right.getMatrix();
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return ((a[0] == b[0]) && (a[1] == b[1]) && (a[3] == b[3]) &&
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(a[4] == b[4]) && (a[5] == b[5]) && (a[7] == b[7]) &&
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(a[12] == b[12]) && (a[13] == b[13]) && (a[15] == b[15]));
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}
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////////////////////////////////////////////////////////////
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bool operator !=(const Transform& left, const Transform& right)
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{
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return !(left == right);
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}
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} // namespace sf
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