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Turn 'sf::Vertex' into an aggregate 'struct'
This commit is contained in:
parent
691292b23a
commit
23c26f9b70
@ -151,7 +151,7 @@ public:
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const auto r = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto g = static_cast<std::uint8_t>(colorDistribution(rng));
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const auto b = static_cast<std::uint8_t>(colorDistribution(rng));
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m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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m_points.append({{x, y}, {r, g, b}});
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}
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// Load the shader
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@ -37,73 +37,24 @@ namespace sf
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////////////////////////////////////////////////////////////
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/// \brief Define a point with color and texture coordinates
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///
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/// By default, the vertex color is white and texture coordinates are (0, 0).
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///
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////////////////////////////////////////////////////////////
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class Vertex
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struct Vertex
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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constexpr Vertex();
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////////////////////////////////////////////////////////////
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/// \brief Construct the vertex from its position
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///
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/// The vertex color is white and texture coordinates are (0, 0).
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///
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/// \param thePosition Vertex position
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///
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////////////////////////////////////////////////////////////
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constexpr Vertex(const Vector2f& thePosition);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vertex from its position and color
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///
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/// The texture coordinates are (0, 0).
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///
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/// \param thePosition Vertex position
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/// \param theColor Vertex color
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///
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////////////////////////////////////////////////////////////
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constexpr Vertex(const Vector2f& thePosition, const Color& theColor);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vertex from its position and texture coordinates
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///
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/// The vertex color is white.
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///
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/// \param thePosition Vertex position
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/// \param theTexCoords Vertex texture coordinates
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///
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////////////////////////////////////////////////////////////
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constexpr Vertex(const Vector2f& thePosition, const Vector2f& theTexCoords);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vertex from its position, color and texture coordinates
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///
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/// \param thePosition Vertex position
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/// \param theColor Vertex color
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/// \param theTexCoords Vertex texture coordinates
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///
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////////////////////////////////////////////////////////////
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constexpr Vertex(const Vector2f& thePosition, const Color& theColor, const Vector2f& theTexCoords);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f position; //!< 2D position of the vertex
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Vector2f position{}; //!< 2D position of the vertex
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Color color{Color::White}; //!< Color of the vertex
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Vector2f texCoords; //!< Coordinates of the texture's pixel to map to the vertex
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Vector2f texCoords{}; //!< Coordinates of the texture's pixel to map to the vertex
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};
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} // namespace sf
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#include <SFML/Graphics/Vertex.inl>
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////////////////////////////////////////////////////////////
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/// \class sf::Vertex
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/// \struct sf::Vertex
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/// \ingroup graphics
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///
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/// A vertex is an improved point. It has a position and other
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@ -124,20 +75,44 @@ public:
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/// Example:
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/// \code
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/// // define a 100x100 square, red, with a 10x10 texture mapped on it
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/// sf::Vertex vertices[] =
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/// sf::Vertex vertices[]
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/// {
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/// sf::Vertex(sf::Vector2f( 0, 0), sf::Color::Red, sf::Vector2f( 0, 0)),
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/// sf::Vertex(sf::Vector2f( 0, 100), sf::Color::Red, sf::Vector2f( 0, 10)),
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/// sf::Vertex(sf::Vector2f(100, 100), sf::Color::Red, sf::Vector2f(10, 10)),
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/// sf::Vertex(sf::Vector2f( 0, 0), sf::Color::Red, sf::Vector2f( 0, 0)),
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/// sf::Vertex(sf::Vector2f(100, 100), sf::Color::Red, sf::Vector2f(10, 10)),
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/// sf::Vertex(sf::Vector2f(100, 0), sf::Color::Red, sf::Vector2f(10, 0))
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/// {{ 0.0f, 0.0f}, sf::Color::Red, { 0.0f, 0.0f}},
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/// {{ 0.0f, 100.0f}, sf::Color::Red, { 0.0f, 10.0f}},
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/// {{100.0f, 100.0f}, sf::Color::Red, {10.0f, 10.0f}},
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/// {{ 0.0f, 0.0f}, sf::Color::Red, { 0.0f, 0.0f}},
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/// {{100.0f, 100.0f}, sf::Color::Red, {10.0f, 10.0f}},
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/// {{100.0f, 0.0f}, sf::Color::Red, {10.0f, 0.0f}}
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/// };
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///
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/// // draw it
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/// window.draw(vertices, 6, sf::PrimitiveType::Triangles);
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/// \endcode
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///
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///
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/// It is recommended to use aggregate initialization to create vertex
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/// objects, which initializes the members in order.
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///
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/// On a C++20-compliant compiler (or where supported as an extension)
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/// it is possible to use "designated initializers" to only initialize
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/// a subset of members, with the restriction of having to follow the
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/// same order in which they are defined.
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///
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/// Example:
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/// \code
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/// // C++17 and above
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/// sf::Vertex v0{{5.0f, 5.0f}}; // explicit 'position', implicit 'color' and 'texCoords'
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/// sf::Vertex v1{{5.0f, 5.0f}, sf::Color::Red}; // explicit 'position' and 'color', implicit 'texCoords'
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/// sf::Vertex v2{{5.0f, 5.0f}, sf::Color::Red, {1.0f, 1.0f}}; // everything is explicitly specified
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///
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/// // C++20 and above (or compilers supporting "designated initializers" as an extension)
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/// sf::Vertex v3{
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/// .position{5.0f, 5.0f},
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/// .texCoords{1.0f, 1.0f}
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/// };
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/// \endcode
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///
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///
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/// Note: although texture coordinates are supposed to be an integer
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/// amount of pixels, their type is float because of some buggy graphics
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/// drivers that are not able to process integer coordinates correctly.
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@ -1,65 +0,0 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Vertex.hpp> // NOLINT(misc-header-include-cycle)
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namespace sf
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{
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////////////////////////////////////////////////////////////
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constexpr Vertex::Vertex() = default;
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////////////////////////////////////////////////////////////
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constexpr Vertex::Vertex(const Vector2f& thePosition) : position(thePosition)
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{
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}
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////////////////////////////////////////////////////////////
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constexpr Vertex::Vertex(const Vector2f& thePosition, const Color& theColor) : position(thePosition), color(theColor)
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{
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}
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////////////////////////////////////////////////////////////
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constexpr Vertex::Vertex(const Vector2f& thePosition, const Vector2f& theTexCoords) :
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position(thePosition),
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texCoords(theTexCoords)
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{
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}
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////////////////////////////////////////////////////////////
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constexpr Vertex::Vertex(const Vector2f& thePosition, const Color& theColor, const Vector2f& theTexCoords) :
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position(thePosition),
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color(theColor),
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texCoords(theTexCoords)
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{
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}
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} // namespace sf
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@ -41,7 +41,7 @@
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namespace sf
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{
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class RenderTarget;
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class Vertex;
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struct Vertex;
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////////////////////////////////////////////////////////////
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/// \brief Vertex buffer storage for one or more 2D primitives
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@ -48,7 +48,6 @@ set(SRC
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${SRCROOT}/View.cpp
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${INCROOT}/View.hpp
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${INCROOT}/Vertex.hpp
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${INCROOT}/Vertex.inl
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)
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source_group("" FILES ${SRC})
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@ -52,15 +52,12 @@ void addLine(sf::VertexArray& vertices,
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const float top = std::floor(lineTop + offset - (thickness / 2) + 0.5f);
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const float bottom = top + std::floor(thickness + 0.5f);
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(
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sf::Vertex(sf::Vector2f(lineLength + outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(
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sf::Vertex(sf::Vector2f(lineLength + outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(
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sf::Vertex(sf::Vector2f(lineLength + outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append({{-outlineThickness, top - outlineThickness}, color, {1.0f, 1.0f}});
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vertices.append({{lineLength + outlineThickness, top - outlineThickness}, color, {1.0f, 1.0f}});
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vertices.append({{-outlineThickness, bottom + outlineThickness}, color, {1.0f, 1.0f}});
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vertices.append({{-outlineThickness, bottom + outlineThickness}, color, {1.0f, 1.0f}});
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vertices.append({{lineLength + outlineThickness, top - outlineThickness}, color, {1.0f, 1.0f}});
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vertices.append({{lineLength + outlineThickness, bottom + outlineThickness}, color, {1.0f, 1.0f}});
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}
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// Add a glyph quad to the vertex array
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@ -78,19 +75,12 @@ void addGlyphQuad(sf::VertexArray& vertices, sf::Vector2f position, const sf::Co
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const float u2 = static_cast<float>(glyph.textureRect.left + glyph.textureRect.width) + padding;
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const float v2 = static_cast<float>(glyph.textureRect.top + glyph.textureRect.height) + padding;
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vertices.append(
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sf::Vertex(sf::Vector2f(position.x + left - italicShear * top, position.y + top), color, sf::Vector2f(u1, v1)));
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vertices.append(
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sf::Vertex(sf::Vector2f(position.x + right - italicShear * top, position.y + top), color, sf::Vector2f(u2, v1)));
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vertices.append(
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sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom, position.y + bottom), color, sf::Vector2f(u1, v2)));
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vertices.append(
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sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom, position.y + bottom), color, sf::Vector2f(u1, v2)));
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vertices.append(
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sf::Vertex(sf::Vector2f(position.x + right - italicShear * top, position.y + top), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * bottom, position.y + bottom),
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color,
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sf::Vector2f(u2, v2)));
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vertices.append({{position.x + left - italicShear * top, position.y + top}, color, {u1, v1}});
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vertices.append({{position.x + right - italicShear * top, position.y + top}, color, {u2, v1}});
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vertices.append({{position.x + left - italicShear * bottom, position.y + bottom}, color, {u1, v2}});
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vertices.append({{position.x + left - italicShear * bottom, position.y + bottom}, color, {u1, v2}});
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vertices.append({{position.x + right - italicShear * top, position.y + top}, color, {u2, v1}});
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vertices.append({{position.x + right - italicShear * bottom, position.y + bottom}, color, {u2, v2}});
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}
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} // namespace
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@ -13,11 +13,12 @@ TEST_CASE("[Graphics] sf::Vertex")
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STATIC_CHECK(std::is_copy_assignable_v<sf::Vertex>);
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STATIC_CHECK(std::is_nothrow_move_constructible_v<sf::Vertex>);
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STATIC_CHECK(std::is_nothrow_move_assignable_v<sf::Vertex>);
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STATIC_CHECK(std::is_aggregate_v<sf::Vertex>);
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}
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SECTION("Construction")
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{
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SECTION("Default constructor")
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SECTION("Aggregate initialization -- Nothing")
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{
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constexpr sf::Vertex vertex;
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STATIC_CHECK(vertex.position == sf::Vector2f(0.0f, 0.0f));
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@ -25,33 +26,25 @@ TEST_CASE("[Graphics] sf::Vertex")
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STATIC_CHECK(vertex.texCoords == sf::Vector2f(0.0f, 0.0f));
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}
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SECTION("Position constructor")
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SECTION("Aggregate initialization -- Position")
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{
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constexpr sf::Vertex vertex({1, 2});
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constexpr sf::Vertex vertex{{1.0f, 2.0f}};
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STATIC_CHECK(vertex.position == sf::Vector2f(1.0f, 2.0f));
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STATIC_CHECK(vertex.color == sf::Color(255, 255, 255));
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STATIC_CHECK(vertex.texCoords == sf::Vector2f(0.0f, 0.0f));
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}
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SECTION("Position and color constructor")
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SECTION("Aggregate initialization -- Position and color")
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{
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constexpr sf::Vertex vertex({1, 2}, {3, 4, 5, 6});
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constexpr sf::Vertex vertex{{1.0f, 2.0f}, {3, 4, 5, 6}};
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STATIC_CHECK(vertex.position == sf::Vector2f(1.0f, 2.0f));
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STATIC_CHECK(vertex.color == sf::Color(3, 4, 5, 6));
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STATIC_CHECK(vertex.texCoords == sf::Vector2f(0.0f, 0.0f));
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}
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SECTION("Position and coords constructor")
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SECTION("Aggregate initialization -- Position, color, and coords")
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{
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constexpr sf::Vertex vertex({1, 2}, {3, 4});
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STATIC_CHECK(vertex.position == sf::Vector2f(1.0f, 2.0f));
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STATIC_CHECK(vertex.color == sf::Color(255, 255, 255));
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STATIC_CHECK(vertex.texCoords == sf::Vector2f(3.0f, 4.0f));
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}
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SECTION("Position, color, and coords constructor")
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{
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constexpr sf::Vertex vertex({1, 2}, {3, 4, 5, 6}, {7, 8});
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constexpr sf::Vertex vertex{{1.0f, 2.0f}, {3, 4, 5, 6}, {7.0f, 8.0f}};
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STATIC_CHECK(vertex.position == sf::Vector2f(1.0f, 2.0f));
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STATIC_CHECK(vertex.color == sf::Color(3, 4, 5, 6));
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STATIC_CHECK(vertex.texCoords == sf::Vector2f(7.0f, 8.0f));
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@ -41,9 +41,9 @@ TEST_CASE("[Graphics] sf::VertexArray")
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CHECK(vertexArray.getBounds() == sf::FloatRect({0, 0}, {0, 0}));
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for (std::size_t i = 0; i < vertexArray.getVertexCount(); ++i)
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{
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CHECK(vertexArray[i].position == sf::Vertex().position);
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CHECK(vertexArray[i].color == sf::Vertex().color);
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CHECK(vertexArray[i].texCoords == sf::Vertex().texCoords);
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CHECK(vertexArray[i].position == sf::Vertex{}.position);
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CHECK(vertexArray[i].color == sf::Vertex{}.color);
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CHECK(vertexArray[i].texCoords == sf::Vertex{}.texCoords);
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}
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}
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}
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@ -55,9 +55,9 @@ TEST_CASE("[Graphics] sf::VertexArray")
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CHECK(vertexArray.getVertexCount() == 42);
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for (std::size_t i = 0; i < vertexArray.getVertexCount(); ++i)
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{
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CHECK(vertexArray[i].position == sf::Vertex().position);
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CHECK(vertexArray[i].color == sf::Vertex().color);
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CHECK(vertexArray[i].texCoords == sf::Vertex().texCoords);
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CHECK(vertexArray[i].position == sf::Vertex{}.position);
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CHECK(vertexArray[i].color == sf::Vertex{}.color);
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CHECK(vertexArray[i].texCoords == sf::Vertex{}.texCoords);
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}
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}
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@ -72,7 +72,7 @@ TEST_CASE("[Graphics] sf::VertexArray")
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SECTION("Append to array")
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{
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sf::VertexArray vertexArray;
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const sf::Vertex vertex({1, 2}, {3, 4, 5, 6}, {7, 8});
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const sf::Vertex vertex{{1.0f, 2.0f}, {3, 4, 5, 6}, {7.0f, 8.0f}};
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vertexArray.append(vertex);
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CHECK(vertexArray.getVertexCount() == 1);
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CHECK(vertexArray[0].position == vertex.position);
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@ -84,7 +84,7 @@ TEST_CASE("[Graphics] sf::VertexArray")
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{
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sf::VertexArray vertexArray;
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vertexArray.resize(10);
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const sf::Vertex otherVertex({2, 3}, {4, 5, 6, 7}, {8, 9});
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const sf::Vertex otherVertex{{2.0f, 3.0f}, {4, 5, 6, 7}, {8.0f, 9.0f}};
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vertexArray[9] = otherVertex;
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CHECK(vertexArray[9].position == otherVertex.position);
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CHECK(vertexArray[9].color == otherVertex.color);
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@ -101,14 +101,14 @@ TEST_CASE("[Graphics] sf::VertexArray")
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SECTION("Get bounds")
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{
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sf::VertexArray vertexArray;
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vertexArray.append(sf::Vertex({1, 1}));
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vertexArray.append(sf::Vertex({2, 2}));
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vertexArray.append({{1, 1}});
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vertexArray.append({{2, 2}});
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CHECK(vertexArray.getBounds() == sf::FloatRect({1, 1}, {1, 1}));
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vertexArray[0] = sf::Vertex({0, 0});
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vertexArray[0] = {{0, 0}};
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CHECK(vertexArray.getBounds() == sf::FloatRect({0, 0}, {2, 2}));
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vertexArray[0] = sf::Vertex({5, 5});
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vertexArray[0] = {{5, 5}};
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CHECK(vertexArray.getBounds() == sf::FloatRect({2, 2}, {3, 3}));
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vertexArray.append(sf::Vertex({10, 10}));
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vertexArray.append({{10, 10}});
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CHECK(vertexArray.getBounds() == sf::FloatRect({2, 2}, {8, 8}));
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}
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}
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