//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #pragma once //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Point with color and texture coordinates /// /// By default, the vertex color is white and texture coordinates are (0, 0). /// //////////////////////////////////////////////////////////// struct Vertex { //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Vector2f position; //!< 2D position of the vertex Color color{Color::White}; //!< Color of the vertex Vector2f texCoords{}; //!< Coordinates of the texture's pixel to map to the vertex NOLINT(readability-redundant-member-init) }; } // namespace sf //////////////////////////////////////////////////////////// /// \struct sf::Vertex /// \ingroup graphics /// /// A vertex is an improved point. It has a position and other /// extra attributes that will be used for drawing: in SFML, /// vertices also have a color and a pair of texture coordinates. /// /// The vertex is the building block of drawing. Everything which /// is visible on screen is made of vertices. They are grouped /// as 2D primitives (lines, triangles, ...), and these primitives /// are grouped to create even more complex 2D entities such as /// sprites, texts, etc. /// /// If you use the graphical entities of SFML (sprite, text, shape) /// you won't have to deal with vertices directly. But if you want /// to define your own 2D entities, such as tiled maps or particle /// systems, using vertices will allow you to get maximum performances. /// /// Example: /// \code /// // define a 100x100 square, red, with a 10x10 texture mapped on it /// sf::Vertex vertices[] /// { /// {{ 0.0f, 0.0f}, sf::Color::Red, { 0.0f, 0.0f}}, /// {{ 0.0f, 100.0f}, sf::Color::Red, { 0.0f, 10.0f}}, /// {{100.0f, 100.0f}, sf::Color::Red, {10.0f, 10.0f}}, /// {{ 0.0f, 0.0f}, sf::Color::Red, { 0.0f, 0.0f}}, /// {{100.0f, 100.0f}, sf::Color::Red, {10.0f, 10.0f}}, /// {{100.0f, 0.0f}, sf::Color::Red, {10.0f, 0.0f}} /// }; /// /// // draw it /// window.draw(vertices, 6, sf::PrimitiveType::Triangles); /// \endcode /// /// /// It is recommended to use aggregate initialization to create vertex /// objects, which initializes the members in order. /// /// On a C++20-compliant compiler (or where supported as an extension) /// it is possible to use "designated initializers" to only initialize /// a subset of members, with the restriction of having to follow the /// same order in which they are defined. /// /// Example: /// \code /// // C++17 and above /// sf::Vertex v0{{5.0f, 5.0f}}; // explicit 'position', implicit 'color' and 'texCoords' /// sf::Vertex v1{{5.0f, 5.0f}, sf::Color::Red}; // explicit 'position' and 'color', implicit 'texCoords' /// sf::Vertex v2{{5.0f, 5.0f}, sf::Color::Red, {1.0f, 1.0f}}; // everything is explicitly specified /// /// // C++20 and above (or compilers supporting "designated initializers" as an extension) /// sf::Vertex v3{ /// .position{5.0f, 5.0f}, /// .texCoords{1.0f, 1.0f} /// }; /// \endcode /// /// /// Note: Although texture coordinates are supposed to be an integer /// amount of pixels, their type is float because of some buggy graphics /// drivers that are not able to process integer coordinates correctly. /// /// \see `sf::VertexArray` /// ////////////////////////////////////////////////////////////