Added working SpriteBatch.

This commit is contained in:
rude
2009-07-27 02:10:51 +02:00
parent 76e59f37d0
commit 4f32377efa
9 changed files with 380 additions and 11 deletions
+149
View File
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* 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.
**/
#include "SpriteBatch.h"
// STD
#include <iostream>
// LOVE
#include "Image.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch::SpriteBatch(Image * image, int size, int usage)
: image(image), size(size), next(0), usage(usage)
{
image->retain();
vertices = new vertex[size*4];
indices = new GLushort[size*6];
for(int i = 0; i<size; i++)
{
indices[i*6+0] = 0+(i*4);
indices[i*6+1] = 1+(i*4);
indices[i*6+2] = 2+(i*4);
indices[i*6+3] = 0+(i*4);
indices[i*6+4] = 2+(i*4);
indices[i*6+5] = 3+(i*4);
}
// Find out which OpenGL VBO usage hint to use.
gl_usage = GL_STREAM_DRAW;
gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW : gl_usage;
gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW : gl_usage;
gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW : gl_usage;
glGenBuffers(2, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex)*size*4, vertices, gl_usage);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*size*6, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
SpriteBatch::~SpriteBatch()
{
image->release();
if(vbo[0] != 0 && vbo[1] != 0)
glDeleteBuffers(2, vbo);
delete [] vertices;
delete [] indices;
}
void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy)
{
// Only do this if there's a free slot.
if(next < size)
{
// Get a pointer to the correct insertion position.
vertex * v = vertices + next*4;
memcpy(v, image->getVertices(), sizeof(vertex)*4);
// Transform.
Matrix t;
t.translate(x, y);
t.scale(sx, sy);
t.rotate(a);
t.transform(v, v, 4);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferSubData(GL_ARRAY_BUFFER, (next*4)*sizeof(vertex), sizeof(vertex)*4, v);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Increment counter.
next++;
}
}
void SpriteBatch::clear()
{
// Reset the position of the next index.
next = 0;
}
void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
{
glPushMatrix();
glTranslatef(x, y, 0);
image->bind();
// Enable vertex arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Bind the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)0);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4));
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4+sizeof(float)*2));
glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, 0);
// Disable vertex arrays.
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glPopMatrix();
}
} // opengl
} // graphics
} // love