love.graphics: move more platform-independent code out of the opengl backend

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-07-22 23:34:39 -03:00
parent b568e267eb
commit 864147c38c
22 changed files with 368 additions and 316 deletions
+2 -30
View File
@@ -40,36 +40,10 @@ Text::~Text()
{
}
void Text::draw(Graphics *gfx, const Matrix4 &m)
void Text::drawInternal(const std::vector<Font::DrawCommand> &commands) const
{
if (vbo == nullptr || draw_commands.empty())
return;
gfx->flushStreamDraws();
if (Shader::isDefaultActive())
Shader::attachDefault(Shader::STANDARD_DEFAULT);
if (Shader::current)
Shader::current->checkMainTextureType(TEXTURE_2D, false);
OpenGL::TempDebugGroup debuggroup("Text object draw");
// Re-generate the text if the Font's texture cache was invalidated.
if (font->getTextureCacheID() != texture_cache_id)
regenerateVertices();
int totalverts = 0;
for (const Font::DrawCommand &cmd : draw_commands)
totalverts = std::max(cmd.startvertex + cmd.vertexcount, totalverts);
if ((size_t) totalverts / 4 > quadIndices.getSize())
quadIndices = QuadIndices(gfx, (size_t) totalverts / 4);
vbo->unmap(); // Make sure all pending data is flushed to the GPU.
Graphics::TempTransform transform(gfx, m);
gl.prepareDraw();
gl.setVertexPointers(Font::vertexFormat, vbo, 0);
@@ -82,14 +56,12 @@ void Text::draw(Graphics *gfx, const Matrix4 &m)
// We need a separate draw call for every section of the text which uses a
// different texture than the previous section.
for (const Font::DrawCommand &cmd : draw_commands)
for (const Font::DrawCommand &cmd : commands)
{
GLsizei count = (cmd.vertexcount / 4) * 6;
size_t offset = (cmd.startvertex / 4) * 6 * elemsize;
// TODO: Use glDrawElementsBaseVertex when supported?
gl.bindTextureToUnit(cmd.texture, 0, false);
gl.drawElements(GL_TRIANGLES, count, gltype, BUFFER_OFFSET(offset));
}
}