Merged default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2014-09-20 00:34:34 -03:00
20 changed files with 311 additions and 119 deletions
+26 -53
View File
@@ -47,7 +47,7 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
, next(0)
, color(0)
, array_buf(nullptr)
, element_buf(nullptr)
, element_buf(size)
, buffer_used_offset(0)
, buffer_used_size(0)
{
@@ -74,18 +74,15 @@ SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
try
{
array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
element_buf = new VertexIndex(size);
}
catch (love::Exception &)
{
delete array_buf;
delete element_buf;
throw;
}
catch (std::bad_alloc &)
{
delete array_buf;
delete element_buf;
throw love::Exception("Out of memory.");
}
}
@@ -94,7 +91,6 @@ SpriteBatch::~SpriteBatch()
{
delete color;
delete array_buf;
delete element_buf;
}
int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
@@ -103,20 +99,9 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
if ((index == -1 && next >= size) || index < -1 || index >= size)
return -1;
Vertex sprite[4];
Matrix t(x, y, a, sx, sy, ox, oy, kx, ky);
// Needed for colors.
memcpy(sprite, texture->getVertices(), sizeof(Vertex) * 4);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
addv(sprite, (index == -1) ? next : index);
addv(texture->getVertices(), t, (index == -1) ? next : index);
// Increment counter.
if (index == -1)
@@ -131,19 +116,9 @@ int SpriteBatch::addq(Quad *quad, float x, float y, float a, float sx, float sy,
if ((index == -1 && next >= size) || index < -1 || index >= next)
return -1;
Vertex sprite[4];
Matrix t(x, y, a, sx, sy, ox, oy, kx, ky);
// Needed for colors.
memcpy(sprite, quad->getVertices(), sizeof(Vertex) * 4);
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
addv(sprite, (index == -1) ? next : index);
addv(quad->getVertices(), t, (index == -1) ? next : index);
// Increment counter.
if (index == -1)
@@ -171,7 +146,7 @@ void SpriteBatch::setTexture(Texture *newtexture)
texture.set(newtexture);
}
Texture *SpriteBatch::getTexture()
Texture *SpriteBatch::getTexture() const
{
return texture.get();
}
@@ -216,40 +191,32 @@ void SpriteBatch::setBufferSize(int newsize)
}
size_t vertex_size = sizeof(Vertex) * 4 * newsize;
VertexBuffer *new_array_buf = nullptr;
VertexIndex *new_element_buf = nullptr;
try
{
new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
new_element_buf = new VertexIndex(newsize);
// Copy as much of the old data into the new VertexBuffer as can fit.
VertexBuffer::Bind bind(*new_array_buf);
void *new_data = new_array_buf->map();
memcpy(new_data, old_data, sizeof(Vertex) * 4 * std::min(newsize, size));
element_buf = VertexIndex(newsize);
}
catch (love::Exception &)
{
delete new_array_buf;
delete new_element_buf;
throw;
}
// Copy as much of the old data into the new VertexBuffer as can fit.
{
VertexBuffer::Bind bind(*new_array_buf);
new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data);
}
// We don't need to unmap the old VertexBuffer since we're deleting it.
delete array_buf;
delete element_buf;
array_buf = new_array_buf;
element_buf = new_element_buf;
size = newsize;
next = std::min(next, newsize);
// The new VertexBuffer isn't mapped, so we should reset these variables.
buffer_used_offset = buffer_used_size = 0;
}
int SpriteBatch::getBufferSize() const
@@ -266,8 +233,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
if (next == 0)
return;
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
Matrix t(x, y, angle, sx, sy, ox, oy, kx, ky);
OpenGL::TempTransform transform(gl);
transform.get() *= t;
@@ -275,7 +241,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
texture->predraw();
VertexBuffer::Bind array_bind(*array_buf);
VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
VertexBuffer::Bind element_bind(*element_buf.getVertexBuffer());
// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
array_buf->unmap(buffer_used_offset, buffer_used_size);
@@ -297,7 +263,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), array_buf->getPointer(texel_offset));
gl.prepareDraw();
gl.drawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
gl.drawElements(GL_TRIANGLES, element_buf.getIndexCount(next), element_buf.getType(), element_buf.getPointer(0));
glDisableVertexAttribArray(ATTRIB_TEXCOORD);
glDisableVertexAttribArray(ATTRIB_POS);
@@ -311,9 +277,16 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
texture->postdraw();
}
void SpriteBatch::addv(const Vertex *v, int index)
void SpriteBatch::addv(const Vertex *v, const Matrix &m, int index)
{
static const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
// Needed for colors.
Vertex sprite[4] = {v[0], v[1], v[2], v[3]};
const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
m.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
VertexBuffer::Bind bind(*array_buf);
@@ -321,7 +294,7 @@ void SpriteBatch::addv(const Vertex *v, int index)
// on draw.)
array_buf->map();
array_buf->fill(index * sprite_size, sprite_size, v);
array_buf->fill(index * sprite_size, sprite_size, sprite);
buffer_used_offset = std::min(buffer_used_offset, index * sprite_size);
buffer_used_size = std::max(buffer_used_size, (index + 1) * sprite_size - buffer_used_offset);