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https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Fix issue #495: Large spritebatches doesn't render properly
This commit is contained in:
@@ -43,8 +43,6 @@ SpriteBatch::SpriteBatch(Image *image, int size, int usage)
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, array_buf(0)
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, element_buf(0)
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{
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image->retain();
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GLenum gl_usage;
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switch (usage)
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@@ -61,33 +59,27 @@ SpriteBatch::SpriteBatch(Image *image, int size, int usage)
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break;
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}
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int vertex_size = sizeof(vertex) * 4 * size;
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int element_size = sizeof(GLushort) * 6 * size;
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const size_t vertex_size = sizeof(vertex) * 4 * size;
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array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
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element_buf = VertexBuffer::Create(element_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
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// Fill element buffer.
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try
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{
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VertexBuffer::Bind bind(*element_buf);
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VertexBuffer::Mapper mapper(*element_buf);
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GLushort *indices = static_cast<GLushort *>(mapper.get());
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if (indices)
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{
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for (int i = 0; i < size; ++i)
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{
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indices[i*6+0] = 0+(i*4);
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indices[i*6+1] = 1+(i*4);
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indices[i*6+2] = 2+(i*4);
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indices[i*6+3] = 0+(i*4);
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indices[i*6+4] = 2+(i*4);
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indices[i*6+5] = 3+(i*4);
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}
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}
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array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
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element_buf = new VertexIndex(size);
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}
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catch (love::Exception &)
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{
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delete array_buf;
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delete element_buf;
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throw;
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}
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catch (std::bad_alloc &)
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{
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delete array_buf;
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delete element_buf;
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throw love::Exception("Out of memory.");
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}
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image->retain();
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}
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SpriteBatch::~SpriteBatch()
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@@ -186,7 +178,7 @@ void SpriteBatch::setColor(const Color &color)
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if (!this->color)
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this->color = new Color(color);
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else
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*(this->color) = color;
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*(this->color) = color;
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}
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void SpriteBatch::setColor()
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@@ -211,7 +203,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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image->bind();
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VertexBuffer::Bind array_bind(*array_buf);
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VertexBuffer::Bind element_bind(*element_buf);
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VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
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// Apply per-sprite color, if a color is set.
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if (color)
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@@ -226,7 +218,7 @@ void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), array_buf->getPointer(texel_offset));
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glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, element_buf->getPointer(0));
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glDrawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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@@ -269,7 +261,7 @@ bool SpriteBatch::getConstant(const char *in, UsageHint &out)
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return usageHints.find(in, out);
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}
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bool SpriteBatch::getConstant(UsageHint in, const char *&out)
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bool SpriteBatch::getConstant(UsageHint in, const char *&out)
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{
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return usageHints.find(in, out);
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}
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@@ -48,6 +48,7 @@ namespace opengl
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class Image;
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class Quad;
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class VertexBuffer;
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class VertexIndex;
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class SpriteBatch : public Drawable
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{
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@@ -93,7 +94,7 @@ public:
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void draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const;
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static bool getConstant(const char *in, UsageHint &out);
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static bool getConstant(UsageHint in, const char *&out);
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static bool getConstant(UsageHint in, const char *&out);
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private:
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@@ -126,7 +127,8 @@ private:
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Color *color;
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VertexBuffer *array_buf;
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VertexBuffer *element_buf;
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VertexIndex *element_buf;
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}; // SpriteBatch
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} // opengl
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@@ -25,6 +25,7 @@
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#include <cstdlib>
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#include <cstring>
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#include <algorithm>
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namespace love
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{
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@@ -237,6 +238,155 @@ void VBO::unload(bool save)
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vbo = 0;
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}
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// VertexIndex
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size_t VertexIndex::maxSize = 0;
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std::list<size_t> VertexIndex::sizeRefs;
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VertexBuffer *VertexIndex::element_array = NULL;
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VertexIndex::VertexIndex(size_t size)
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: size(size)
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{
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// The upper limit is the maximum of GLuint divided by six (the number
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// of indices per size) and divided by the size of GLuint. This guarantees
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// no overflows when calculating the array size in bytes.
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// Memory issues will be handled by other exceptions.
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if (size == 0 || size > ((GLuint) -1) / 6 / sizeof(GLuint))
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throw love::Exception("Invalid size.");
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addSize(size);
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}
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VertexIndex::~VertexIndex()
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{
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removeSize(size);
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}
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size_t VertexIndex::getSize() const
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{
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return size;
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}
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size_t VertexIndex::getIndexCount(size_t elements) const
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{
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return elements * 6;
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}
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GLenum VertexIndex::getType(size_t s) const
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{
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// Calculates if unsigned short is big enough to hold all the vertex indices.
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static const GLint type_table[] = {GL_UNSIGNED_INT, GL_UNSIGNED_SHORT};
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return type_table[int(GLushort(-1) < s * 4)];
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}
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VertexBuffer *VertexIndex::getVertexBuffer() const
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{
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return element_array;
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}
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const void *VertexIndex::getPointer(size_t offset) const
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{
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return element_array->getPointer(offset);
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}
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void VertexIndex::addSize(size_t newSize)
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{
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if (newSize <= maxSize)
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{
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// Current size is bigger. Append the size to list and sort.
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sizeRefs.push_back(newSize);
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sizeRefs.sort();
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return;
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}
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// Try to resize before adding it to the list because resize may throw.
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resize(newSize);
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sizeRefs.push_back(newSize);
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}
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void VertexIndex::removeSize(size_t oldSize)
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{
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// TODO: For debugging purposes, this should check if the size was actually found.
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sizeRefs.erase(std::find(sizeRefs.begin(), sizeRefs.end(), oldSize));
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if (sizeRefs.size() == 0)
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{
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resize(0);
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return;
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}
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if (oldSize == maxSize)
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{
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// Shrink if there's a smaller size.
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size_t newSize = sizeRefs.back();
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if (newSize < maxSize)
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resize(newSize);
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}
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}
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void VertexIndex::resize(size_t size)
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{
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if (size == 0)
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{
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delete element_array;
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element_array = NULL;
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maxSize = 0;
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return;
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}
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VertexBuffer *new_element_array;
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// Depending on the size, a switch to int and more memory is needed.
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GLenum target_type = getType(size);
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size_t array_size = (target_type == GL_UNSIGNED_SHORT ? sizeof(GLushort) : sizeof(GLuint)) * 6 * size;
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// Create may throw out-of-memory exceptions.
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// VertexIndex will propagate the exception and keep the old VertexBuffer.
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try
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{
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new_element_array = VertexBuffer::Create(array_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
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}
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catch (std::bad_alloc &)
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{
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throw love::Exception("Out of memory.");
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}
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// Allocation of the new VertexBuffer succeeded.
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// The old VertexBuffer can now be deleted.
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delete element_array;
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element_array = new_element_array;
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maxSize = size;
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switch (target_type)
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{
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case GL_UNSIGNED_SHORT:
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fill<GLushort>();
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break;
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case GL_UNSIGNED_INT:
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fill<GLuint>();
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break;
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}
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}
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template <typename T>
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void VertexIndex::fill()
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{
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VertexBuffer::Bind bind(*element_array);
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VertexBuffer::Mapper mapper(*element_array);
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T *indices = (T *) mapper.get();
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for (size_t i = 0; i < maxSize; ++i)
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{
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indices[i*6+0] = i * 4 + 0;
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indices[i*6+1] = i * 4 + 1;
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indices[i*6+2] = i * 4 + 2;
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indices[i*6+3] = i * 4 + 0;
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indices[i*6+4] = i * 4 + 2;
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indices[i*6+5] = i * 4 + 3;
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}
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}
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} // opengl
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} // graphics
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} // love
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@@ -337,6 +337,140 @@ private:
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GLenum mapped_access;
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};
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/**
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* VertexIndex manages one shared VertexBuffer that stores the indices for an
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* element array. Vertex arrays using the vertex structure (or anything else
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* that can use the pattern below) can request a size and use it for the
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* drawElements call.
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*
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* indices[i*6 + 0] = i*4 + 0;
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* indices[i*6 + 1] = i*4 + 1;
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* indices[i*6 + 2] = i*4 + 2;
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*
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* indices[i*6 + 3] = i*4 + 0;
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* indices[i*6 + 4] = i*4 + 2;
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* indices[i*6 + 5] = i*4 + 3;
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*
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* There will always be a large enough VertexBuffer around until all
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* VertexIndex instances have been deleted.
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*
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* Q: Why have something like VertexIndex?
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* A: The indices for the SpriteBatch do not change, only the array size
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* varies. Using one VertexBuffer for all element arrays removes this
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* duplicated data and saves some memory.
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*/
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class VertexIndex
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{
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public:
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/**
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* Adds an entry to the list of sizes and resizes the VertexBuffer
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* if needed. A size of 1 allocates a group of 6 indices for 4 vertices
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* creating 1 face.
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*
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* @param size The requested size in groups of 6 indices.
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*/
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VertexIndex(size_t size);
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/**
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* Removes an entry from the list of sizes and resizes the VertexBuffer
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* if needed.
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*/
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~VertexIndex();
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/**
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* Returns the number of index groups.
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* This can be used for getIndexCount to get the full count of indices.
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*
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* @return The number of index groups.
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*/
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size_t getSize() const;
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/**
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* Returns the number of indices that the passed element count will have.
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* Use VertexIndex::getSize to get the full index count for that
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* VertexIndex instance.
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*
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* @param elements The number of elements to calculate the index count for.
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* @return The index count.
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*/
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size_t getIndexCount(size_t elements) const;
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/**
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* Returns the integer type of the element array.
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* If an optional nonzero size argument is passed, the function returns
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* the integer type of the element array of that size.
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*
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* @param s The size of the array to calculated the integer type of.
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* @return The element array integer type.
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*/
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GLenum getType(size_t s) const;
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inline GLenum getType() const
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{
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return getType(maxSize);
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}
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/**
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* Returns the pointer to the VertexBuffer.
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* The pointer will change if a new size request or removal causes
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* a VertexBuffer resize. It is recommended to retrieve the pointer
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* value directly before the drawing call.
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*
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* @return The pointer to the VertexBuffer.
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*/
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VertexBuffer *getVertexBuffer() const;
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/**
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* Returns a pointer which represents the specified byte offset.
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*
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* @param offset The offset in bytes.
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* @return A pointer which represents the offset.
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*/
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const void *getPointer(size_t offset) const;
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private:
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/**
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* Adds a new size to the size list, then sorts and resizes it if needed.
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*
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* @param newSize The new size to be added.
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*/
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void addSize(size_t newSize);
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/**
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* Removes a size from the size list, then sorts and resizes it if needed.
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*
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* @param oldSize The old size to be removed.
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*/
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void removeSize(size_t oldSize);
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/**
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* Resizes the VertexBuffer to the requested size.
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* This function takes care of choosing the correct integer type and
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* allocating and deleting the VertexBuffer instance. It also has some
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* fallback logic in case the memory ran out.
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*
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* @param size The requested VertexBuffer size. Passing 0 deletes the VertexBuffer without allocating a new one.
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*/
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void resize(size_t size);
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/**
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* Adds all indices to the array with the type T.
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* There are no checks for the correct types or overflows. The calling
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* function should check for that.
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*/
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template <typename T> void fill();
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// The size of the array requested by this instance.
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size_t size;
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// The current VertexBuffer size. 0 means no VertexBuffer.
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static size_t maxSize;
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// The list of sizes. Needs to be kept sorted in ascending order.
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static std::list<size_t> sizeRefs;
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// The VertexBuffer for the element array. Can be NULL.
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static VertexBuffer *element_array;
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};
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} // opengl
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} // graphics
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} // love
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Block a user