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https://github.com/love2d/love.git
synced 2026-08-18 03:34:23 +02:00
Move backend-agnostic Mesh and SpriteBatch code out of the opengl implementation folder.
--HG-- branch : minor
This commit is contained in:
@@ -25,6 +25,7 @@
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#include "OpenGL.h"
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// LOVE
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#include "graphics/Buffer.h"
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#include "graphics/Texture.h"
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#include "graphics/Graphics.h"
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@@ -41,199 +42,13 @@ namespace graphics
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namespace opengl
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{
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love::Type SpriteBatch::type("SpriteBatch", &Drawable::type);
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SpriteBatch::SpriteBatch(Graphics *gfx, Texture *texture, int size, vertex::Usage usage)
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: texture(texture)
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, size(size)
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, next(0)
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, color(0)
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, array_buf(nullptr)
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, quad_indices(gfx, size)
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, range_start(-1)
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, range_count(-1)
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: love::graphics::SpriteBatch(gfx, texture, size, usage)
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{
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if (size <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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size_t vertex_size = sizeof(Vertex) * 4 * size;
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array_buf = gfx->newBuffer(vertex_size, nullptr, BUFFER_VERTEX, usage, Buffer::MAP_EXPLICIT_RANGE_MODIFY);
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}
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SpriteBatch::~SpriteBatch()
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{
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delete color;
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delete array_buf;
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}
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int SpriteBatch::add(const Matrix4 &m, int index /*= -1*/)
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{
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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addv(texture->getVertices(), m, (index == -1) ? next : index);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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}
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int SpriteBatch::addq(Quad *quad, const Matrix4 &m, int index /*= -1*/)
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{
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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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addv(quad->getVertices(), m, (index == -1) ? next : index);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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}
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void SpriteBatch::clear()
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{
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// Reset the position of the next index.
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next = 0;
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}
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void SpriteBatch::flush()
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{
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array_buf->unmap();
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}
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void SpriteBatch::setTexture(Texture *newtexture)
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{
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texture.set(newtexture);
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}
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Texture *SpriteBatch::getTexture() const
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{
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return texture.get();
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}
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void SpriteBatch::setColor(const Color &color)
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{
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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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}
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void SpriteBatch::setColor()
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{
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delete color;
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color = nullptr;
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}
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const Color *SpriteBatch::getColor() const
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{
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return color;
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}
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int SpriteBatch::getCount() const
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{
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return next;
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}
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void SpriteBatch::setBufferSize(int newsize)
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{
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if (newsize <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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if (newsize == size)
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return;
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size_t vertex_size = sizeof(Vertex) * 4 * newsize;
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love::graphics::Buffer *new_array_buf = nullptr;
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int new_next = std::min(next, newsize);
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try
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{
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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new_array_buf = gfx->newBuffer(vertex_size, nullptr, array_buf->getType(), array_buf->getUsage(), array_buf->getMapFlags());
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// Copy as much of the old data into the new GLBuffer as can fit.
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size_t copy_size = sizeof(Vertex) * 4 * new_next;
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array_buf->copyTo(0, copy_size, new_array_buf, 0);
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quad_indices = QuadIndices(gfx, newsize);
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}
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catch (love::Exception &)
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{
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delete new_array_buf;
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throw;
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}
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// We don't need to unmap the old GLBuffer since we're deleting it.
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delete array_buf;
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array_buf = new_array_buf;
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size = newsize;
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next = new_next;
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}
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int SpriteBatch::getBufferSize() const
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{
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return size;
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}
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void SpriteBatch::attachAttribute(const std::string &name, Mesh *mesh)
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{
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
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auto it = attached_attributes.find(name);
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if (it != attached_attributes.end())
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oldattrib = it->second;
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newattrib.index = mesh->getAttributeIndex(name);
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if (newattrib.index < 0)
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throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", name.c_str());
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newattrib.mesh = mesh;
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attached_attributes[name] = newattrib;
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}
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void SpriteBatch::setDrawRange(int start, int count)
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{
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if (start < 0 || count <= 0)
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throw love::Exception("Invalid draw range.");
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range_start = start;
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range_count = count;
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}
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void SpriteBatch::setDrawRange()
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{
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range_start = range_count = -1;
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}
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bool SpriteBatch::getDrawRange(int &start, int &count) const
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{
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if (range_start < 0 || range_count <= 0)
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return false;
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start = range_start;
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count = range_count;
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return true;
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}
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void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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@@ -308,27 +123,6 @@ void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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}
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}
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void SpriteBatch::addv(const Vertex *v, const Matrix4 &m, int index)
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{
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// Needed for colors.
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Vertex sprite[4] = {v[0], v[1], v[2], v[3]};
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const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
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m.transform(sprite, sprite, 4);
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if (color != nullptr)
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{
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for (int i = 0; i < 4; i++)
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sprite[i].color = *color;
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}
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// Always keep the VBO mapped when adding data for now (it'll be unmapped
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// on draw.)
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array_buf->map();
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array_buf->fill(index * sprite_size, sprite_size, sprite);
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}
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} // opengl
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} // graphics
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} // love
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