Add SpriteBatch:set(q) and make add(q) return the index

This commit is contained in:
Bart van Strien
2011-10-20 20:19:01 +02:00
parent 7a15953595
commit dc66ea20c1
4 changed files with 209 additions and 165 deletions
+36 -32
View File
@@ -99,50 +99,54 @@ namespace opengl
delete element_buf;
}
void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
{
// Only do this if there's a free slot.
if(next < size)
{
// Needed for texture coordinates.
memcpy(sprite, image->getVertices(), sizeof(vertex)*4);
if((index == -1 && next >= size) || index < -1 || index >= size)
return -1;
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
// Needed for colors.
memcpy(sprite, image->getVertices(), sizeof(vertex)*4);
if (color)
setColorv(sprite, *color);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
addv(sprite);
if (color)
setColorv(sprite, *color);
// Increment counter.
next++;
}
addv(sprite, (index == -1 ? next : index));
// Increment counter.
if (index == -1)
return next++;
return index;
}
void SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
int SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
{
// Only do this if there's a free slot.
if(next < size)
{
// Needed for colors.
memcpy(sprite, quad->getVertices(), sizeof(vertex)*4);
if((index == -1 && next >= size) || index < -1 || index >= next)
return -1;
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
// Needed for colors.
memcpy(sprite, quad->getVertices(), sizeof(vertex)*4);
if (color)
setColorv(sprite, *color);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
addv(sprite);
if (color)
setColorv(sprite, *color);
// Increment counter.
next++;
}
addv(sprite, (index == -1 ? next : index));
// Increment counter.
if (index == -1)
return next++;
return index;
}
void SpriteBatch::clear()
@@ -226,13 +230,13 @@ namespace opengl
glPopMatrix();
}
void SpriteBatch::addv(const vertex * v)
void SpriteBatch::addv(const vertex * v, int index)
{
int sprite_size = sizeof(vertex) * 4;
VertexArray::Bind bind(*array_buf);
array_buf->fill(next * sprite_size, sprite_size, v);
array_buf->fill(index * sprite_size, sprite_size, v);
}
void SpriteBatch::setColorv(vertex * v, const Color & color)
+3 -3
View File
@@ -83,8 +83,8 @@ namespace opengl
SpriteBatch(Image * image, int size, int usage);
virtual ~SpriteBatch();
void add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky);
void addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky);
int add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index = -1);
int addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index = -1);
void clear();
void * lock();
@@ -115,7 +115,7 @@ namespace opengl
private:
void addv(const vertex * v);
void addv(const vertex * v, int index);
/**
* Set the color for vertices.
+168 -130
View File
@@ -1,133 +1,171 @@
/**
* Copyright (c) 2006-2011 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 "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
float x = (float)luaL_optnumber(L, 2, 0.0f);
float y = (float)luaL_optnumber(L, 3, 0.0f);
float angle = (float)luaL_optnumber(L, 4, 0.0f);
float sx = (float)luaL_optnumber(L, 5, 1.0f);
float sy = (float)luaL_optnumber(L, 6, sx);
float ox = (float)luaL_optnumber(L, 7, 0);
float oy = (float)luaL_optnumber(L, 8, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->add(x, y, angle, sx, sy, ox, oy, kx, ky);
return 0;
}
int w_SpriteBatch_addq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky);
return 0;
}
int w_SpriteBatch_clear(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->clear();
return 0;
}
int w_SpriteBatch_bind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->lock();
return 0;
}
int w_SpriteBatch_unbind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->unlock();
return 0;
}
int w_SpriteBatch_setImage(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_setColor(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
if (lua_gettop(L) <= 1)
t->setColor();
else
{
Color c;
/**
* Copyright (c) 2006-2011 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 "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
float x = (float)luaL_optnumber(L, 2, 0.0f);
float y = (float)luaL_optnumber(L, 3, 0.0f);
float angle = (float)luaL_optnumber(L, 4, 0.0f);
float sx = (float)luaL_optnumber(L, 5, 1.0f);
float sy = (float)luaL_optnumber(L, 6, sx);
float ox = (float)luaL_optnumber(L, 7, 0);
float oy = (float)luaL_optnumber(L, 8, 0);
float kx = (float)luaL_optnumber(L, 9, 0);
float ky = (float)luaL_optnumber(L, 10, 0);
lua_pushnumber(L, t->add(x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_addq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
lua_pushnumber(L, t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_set(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->add(x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_setq(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
Quad * q = luax_checktype<Quad>(L, 3, "Quad", GRAPHICS_QUAD_T);
float x = (float)luaL_optnumber(L, 4, 0.0f);
float y = (float)luaL_optnumber(L, 5, 0.0f);
float angle = (float)luaL_optnumber(L, 6, 0.0f);
float sx = (float)luaL_optnumber(L, 7, 1.0f);
float sy = (float)luaL_optnumber(L, 8, sx);
float ox = (float)luaL_optnumber(L, 9, 0);
float oy = (float)luaL_optnumber(L, 10, 0);
float kx = (float)luaL_optnumber(L, 11, 0);
float ky = (float)luaL_optnumber(L, 12, 0);
t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_clear(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->clear();
return 0;
}
int w_SpriteBatch_bind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->lock();
return 0;
}
int w_SpriteBatch_unbind(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
t->unlock();
return 0;
}
int w_SpriteBatch_setImage(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_setColor(lua_State * L)
{
SpriteBatch * t = luax_checkspritebatch(L, 1);
if (lua_gettop(L) <= 1)
t->setColor();
else
{
Color c;
c.r = (unsigned char)luaL_checkint(L, 2);
c.g = (unsigned char)luaL_checkint(L, 3);
c.b = (unsigned char)luaL_checkint(L, 4);
c.a = (unsigned char)luaL_optint(L, 5, 255);
t->setColor(c);
}
return 0;
}
static const luaL_Reg functions[] = {
{ "add", w_SpriteBatch_add },
{ "addq", w_SpriteBatch_addq },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "setColor", w_SpriteBatch_setColor },
{ 0, 0 }
};
int luaopen_spritebatch(lua_State * L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love
c.a = (unsigned char)luaL_optint(L, 5, 255);
t->setColor(c);
}
return 0;
}
static const luaL_Reg functions[] = {
{ "add", w_SpriteBatch_add },
{ "addq", w_SpriteBatch_addq },
{ "set", w_SpriteBatch_set },
{ "setq", w_SpriteBatch_setq },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "setColor", w_SpriteBatch_setColor },
{ 0, 0 }
};
int luaopen_spritebatch(lua_State * L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love
@@ -33,6 +33,8 @@ namespace opengl
SpriteBatch * luax_checkspritebatch(lua_State * L, int idx);
int w_SpriteBatch_add(lua_State * L);
int w_SpriteBatch_addq(lua_State * L);
int w_SpriteBatch_set(lua_State * L);
int w_SpriteBatch_setq(lua_State * L);
int w_SpriteBatch_clear(lua_State * L);
int w_SpriteBatch_lock(lua_State * L);
int w_SpriteBatch_unlock(lua_State * L);