Initial Mercurial commit.

This commit is contained in:
rude
2009-07-26 15:46:49 +02:00
commit dcb3dfd83d
417 changed files with 124060 additions and 0 deletions
@@ -0,0 +1,188 @@
/**
* Copyright (c) 2006-2009 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 "VertexBuffer.h"
namespace love
{
namespace graphics
{
namespace opengl
{
VertexBuffer::VertexBuffer(Image * image, int size, int type, int usage)
: size(size), next(0), image(image), vbo_buf(0), type(type), gl_type(0), usage(usage), gl_usage(0)
{
if(image != 0)
image->retain();
vertices = new vertex[size];
// If VBOs aren't supported, then we must use vertex arrays.
if(!GLEE_ARB_vertex_buffer_object)
usage = USAGE_ARRAY;
// Find out which OpenGL VBO usage hint to use.
gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW : gl_usage;
gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW : gl_usage;
gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW : gl_usage;
setType(type);
if(useVBO())
{
glGenBuffers(1, &vbo_buf);
if(vbo_buf != 0)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex)*size, vertices, gl_usage);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else // FAIL. Use vertex arrays instead.
usage = USAGE_ARRAY;
}
}
VertexBuffer::~VertexBuffer()
{
if(image != 0)
image->release();
delete [] vertices;
if(useVBO() && vbo_buf != 0)
glDeleteBuffers(1, &vbo_buf);
}
bool VertexBuffer::useVBO() const
{
return usage >= USAGE_DYNAMIC;
}
void VertexBuffer::update(int pos, int size)
{
// Update VBO.
if(useVBO())
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
glBufferSubData(GL_ARRAY_BUFFER, pos*sizeof(vertex), sizeof(vertex)*size, &vertices[pos]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// ... no need to update vertex arrays.
next += size;
}
void VertexBuffer::setType(int type)
{
this->type = type;
// Find out which OpenGL primitive type to use.
gl_type = (type == TYPE_POINTS) ? GL_POINTS : gl_type;
gl_type = (type == TYPE_LINES) ? GL_LINES : gl_type;
gl_type = (type == TYPE_LINE_STRIP) ? GL_LINE_STRIP : gl_type;
gl_type = (type == TYPE_TRIANGLES) ? GL_TRIANGLES : gl_type;
gl_type = (type == TYPE_TRIANGLE_STRIP) ? GL_TRIANGLE_STRIP : gl_type;
gl_type = (type == TYPE_TRIANGLE_FAN) ? GL_TRIANGLE_FAN : gl_type;
}
int VertexBuffer::getType() const
{
return type;
}
void VertexBuffer::add(float x, float y, float s, float t, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
// Only do this if there's a free slot.
if(next < size)
{
vertex & e = vertices[next];
e.x = x;
e.y = y;
e.s = s;
e.t = t;
e.r = r;
e.g = g;
e.b = b;
e.a = a;
update(next, 1);
}
}
void VertexBuffer::add(float x, float y, float s, float t)
{
add(x, y, s, y, 255, 255, 255, 255);
}
void VertexBuffer::clear()
{
// Reset the position of the next index.
next = 0;
}
void VertexBuffer::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
{
glPushMatrix();
glTranslatef(x, y, 0);
if(image == 0)
glDisable(GL_TEXTURE_2D);
else
image->bind();
// Enable vertex arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(useVBO())
{
// Bind the VBO buffer.
glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)0);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4));
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4+sizeof(float)*2));
glDrawArrays(gl_type, 0, next);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)&vertices[0].r);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
glDrawArrays(gl_type, 0, next);
}
// Disable vertex arrays.
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// Enable textures again.
if(image == 0)
glEnable(GL_TEXTURE_2D);
glPopMatrix();
}
} // opengl
} // graphics
} // love