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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "VertexBuffer.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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VertexBuffer::VertexBuffer(Image * image, int size, int type, int usage)
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: size(size), next(0), image(image), vbo_buf(0), type(type), gl_type(0), usage(usage), gl_usage(0)
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{
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if(image != 0)
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image->retain();
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vertices = new vertex[size];
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// If VBOs aren't supported, then we must use vertex arrays.
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if(!GLEE_ARB_vertex_buffer_object)
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usage = USAGE_ARRAY;
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// Find out which OpenGL VBO usage hint to use.
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gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW : gl_usage;
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gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW : gl_usage;
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gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW : gl_usage;
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setType(type);
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if(useVBO())
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{
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glGenBuffers(1, &vbo_buf);
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if(vbo_buf != 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex)*size, vertices, gl_usage);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else // FAIL. Use vertex arrays instead.
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usage = USAGE_ARRAY;
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}
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}
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VertexBuffer::~VertexBuffer()
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{
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if(image != 0)
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image->release();
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delete [] vertices;
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if(useVBO() && vbo_buf != 0)
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glDeleteBuffers(1, &vbo_buf);
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}
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bool VertexBuffer::useVBO() const
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{
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return usage >= USAGE_DYNAMIC;
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}
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void VertexBuffer::update(int pos, int size)
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{
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// Update VBO.
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if(useVBO())
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
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glBufferSubData(GL_ARRAY_BUFFER, pos*sizeof(vertex), sizeof(vertex)*size, &vertices[pos]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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// ... no need to update vertex arrays.
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next += size;
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}
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void VertexBuffer::setType(int type)
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{
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this->type = type;
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// Find out which OpenGL primitive type to use.
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gl_type = (type == TYPE_POINTS) ? GL_POINTS : gl_type;
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gl_type = (type == TYPE_LINES) ? GL_LINES : gl_type;
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gl_type = (type == TYPE_LINE_STRIP) ? GL_LINE_STRIP : gl_type;
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gl_type = (type == TYPE_TRIANGLES) ? GL_TRIANGLES : gl_type;
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gl_type = (type == TYPE_TRIANGLE_STRIP) ? GL_TRIANGLE_STRIP : gl_type;
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gl_type = (type == TYPE_TRIANGLE_FAN) ? GL_TRIANGLE_FAN : gl_type;
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}
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int VertexBuffer::getType() const
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{
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return type;
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}
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void VertexBuffer::add(float x, float y, float s, float t, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
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{
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// Only do this if there's a free slot.
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if(next < size)
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{
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vertex & e = vertices[next];
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e.x = x;
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e.y = y;
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e.s = s;
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e.t = t;
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e.r = r;
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e.g = g;
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e.b = b;
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e.a = a;
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update(next, 1);
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}
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}
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void VertexBuffer::add(float x, float y, float s, float t)
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{
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add(x, y, s, y, 255, 255, 255, 255);
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}
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void VertexBuffer::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 VertexBuffer::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
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{
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glPushMatrix();
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glTranslatef(x, y, 0);
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if(image == 0)
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glDisable(GL_TEXTURE_2D);
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else
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image->bind();
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// Enable vertex arrays.
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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if(useVBO())
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{
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// Bind the VBO buffer.
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glBindBuffer(GL_ARRAY_BUFFER, vbo_buf);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)0);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4));
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4+sizeof(float)*2));
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glDrawArrays(gl_type, 0, next);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else
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{
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)&vertices[0].r);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
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glDrawArrays(gl_type, 0, next);
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}
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// Disable vertex arrays.
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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// Enable textures again.
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if(image == 0)
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glEnable(GL_TEXTURE_2D);
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glPopMatrix();
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}
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} // opengl
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} // graphics
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} // love
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