/** * Copyright (c) 2006-2014 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 "common/config.h" #include "SpriteBatch.h" // OpenGL #include "OpenGL.h" // LOVE #include "VertexBuffer.h" #include "Texture.h" // C++ #include // C #include namespace love { namespace graphics { namespace opengl { SpriteBatch::SpriteBatch(Texture *texture, int size, int usage) : texture(texture) , size(size) , next(0) , color(0) , array_buf(nullptr) , element_buf(nullptr) , buffer_used_offset(0) , buffer_used_size(0) { if (size <= 0) throw love::Exception("Invalid SpriteBatch size."); GLenum gl_usage; switch (usage) { default: case USAGE_DYNAMIC: gl_usage = GL_DYNAMIC_DRAW; break; case USAGE_STATIC: gl_usage = GL_STATIC_DRAW; break; case USAGE_STREAM: gl_usage = GL_STREAM_DRAW; break; } const size_t vertex_size = sizeof(Vertex) * 4 * size; try { array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage); element_buf = new VertexIndex(size); } catch (love::Exception &) { delete array_buf; delete element_buf; throw; } catch (std::bad_alloc &) { delete array_buf; delete element_buf; throw love::Exception("Out of memory."); } texture->retain(); } SpriteBatch::~SpriteBatch() { texture->release(); delete color; delete array_buf; delete element_buf; } 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 ((index == -1 && next >= size) || index < -1 || index >= size) return -1; Vertex sprite[4]; // Needed for colors. memcpy(sprite, texture->getVertices(), sizeof(Vertex) * 4); // Transform. Matrix t; t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky); t.transform(sprite, sprite, 4); if (color) setColorv(sprite, *color); addv(sprite, (index == -1) ? next : index); // Increment counter. if (index == -1) return next++; return index; } 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 ((index == -1 && next >= size) || index < -1 || index >= next) return -1; Vertex sprite[4]; // Needed for colors. memcpy(sprite, quad->getVertices(), sizeof(Vertex) * 4); Matrix t; t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky); t.transform(sprite, sprite, 4); if (color) setColorv(sprite, *color); addv(sprite, (index == -1) ? next : index); // Increment counter. if (index == -1) return next++; return index; } void SpriteBatch::clear() { // Reset the position of the next index. next = 0; } void SpriteBatch::flush() { VertexBuffer::Bind bind(*array_buf); array_buf->unmap(buffer_used_offset, buffer_used_size); buffer_used_offset = buffer_used_size = 0; } void SpriteBatch::setTexture(Texture *newtexture) { Object::AutoRelease imagerelease(texture); newtexture->retain(); texture = newtexture; } Texture *SpriteBatch::getTexture() { return texture; } void SpriteBatch::setColor(const Color &color) { if (!this->color) this->color = new Color(color); else *(this->color) = color; } void SpriteBatch::setColor() { delete color; color = 0; } const Color *SpriteBatch::getColor() const { return color; } int SpriteBatch::getCount() const { return next; } void SpriteBatch::setBufferSize(int newsize) { if (newsize <= 0) throw love::Exception("Invalid SpriteBatch size."); if (newsize == size) return; // Map (lock) the old VertexBuffer to get a pointer to its data. void *old_data = nullptr; { VertexBuffer::Bind bind(*array_buf); old_data = array_buf->map(); } size_t vertex_size = sizeof(Vertex) * 4 * newsize; VertexBuffer *new_array_buf = nullptr; VertexIndex *new_element_buf = nullptr; try { new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage()); new_element_buf = new VertexIndex(newsize); } catch (love::Exception &) { delete new_array_buf; delete new_element_buf; throw; } // Copy as much of the old data into the new VertexBuffer as can fit. new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data); // We don't need to unmap the old VertexBuffer since we're deleting it. delete array_buf; delete element_buf; array_buf = new_array_buf; element_buf = new_element_buf; size = newsize; next = std::min(next, newsize); // The new VertexBuffer isn't mapped, so we should reset these variables. buffer_used_offset = buffer_used_size = 0; } int SpriteBatch::getBufferSize() const { return size; } void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { const size_t pos_offset = offsetof(Vertex, x); const size_t texel_offset = offsetof(Vertex, s); const size_t color_offset = offsetof(Vertex, r); if (next == 0) return; static Matrix t; t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); OpenGL::TempTransform transform(gl); transform.get() *= t; texture->predraw(); VertexBuffer::Bind array_bind(*array_buf); VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer()); // Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.) array_buf->unmap(buffer_used_offset, buffer_used_size); buffer_used_offset = buffer_used_size = 0; Color curcolor = gl.getColor(); // Apply per-sprite color, if a color is set. if (color) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), array_buf->getPointer(color_offset)); } glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, sizeof(Vertex), array_buf->getPointer(pos_offset)); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), array_buf->getPointer(texel_offset)); gl.prepareDraw(); glDrawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0)); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (color) { glDisableClientState(GL_COLOR_ARRAY); gl.setColor(curcolor); } texture->postdraw(); } void SpriteBatch::addv(const Vertex *v, int index) { static const size_t sprite_size = 4 * sizeof(Vertex); // bytecount VertexBuffer::Bind bind(*array_buf); // Always keep the VBO mapped when adding data for now (it'll be unmapped // on draw.) array_buf->map(); array_buf->fill(index * sprite_size, sprite_size, v); buffer_used_offset = std::min(buffer_used_offset, index * sprite_size); buffer_used_size = std::max(buffer_used_size, (index + 1) * sprite_size - buffer_used_offset); } void SpriteBatch::setColorv(Vertex *v, const Color &color) { for (size_t i = 0; i < 4; ++i) { v[i].r = color.r; v[i].g = color.g; v[i].b = color.b; v[i].a = color.a; } } bool SpriteBatch::getConstant(const char *in, UsageHint &out) { return usageHints.find(in, out); } bool SpriteBatch::getConstant(UsageHint in, const char *&out) { return usageHints.find(in, out); } StringMap::Entry SpriteBatch::usageHintEntries[] = { {"dynamic", SpriteBatch::USAGE_DYNAMIC}, {"static", SpriteBatch::USAGE_STATIC}, {"stream", SpriteBatch::USAGE_STREAM}, }; StringMap SpriteBatch::usageHints(usageHintEntries, sizeof(usageHintEntries)); } // opengl } // graphics } // love