mirror of
https://github.com/love2d/love.git
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e03c763215
--HG-- branch : minor
142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
/**
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* Copyright (c) 2006-2017 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 "common/config.h"
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#include "SpriteBatch.h"
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// OpenGL
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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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// C++
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#include <algorithm>
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// C
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#include <stddef.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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SpriteBatch::SpriteBatch(Graphics *gfx, Texture *texture, int size, vertex::Usage usage)
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: love::graphics::SpriteBatch(gfx, texture, size, usage)
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{
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}
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SpriteBatch::~SpriteBatch()
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{
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}
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void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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{
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using namespace vertex;
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if (next == 0)
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return;
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gfx->flushStreamDraws();
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if (texture.get())
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{
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if (Shader::isDefaultActive())
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{
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Shader::StandardShader defaultshader = Shader::STANDARD_DEFAULT;
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if (texture->getTextureType() == TEXTURE_2D_ARRAY)
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defaultshader = Shader::STANDARD_ARRAY;
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Shader::attachDefault(defaultshader);
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}
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if (Shader::current)
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Shader::current->checkMainTexture(texture);
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}
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OpenGL::TempDebugGroup debuggroup("SpriteBatch draw");
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Graphics::TempTransform transform(gfx, m);
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gl.bindTextureToUnit(texture, 0, false);
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// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
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array_buf->unmap();
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CommonFormat format = vertex_format;
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if (!color_active)
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{
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if (format == CommonFormat::XYf_STPf_RGBAub)
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format = CommonFormat::XYf_STPf;
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else
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format = CommonFormat::XYf_STf;
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}
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uint32 enabledattribs = getFormatFlags(format);
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gl.setVertexPointers(format, array_buf, format_stride, 0);
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for (const auto &it : attached_attributes)
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{
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Mesh *mesh = it.second.mesh.get();
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// We have to do this check here as wll because setBufferSize can be
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// called after attachAttribute.
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
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int location = mesh->bindAttributeToShaderInput(it.second.index, it.first);
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if (location >= 0)
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enabledattribs |= 1u << (uint32) location;
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}
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gl.useVertexAttribArrays(enabledattribs);
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gl.prepareDraw();
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int start = std::min(std::max(0, range_start), next - 1);
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int count = next;
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if (range_count > 0)
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count = std::min(count, range_count);
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count = std::min(count, next - start);
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if (count > 0)
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{
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gl.bindBuffer(BUFFER_INDEX, (GLuint) quad_indices.getBuffer()->getHandle());
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const void *indices = BUFFER_OFFSET(start * quad_indices.getElementSize());
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GLenum gltype = OpenGL::getGLIndexDataType(quad_indices.getType());
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gl.drawElements(GL_TRIANGLES, (GLsizei) quad_indices.getIndexCount(count), gltype, indices);
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}
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}
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} // opengl
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} // graphics
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} // love
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