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https://github.com/love2d/love.git
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1f9d98263d
Allows buffers created with love.graphics.newBuffer to only allocate VRAM data. Previously they had a copy of their contents in RAM. Also makes it easier to implement Buffers in other graphics APIs and to implement more types of Buffers in the future.
153 lines
3.6 KiB
C++
153 lines
3.6 KiB
C++
/**
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* Copyright (c) 2006-2020 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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#pragma once
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// C
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#include <cstring>
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// C++
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#include <unordered_map>
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// LOVE
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#include "common/math.h"
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#include "common/Matrix.h"
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#include "common/Color.h"
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#include "common/Range.h"
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#include "Drawable.h"
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#include "Mesh.h"
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#include "vertex.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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// Forward declarations.
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class Graphics;
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class Texture;
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class Quad;
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class Buffer;
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class SpriteBatch : public Drawable
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{
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public:
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static love::Type type;
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SpriteBatch(Graphics *gfx, Texture *texture, int size, BufferUsage usage);
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virtual ~SpriteBatch();
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int add(const Matrix4 &m, int index = -1);
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int add(Quad *quad, const Matrix4 &m, int index = -1);
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int addLayer(int layer, const Matrix4 &m, int index = -1);
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int addLayer(int layer, Quad *quad, const Matrix4 &m, int index = -1);
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void clear();
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void flush();
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void setTexture(Texture *newtexture);
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Texture *getTexture() const;
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/**
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* Set the current color for this SpriteBatch. The sprites added after this
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* call will use this color.
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*
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* @param color The color to use for the following sprites.
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*/
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void setColor(const Colorf &color);
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/**
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* Get the current color for this SpriteBatch.
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**/
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Colorf getColor() const;
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/**
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* Get the number of sprites currently in this SpriteBatch.
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**/
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int getCount() const;
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/**
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* Get the total number of sprites this SpriteBatch can currently hold.
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**/
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int getBufferSize() const;
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/**
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* Attaches a specific vertex attribute from a Buffer to this SpriteBatch.
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* The vertex attribute will be used when drawing the SpriteBatch.
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* If the attribute comes from a Mesh, it should be given as an argument as
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* well, to make sure the SpriteBatch flushes its data to its Buffer when
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* the SpriteBatch is drawn.
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**/
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void attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh);
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void setDrawRange(int start, int count);
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void setDrawRange();
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bool getDrawRange(int &start, int &count) const;
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// Implements Drawable.
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void draw(Graphics *gfx, const Matrix4 &m) override;
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private:
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struct AttachedAttribute
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{
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StrongRef<Buffer> buffer;
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StrongRef<Mesh> mesh;
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int index;
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};
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/**
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* Sets the total number of sprites this SpriteBatch can hold.
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* Leaves existing sprite data intact when possible.
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**/
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void setBufferSize(int newsize);
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StrongRef<Texture> texture;
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// Max number of sprites in the batch.
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int size;
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// The next free element.
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int next;
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// Current color. This color will be applied to the next added sprite.
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Color32 color;
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Colorf colorf;
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CommonFormat vertex_format;
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size_t vertex_stride;
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StrongRef<love::graphics::Buffer> array_buf;
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uint8 *vertex_data;
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Range modified_sprites;
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std::unordered_map<std::string, AttachedAttribute> attached_attributes;
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int range_start;
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int range_count;
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}; // SpriteBatch
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} // graphics
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} // love
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