Files
love/src/modules/graphics/opengl/SpriteBatch.cpp
T
2011-07-23 17:12:29 +02:00

276 lines
6.8 KiB
C++

/**
* Copyright (c) 2006-2011 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 "SpriteBatch.h"
// STD
#include <iostream>
// LOVE
#include "Image.h"
#include "Quad.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch::SpriteBatch(Image * image, int size, int usage)
: image(image), size(size), next(0), usage(usage), lockp(0), color(0)
{
if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
throw love::Exception("Your OpenGL version does not support SpriteBatches. Go upgrade!");
image->retain();
vertices = new vertex[size*4];
indices = new GLushort[size*6];
for(int i = 0; i<size; i++)
{
indices[i*6+0] = 0+(i*4);
indices[i*6+1] = 1+(i*4);
indices[i*6+2] = 2+(i*4);
indices[i*6+3] = 0+(i*4);
indices[i*6+4] = 2+(i*4);
indices[i*6+5] = 3+(i*4);
}
loadVolatile();
}
SpriteBatch::~SpriteBatch()
{
image->release();
if(vbo[0] != 0 && vbo[1] != 0)
glDeleteBuffers(2, vbo);
delete [] vertices;
delete [] indices;
delete color;
}
bool SpriteBatch::loadVolatile()
{
// Find out which OpenGL VBO usage hint to use.
gl_usage = GL_STREAM_DRAW_ARB;
gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW_ARB : gl_usage;
gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW_ARB : gl_usage;
gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW_ARB : gl_usage;
glGenBuffersARB(2, vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertex)*size*4, vertices, gl_usage);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo[1]);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLushort)*size*6, indices, GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
return true;
}
void SpriteBatch::unloadVolatile()
{
vertex * v = (vertex *)lock();
// Copy to system memory.
memcpy(vertices, v, sizeof(vertex)*size*4);
unlock();
// Delete the buffers.
if(vbo[0] != 0 && vbo[1] != 0)
glDeleteBuffersARB(2, vbo);
}
void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
{
// Only do this if there's a free slot.
if(next < size)
{
// Get a pointer to the correct insertion position.
vertex * v = vertices + next*4;
// Needed for texture coordinates.
memcpy(v, image->getVertices(), sizeof(vertex)*4);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(v, v, 4);
if (color)
setColorv(v, *color);
addv(v);
// Increment counter.
next++;
}
}
void SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
{
// Only do this if there's a free slot.
if(next < size)
{
// Get a pointer to the correct insertion position.
vertex * v = vertices + next*4;
// Needed for colors.
memcpy(v, quad->getVertices(), sizeof(vertex)*4);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(v, v, 4);
if (color)
setColorv(v, *color);
addv(v);
// Increment counter.
next++;
}
}
void SpriteBatch::clear()
{
// Reset the position of the next index.
next = 0;
}
void * SpriteBatch::lock()
{
// If already locked, prevent from locking again.
if(lockp != 0)
return lockp;
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
lockp = (vertex *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
return lockp;
}
void SpriteBatch::unlock()
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
lockp = 0;
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
void SpriteBatch::setImage(Image * newimage)
{
image->release();
image = newimage;
image->retain();
}
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;
}
void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
{
static Matrix t;
glPushMatrix();
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat*)t.getElements());
image->bind();
// Enable vertex arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Bind the VBO buffer.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo[1]);
// Apply per-sprite color, if a color is set.
if (color)
{
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), 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));
glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, 0);
// Disable vertex arrays.
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glPopMatrix();
}
void SpriteBatch::addv(const vertex * v)
{
if(lockp != 0)
{
// Copy into mapped memory if buffer is locked.
memcpy(lockp + (next*4), v, sizeof(vertex)*4);
}
else
{
// ... use glBufferSubData otherwise.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (next*4)*sizeof(vertex), sizeof(vertex)*4, v);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
}
void SpriteBatch::setColorv(vertex * v, const Color & color)
{
v[0].r = color.r; v[0].g = color.g; v[0].b = color.b; v[0].a = color.a;
v[1].r = color.r; v[1].g = color.g; v[1].b = color.b; v[1].a = color.a;
v[2].r = color.r; v[2].g = color.g; v[2].b = color.b; v[2].a = color.a;
v[3].r = color.r; v[3].g = color.g; v[3].b = color.b; v[3].a = color.a;
}
} // opengl
} // graphics
} // love