mirror of
https://github.com/love2d/love.git
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276 lines
6.8 KiB
C++
276 lines
6.8 KiB
C++
/**
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* Copyright (c) 2006-2011 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 "SpriteBatch.h"
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// STD
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#include <iostream>
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// LOVE
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#include "Image.h"
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#include "Quad.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(Image * image, int size, int usage)
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: image(image), size(size), next(0), usage(usage), lockp(0), color(0)
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{
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if (!(GLEE_ARB_vertex_buffer_object || GLEE_VERSION_1_5))
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throw love::Exception("Your OpenGL version does not support SpriteBatches. Go upgrade!");
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image->retain();
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vertices = new vertex[size*4];
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indices = new GLushort[size*6];
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for(int i = 0; i<size; i++)
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{
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indices[i*6+0] = 0+(i*4);
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indices[i*6+1] = 1+(i*4);
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indices[i*6+2] = 2+(i*4);
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indices[i*6+3] = 0+(i*4);
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indices[i*6+4] = 2+(i*4);
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indices[i*6+5] = 3+(i*4);
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}
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loadVolatile();
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}
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SpriteBatch::~SpriteBatch()
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{
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image->release();
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if(vbo[0] != 0 && vbo[1] != 0)
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glDeleteBuffers(2, vbo);
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delete [] vertices;
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delete [] indices;
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delete color;
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}
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bool SpriteBatch::loadVolatile()
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{
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// Find out which OpenGL VBO usage hint to use.
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gl_usage = GL_STREAM_DRAW_ARB;
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gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW_ARB : gl_usage;
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gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW_ARB : gl_usage;
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gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW_ARB : gl_usage;
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glGenBuffersARB(2, vbo);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertex)*size*4, vertices, gl_usage);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo[1]);
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glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLushort)*size*6, indices, GL_STATIC_DRAW_ARB);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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return true;
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}
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void SpriteBatch::unloadVolatile()
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{
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vertex * v = (vertex *)lock();
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// Copy to system memory.
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memcpy(vertices, v, sizeof(vertex)*size*4);
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unlock();
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// Delete the buffers.
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if(vbo[0] != 0 && vbo[1] != 0)
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glDeleteBuffersARB(2, vbo);
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}
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void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
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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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// Get a pointer to the correct insertion position.
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vertex * v = vertices + next*4;
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// Needed for texture coordinates.
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memcpy(v, image->getVertices(), sizeof(vertex)*4);
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// Transform.
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(v, v, 4);
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if (color)
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setColorv(v, *color);
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addv(v);
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// Increment counter.
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next++;
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}
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}
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void SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
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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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// Get a pointer to the correct insertion position.
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vertex * v = vertices + next*4;
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// Needed for colors.
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memcpy(v, quad->getVertices(), sizeof(vertex)*4);
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// Transform.
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(v, v, 4);
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if (color)
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setColorv(v, *color);
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addv(v);
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// Increment counter.
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next++;
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}
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}
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void SpriteBatch::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 * SpriteBatch::lock()
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{
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// If already locked, prevent from locking again.
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if(lockp != 0)
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return lockp;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
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lockp = (vertex *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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return lockp;
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}
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void SpriteBatch::unlock()
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{
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
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lockp = 0;
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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}
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void SpriteBatch::setImage(Image * newimage)
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{
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image->release();
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image = newimage;
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image->retain();
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}
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void SpriteBatch::setColor(const Color & color)
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{
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if(!this->color)
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this->color = new Color(color);
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else
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*(this->color) = color;
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}
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void SpriteBatch::setColor()
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{
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delete color;
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color = 0;
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}
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void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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static Matrix t;
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glPushMatrix();
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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glMultMatrixf((const GLfloat*)t.getElements());
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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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// Bind the VBO buffer.
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vbo[1]);
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// Apply per-sprite color, if a color is set.
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if (color)
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{
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), 0);
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}
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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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glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, 0);
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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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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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glPopMatrix();
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}
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void SpriteBatch::addv(const vertex * v)
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{
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if(lockp != 0)
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{
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// Copy into mapped memory if buffer is locked.
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memcpy(lockp + (next*4), v, sizeof(vertex)*4);
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}
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else
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{
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// ... use glBufferSubData otherwise.
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo[0]);
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glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (next*4)*sizeof(vertex), sizeof(vertex)*4, v);
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
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}
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}
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void SpriteBatch::setColorv(vertex * v, const Color & color)
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{
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v[0].r = color.r; v[0].g = color.g; v[0].b = color.b; v[0].a = color.a;
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v[1].r = color.r; v[1].g = color.g; v[1].b = color.b; v[1].a = color.a;
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v[2].r = color.r; v[2].g = color.g; v[2].b = color.b; v[2].a = color.a;
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v[3].r = color.r; v[3].g = color.g; v[3].b = color.b; v[3].a = color.a;
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}
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} // opengl
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} // graphics
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} // love
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