Files
love/src/modules/graphics/opengl/SpriteBatch.cpp
T
Bart van Strien 7793e7f02f CRLF to LF
2012-07-04 14:40:24 +02:00

289 lines
6.4 KiB
C++

/**
* Copyright (c) 2006-2012 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"
#include "VertexBuffer.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch::SpriteBatch(Image *image, int size, int usage)
: image(image)
, size(size)
, next(0)
, color(0)
, array_buf(0)
, element_buf(0)
{
image->retain();
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;
}
int vertex_size = sizeof(vertex) * 4 * size;
int element_size = sizeof(GLushort) * 6 * size;
array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
element_buf = VertexBuffer::Create(element_size, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW);
// Fill element buffer.
{
VertexBuffer::Bind bind(*element_buf);
VertexBuffer::Mapper mapper(*element_buf);
GLushort *indices = static_cast<GLushort *>(mapper.get());
if (indices)
{
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);
}
}
}
}
SpriteBatch::~SpriteBatch()
{
image->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;
// Needed for colors.
memcpy(sprite, image->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;
// Needed for colors.
memcpy(sprite, quad->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;
}
void SpriteBatch::clear()
{
// Reset the position of the next index.
next = 0;
}
void *SpriteBatch::lock()
{
VertexBuffer::Bind bind(*array_buf);
return array_buf->map();
}
void SpriteBatch::unlock()
{
VertexBuffer::Bind bind(*array_buf);
array_buf->unmap();
}
void SpriteBatch::setImage(Image *newimage)
{
image->release();
image = newimage;
image->retain();
}
Image *SpriteBatch::getImage()
{
return image;
}
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
{
const int color_offset = 0;
const int vertex_offset = sizeof(unsigned char) * 4;
const int texel_offset = sizeof(unsigned char) * 4 + sizeof(float) * 2;
static Matrix t;
glPushMatrix();
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
image->bind();
VertexBuffer::Bind array_bind(*array_buf);
VertexBuffer::Bind element_bind(*element_buf);
// 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(vertex_offset));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), array_buf->getPointer(texel_offset));
glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, element_buf->getPointer(0));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
}
void SpriteBatch::addv(const vertex *v, int index)
{
int sprite_size = sizeof(vertex) * 4;
VertexBuffer::Bind bind(*array_buf);
array_buf->fill(index * sprite_size, sprite_size, v);
}
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;
}
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<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM>::Entry SpriteBatch::usageHintEntries[] =
{
{"dynamic", SpriteBatch::USAGE_DYNAMIC},
{"static", SpriteBatch::USAGE_STATIC},
{"stream", SpriteBatch::USAGE_STREAM},
};
StringMap<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM> SpriteBatch::usageHints(usageHintEntries, sizeof(usageHintEntries));
} // opengl
} // graphics
} // love