Files
love/src/modules/graphics/opengl/SpriteBatch.cpp
T

400 lines
9.0 KiB
C++

/**
* Copyright (c) 2006-2013 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 "common/config.h"
#include "SpriteBatch.h"
// OpenGL
#include "OpenGL.h"
// LOVE
#include "Image.h"
#include "modules/graphics/Geometry.h"
#include "VertexBuffer.h"
// stdlib
#include <algorithm>
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)
{
if (size <= 0)
throw love::Exception("Invalid SpriteBatch size.");
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;
}
const size_t vertex_size = sizeof(vertex) * 4 * size;
try
{
array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
element_buf = new VertexIndex(size);
}
catch (love::Exception &)
{
delete array_buf;
delete element_buf;
throw;
}
catch (std::bad_alloc &)
{
delete array_buf;
delete element_buf;
throw love::Exception("Out of memory.");
}
image->retain();
}
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.
static Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
// Auto-padded NPOT images require texcoord scaling for their vertices.
scaleNPOT(sprite, 4);
addv(sprite, (index == -1) ? next : index);
// Increment counter.
if (index == -1)
return next++;
return index;
}
int SpriteBatch::addg(Geometry *geom, 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;
size_t vertexcount = geom->getVertexCount();
if (vertexcount > 4)
throw love::Exception("Cannot add Geometries with more than 4 vertices to SpriteBatch");
// Which vertices to add to the SpriteBatch.
size_t vertex_indices[4] = {0, 1, 2, 3};
if (geom->getDrawMode() == Geometry::DRAW_MODE_STRIP)
{
// We have to do some vertex reordering shenanigans to get 4-vertex
// triangle strip Geometries to render properly.
std::swap(vertex_indices[0], vertex_indices[1]);
}
// If the Geometry has 3 vertices, then 2 triangles will be added to the
// SpriteBatch: 0-1-2 and 0-2-0. 0-2-0 will get ignored during rasterization.
for (size_t i = geom->getVertexCount(); i < 4; i++)
vertex_indices[i] = vertex_indices[0];
for (size_t i = 0; i < 4; i++)
sprite[i] = geom->getVertex(vertex_indices[i]);
static Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color && !geom->hasVertexColors())
setColorv(sprite, *color);
// Auto-padded NPOT images require texcoord scaling for their vertices.
scaleNPOT(sprite, 4);
addv(sprite, (index == -1) ? next : index);
// Make sure SpriteBatch colors are enabled if the Geometry has custom colors.
if (!color && geom->hasVertexColors())
setColor(Color(255, 255, 255, 255));
// 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)
{
Object::AutoRelease imagerelease(image);
newimage->retain();
image = newimage;
}
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;
}
const Color *SpriteBatch::getColor() const
{
return color;
}
int SpriteBatch::getCount() const
{
return next;
}
void SpriteBatch::setBufferSize(int newsize)
{
if (newsize <= 0)
throw love::Exception("Invalid SpriteBatch size.");
if (newsize == size)
return;
// Map (lock) the old VertexBuffer to get a pointer to its data.
void *old_data = lock();
size_t vertex_size = sizeof(vertex) * 4 * newsize;
VertexBuffer *new_array_buf = 0;
VertexIndex *new_element_buf = 0;
void *new_data = 0;
try
{
new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
new_element_buf = new VertexIndex(newsize);
// VBO::map can throw an exception. Also we want to scope the bind.
VertexBuffer::Bind bind(*new_array_buf);
new_data = new_array_buf->map();
}
catch (love::Exception &)
{
delete new_array_buf;
delete new_element_buf;
unlock();
throw;
}
// Copy as much of the old data into the new VertexBuffer as can fit.
memcpy(new_data, old_data, sizeof(vertex) * 4 * std::min(newsize, size));
// We don't need to unmap the old VertexBuffer since we're deleting it.
delete array_buf;
delete element_buf;
array_buf = new_array_buf;
element_buf = new_element_buf;
size = newsize;
next = std::min(next, newsize);
// But we should unmap (unlock) the new one!
unlock();
}
int SpriteBatch::getBufferSize() const
{
return size;
}
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;
if (next == 0)
return;
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->getVertexBuffer());
Color curcolor = gl.getColor();
// 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, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (color)
{
glDisableClientState(GL_COLOR_ARRAY);
gl.setColor(curcolor);
}
glPopMatrix();
}
void SpriteBatch::scaleNPOT(vertex *v, size_t count)
{
if (Image::hasNpot())
return;
love::Vector scale = image->getTexCoordScale();
if (scale.x == 1.0f && scale.y == 1.0f)
return;
for (size_t i = 0; i < count; i++)
{
v[i].s *= scale.x;
v[i].t *= scale.y;
}
}
void SpriteBatch::addv(const vertex *v, int index)
{
static const int sprite_size = 4 * sizeof(vertex); // bytecount
VertexBuffer::Bind bind(*array_buf);
array_buf->fill(index * sprite_size, sprite_size, v);
}
void SpriteBatch::setColorv(vertex *v, const Color &color)
{
for (size_t i = 0; i < 4; ++i)
{
v[i].r = color.r;
v[i].g = color.g;
v[i].b = color.b;
v[i].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