Files
love/src/modules/graphics/opengl/wrap_SpriteBatch.cpp
T
vrld 71317c4359 Add Geometries (replaces Quads).
A Geometry is a collection of vertices describing a non self-intersecting
(simple) polygon. In addition to screen coordinates, the vertices have
attributes for texture coordinates (s,t) and color (r,g,b,a).

It can be used as a quad, to display distorted images, or anything in between.

Added:
^^^^^^

-- geometry from table, where table has the format:
-- info = {
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- {x,y, s,t, [r = 255, g = 255, b = 255, a = 255]}
-- ...
-- }
geom = love.graphics.newGeometry(info)

-- convenience wrapper for quads (same as before)
geom = love.graphics.newQuad(x,y, w,h, sw,sh)

-- retrieve vertex i (1-indexed)
x,y,s,t,r,g,b,a = geom:getVertex(i)

-- set vertex i (1-indexed)
geom:setVertex(i, x,y, s,t, [r,g,b,a])

-- flip geometry
geom:flip(x, y)


Renamed:
^^^^^^^^

love.graphics.drawq() -> love.graphics.drawg()


Removed:
^^^^^^^^

quad:setViewport()
quad:getViewport()
2013-04-21 18:53:13 +02:00

225 lines
6.0 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 "Image.h"
#include "wrap_SpriteBatch.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
{
return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T);
}
int w_SpriteBatch_add(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
float x = (float)luaL_optnumber(L, 2, 0.0f);
float y = (float)luaL_optnumber(L, 3, 0.0f);
float angle = (float)luaL_optnumber(L, 4, 0.0f);
float sx = (float)luaL_optnumber(L, 5, 1.0f);
float sy = (float)luaL_optnumber(L, 6, sx);
float ox = (float)luaL_optnumber(L, 7, 0);
float oy = (float)luaL_optnumber(L, 8, 0);
float kx = (float)luaL_optnumber(L, 9, 0);
float ky = (float)luaL_optnumber(L, 10, 0);
lua_pushnumber(L, t->add(x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_addg(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Geometry *g = luax_checktype<Geometry>(L, 2, "Geometry", GRAPHICS_GEOMETRY_T);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
lua_pushnumber(L, t->addg(g, x, y, angle, sx, sy, ox, oy, kx, ky));
return 1;
}
int w_SpriteBatch_set(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
float x = (float)luaL_optnumber(L, 3, 0.0f);
float y = (float)luaL_optnumber(L, 4, 0.0f);
float angle = (float)luaL_optnumber(L, 5, 0.0f);
float sx = (float)luaL_optnumber(L, 6, 1.0f);
float sy = (float)luaL_optnumber(L, 7, sx);
float ox = (float)luaL_optnumber(L, 8, 0);
float oy = (float)luaL_optnumber(L, 9, 0);
float kx = (float)luaL_optnumber(L, 10, 0);
float ky = (float)luaL_optnumber(L, 11, 0);
t->add(x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_setq(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int index = luaL_checkinteger(L, 2);
Geometry *g = luax_checktype<Geometry>(L, 3, "Geometry", GRAPHICS_GEOMETRY_T);
float x = (float)luaL_optnumber(L, 4, 0.0f);
float y = (float)luaL_optnumber(L, 5, 0.0f);
float angle = (float)luaL_optnumber(L, 6, 0.0f);
float sx = (float)luaL_optnumber(L, 7, 1.0f);
float sy = (float)luaL_optnumber(L, 8, sx);
float ox = (float)luaL_optnumber(L, 9, 0);
float oy = (float)luaL_optnumber(L, 10, 0);
float kx = (float)luaL_optnumber(L, 11, 0);
float ky = (float)luaL_optnumber(L, 12, 0);
t->addg(g, x, y, angle, sx, sy, ox, oy, kx, ky, index);
return 0;
}
int w_SpriteBatch_clear(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
t->clear();
return 0;
}
int w_SpriteBatch_bind(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
try
{
t->lock();
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
return 0;
}
int w_SpriteBatch_unbind(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
t->unlock();
return 0;
}
int w_SpriteBatch_setImage(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Image *image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
t->setImage(image);
return 0;
}
int w_SpriteBatch_getImage(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Image *image = t->getImage();
image->retain();
luax_newtype(L, "Image", GRAPHICS_IMAGE_T, (void *)image);
return 1;
}
int w_SpriteBatch_setColor(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Color c;
if (lua_gettop(L) <= 1)
{
t->setColor();
return 0;
}
else if (lua_istable(L, 2))
{
for (int i = 1; i <= 4; i++)
lua_rawgeti(L, 2, i);
c.r = (unsigned char) luaL_checkint(L, -4);
c.g = (unsigned char) luaL_checkint(L, -3);
c.b = (unsigned char) luaL_checkint(L, -2);
c.a = (unsigned char) luaL_optint(L, -1, 255);
lua_pop(L, 4);
}
else
{
c.r = (unsigned char)luaL_checkint(L, 2);
c.g = (unsigned char)luaL_checkint(L, 3);
c.b = (unsigned char)luaL_checkint(L, 4);
c.a = (unsigned char)luaL_optint(L, 5, 255);
}
t->setColor(c);
return 0;
}
int w_SpriteBatch_isEmpty(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
luax_pushboolean(L, t->isEmpty());
return 1;
}
int w_SpriteBatch_isFull(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
luax_pushboolean(L, t->isFull());
return 1;
}
static const luaL_Reg functions[] =
{
{ "add", w_SpriteBatch_add },
{ "addg", w_SpriteBatch_addg },
{ "set", w_SpriteBatch_set },
{ "setq", w_SpriteBatch_setq },
{ "clear", w_SpriteBatch_clear },
{ "bind", w_SpriteBatch_bind },
{ "unbind", w_SpriteBatch_unbind },
{ "setImage", w_SpriteBatch_setImage },
{ "getImage", w_SpriteBatch_getImage },
{ "setColor", w_SpriteBatch_setColor },
{ "isEmpty", w_SpriteBatch_isEmpty },
{ "isFull", w_SpriteBatch_isFull },
{ 0, 0 }
};
extern "C" int luaopen_spritebatch(lua_State *L)
{
return luax_register_type(L, "SpriteBatch", functions);
}
} // opengl
} // graphics
} // love