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https://github.com/love2d/love.git
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296 lines
6.3 KiB
C++
296 lines
6.3 KiB
C++
/**
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* Copyright (c) 2006-2013 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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// OpenGL
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#include "OpenGL.h"
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// LOVE
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#include "Image.h"
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#include "Quad.h"
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#include "VertexBuffer.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)
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, size(size)
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, next(0)
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, color(0)
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, array_buf(0)
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, element_buf(0)
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{
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GLenum gl_usage;
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switch (usage)
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{
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default:
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case USAGE_DYNAMIC:
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gl_usage = GL_DYNAMIC_DRAW;
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break;
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case USAGE_STATIC:
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gl_usage = GL_STATIC_DRAW;
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break;
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case USAGE_STREAM:
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gl_usage = GL_STREAM_DRAW;
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break;
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}
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const size_t vertex_size = sizeof(vertex) * 4 * size;
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try
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{
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array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
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element_buf = new VertexIndex(size);
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}
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catch (love::Exception &)
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{
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delete array_buf;
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delete element_buf;
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throw;
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}
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catch (std::bad_alloc &)
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{
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delete array_buf;
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delete element_buf;
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throw love::Exception("Out of memory.");
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}
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image->retain();
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}
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SpriteBatch::~SpriteBatch()
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{
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image->release();
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delete color;
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delete array_buf;
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delete element_buf;
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}
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int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
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{
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// Only do this if there's a free slot.
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if ((index == -1 && next >= size) || index < -1 || index >= size)
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return -1;
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// Needed for colors.
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memcpy(sprite, 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(sprite, sprite, 4);
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if (color)
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setColorv(sprite, *color);
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addv(sprite, (index == -1) ? next : index);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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}
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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*/)
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{
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// Only do this if there's a free slot.
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if ((index == -1 && next >= size) || index < -1 || index >= next)
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return -1;
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// Needed for colors.
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memcpy(sprite, 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(sprite, sprite, 4);
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if (color)
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setColorv(sprite, *color);
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addv(sprite, (index == -1) ? next : index);
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// Increment counter.
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if (index == -1)
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return next++;
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return index;
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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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VertexBuffer::Bind bind(*array_buf);
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return array_buf->map();
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}
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void SpriteBatch::unlock()
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{
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VertexBuffer::Bind bind(*array_buf);
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array_buf->unmap();
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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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Image *SpriteBatch::getImage()
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{
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return image;
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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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bool SpriteBatch::isEmpty() const
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{
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return next == 0;
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}
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bool SpriteBatch::isFull() const
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{
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return next >= size;
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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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const int color_offset = 0;
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const int vertex_offset = sizeof(unsigned char) * 4;
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const int texel_offset = sizeof(unsigned char) * 4 + sizeof(float) * 2;
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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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VertexBuffer::Bind array_bind(*array_buf);
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VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
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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), array_buf->getPointer(color_offset));
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), array_buf->getPointer(vertex_offset));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), array_buf->getPointer(texel_offset));
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glDrawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (color)
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glDisableClientState(GL_COLOR_ARRAY);
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glPopMatrix();
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}
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void SpriteBatch::addv(const vertex *v, int index)
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{
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int sprite_size = sizeof(vertex) * 4;
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VertexBuffer::Bind bind(*array_buf);
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array_buf->fill(index * sprite_size, sprite_size, v);
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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;
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v[0].g = color.g;
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v[0].b = color.b;
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v[0].a = color.a;
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v[1].r = color.r;
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v[1].g = color.g;
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v[1].b = color.b;
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v[1].a = color.a;
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v[2].r = color.r;
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v[2].g = color.g;
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v[2].b = color.b;
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v[2].a = color.a;
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v[3].r = color.r;
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v[3].g = color.g;
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v[3].b = color.b;
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v[3].a = color.a;
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}
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bool SpriteBatch::getConstant(const char *in, UsageHint &out)
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{
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return usageHints.find(in, out);
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}
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bool SpriteBatch::getConstant(UsageHint in, const char *&out)
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{
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return usageHints.find(in, out);
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}
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StringMap<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM>::Entry SpriteBatch::usageHintEntries[] =
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{
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{"dynamic", SpriteBatch::USAGE_DYNAMIC},
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{"static", SpriteBatch::USAGE_STATIC},
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{"stream", SpriteBatch::USAGE_STREAM},
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};
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StringMap<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM> SpriteBatch::usageHints(usageHintEntries, sizeof(usageHintEntries));
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} // opengl
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} // graphics
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} // love
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