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d4e701b434
--HG-- branch : minor
316 lines
7.7 KiB
C++
316 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2016 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 "common/config.h"
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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 "GLBuffer.h"
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#include "graphics/Texture.h"
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// C++
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#include <algorithm>
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// C
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#include <stddef.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(Texture *texture, int size, Mesh::Usage usage)
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: texture(texture)
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, size(size)
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, next(0)
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, color(0)
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, array_buf(nullptr)
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, quad_indices(size)
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{
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if (size <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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GLenum gl_usage = Mesh::getGLBufferUsage(usage);
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size_t vertex_size = sizeof(Vertex) * 4 * size;
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array_buf = new GLBuffer(vertex_size, nullptr, GL_ARRAY_BUFFER, gl_usage, GLBuffer::MAP_EXPLICIT_RANGE_MODIFY);
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}
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SpriteBatch::~SpriteBatch()
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{
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delete color;
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delete array_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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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
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addv(texture->getVertices(), t, (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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if (index < -1 || index >= size)
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throw love::Exception("Invalid sprite index: %d", index + 1);
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if (index == -1 && next >= size)
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setBufferSize(size * 2);
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Matrix3 t(x, y, a, sx, sy, ox, oy, kx, ky);
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addv(quad->getVertices(), t, (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::flush()
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{
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GLBuffer::Bind bind(*array_buf);
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array_buf->unmap();
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}
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void SpriteBatch::setTexture(Texture *newtexture)
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{
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texture.set(newtexture);
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}
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Texture *SpriteBatch::getTexture() const
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{
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return texture.get();
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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 = nullptr;
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}
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const Color *SpriteBatch::getColor() const
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{
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return color;
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}
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int SpriteBatch::getCount() const
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{
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return next;
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}
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void SpriteBatch::setBufferSize(int newsize)
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{
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if (newsize <= 0)
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throw love::Exception("Invalid SpriteBatch size.");
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if (newsize == size)
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return;
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// Map the old GLBuffer to get a pointer to its data.
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void *old_data = nullptr;
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{
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GLBuffer::Bind bind(*array_buf);
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old_data = array_buf->map();
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}
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size_t vertex_size = sizeof(Vertex) * 4 * newsize;
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GLBuffer *new_array_buf = nullptr;
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try
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{
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new_array_buf = new GLBuffer(vertex_size, nullptr, array_buf->getTarget(), array_buf->getUsage(), array_buf->getMapFlags());
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// Copy as much of the old data into the new GLBuffer as can fit.
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GLBuffer::Bind bind(*new_array_buf);
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void *new_data = new_array_buf->map();
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memcpy(new_data, old_data, sizeof(Vertex) * 4 * std::min(newsize, size));
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quad_indices = QuadIndices(newsize);
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}
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catch (love::Exception &)
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{
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delete new_array_buf;
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throw;
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}
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// We don't need to unmap the old GLBuffer since we're deleting it.
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delete array_buf;
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array_buf = new_array_buf;
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size = newsize;
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next = std::min(next, newsize);
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}
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int SpriteBatch::getBufferSize() const
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{
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return size;
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}
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void SpriteBatch::attachAttribute(const std::string &name, Mesh *mesh)
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{
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
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auto it = attached_attributes.find(name);
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if (it != attached_attributes.end())
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oldattrib = it->second;
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newattrib.index = mesh->getAttributeIndex(name);
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if (newattrib.index < 0)
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throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", name.c_str());
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newattrib.mesh = mesh;
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attached_attributes[name] = newattrib;
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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)
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{
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const size_t pos_offset = offsetof(Vertex, x);
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const size_t texel_offset = offsetof(Vertex, s);
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const size_t color_offset = offsetof(Vertex, r);
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if (next == 0)
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return;
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OpenGL::TempDebugGroup debuggroup("SpriteBatch draw");
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OpenGL::TempTransform transform(gl);
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transform.get() *= Matrix4(x, y, angle, sx, sy, ox, oy, kx, ky);
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gl.bindTexture(*(GLuint *) texture->getHandle());
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uint32 enabledattribs = ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD;
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{
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// Scope this bind so it doesn't interfere with the
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// Mesh::bindAttributeToShaderInput calls below.
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GLBuffer::Bind array_bind(*array_buf);
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// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
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array_buf->unmap();
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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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enabledattribs |= ATTRIBFLAG_COLOR;
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), array_buf->getPointer(color_offset));
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}
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), array_buf->getPointer(pos_offset));
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), array_buf->getPointer(texel_offset));
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}
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for (const auto &it : attached_attributes)
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{
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Mesh *mesh = it.second.mesh.get();
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// We have to do this check here as wll because setBufferSize can be
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// called after attachAttribute.
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if (mesh->getVertexCount() < (size_t) next * 4)
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throw love::Exception("Mesh with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
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int location = mesh->bindAttributeToShaderInput(it.second.index, it.first);
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if (location >= 0)
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enabledattribs |= 1u << (uint32) location;
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}
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gl.useVertexAttribArrays(enabledattribs);
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gl.prepareDraw();
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GLBuffer::Bind element_bind(*quad_indices.getBuffer());
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gl.drawElements(GL_TRIANGLES, (GLsizei) quad_indices.getIndexCount(next), quad_indices.getType(), quad_indices.getPointer(0));
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}
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void SpriteBatch::addv(const Vertex *v, const Matrix3 &m, int index)
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{
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// Needed for colors.
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Vertex sprite[4] = {v[0], v[1], v[2], v[3]};
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const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
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m.transform(sprite, sprite, 4);
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if (color)
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setColorv(sprite, *color);
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GLBuffer::Bind bind(*array_buf);
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// Always keep the VBO mapped when adding data for now (it'll be unmapped
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// on draw.)
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array_buf->map();
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array_buf->fill(index * sprite_size, sprite_size, sprite);
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}
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void SpriteBatch::setColorv(Vertex *v, const Color &color)
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{
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for (size_t i = 0; i < 4; ++i)
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{
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v[i].r = color.r;
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v[i].g = color.g;
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v[i].b = color.b;
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v[i].a = color.a;
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}
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}
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} // opengl
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} // graphics
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} // love
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