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

316 lines
7.7 KiB
C++

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