Files
love/src/modules/graphics/opengl/SpriteBatch.cpp
T
2009-07-26 15:46:49 +02:00

112 lines
2.7 KiB
C++

/**
* Copyright (c) 2006-2009 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 "SpriteBatch.h"
// STD
#include <iostream>
// LOVE
#include "VertexBuffer.h"
#include "Image.h"
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch::SpriteBatch(Image * image, int size, int usage)
: size(size), next(0)
{
// Four vertices in one sprite.
buffer = new VertexBuffer(image, size*6, TYPE_TRIANGLES, usage);
}
SpriteBatch::~SpriteBatch()
{
buffer->release();
}
void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy)
{
// Only do this if there's a free slot.
if(next < size)
{
// Get a pointer to the correct insertion position.
vertex * v = buffer->vertices + next*6;
// Fill vertices with ones (for white colors).
memset(v, 0xff, sizeof(vertex)*6);
// Half-sizes.
float w2 = buffer->image->getWidth()/2.0f;
float h2 = buffer->image->getHeight()/2.0f;
// MASSIVE TODO: just copy vertices from image.
v[0].x = -w2; v[0].y = -h2;
v[1].x = -w2; v[1].y = h2;
v[2].x = w2; v[2].y = h2;
v[3].x = w2; v[3].y = -h2;
v[0].s = 0; v[0].t = 0;
v[1].s = 0; v[1].t = 1;
v[2].s = 1; v[2].t = 1;
v[3].s = 1; v[3].t = 0;
// Transform.
Matrix t;
t.translate(x, y);
t.scale(sx, sy);
t.rotate(a);
t.transform(v, v, 4);
v[5] = v[3];
v[4] = v[2];
v[3] = v[0];
// Send the buffer to the GPU.
buffer->update(next*6, 6);
// Increment counter.
next++;
}
}
void SpriteBatch::clear()
{
// Reset the position of the next index.
next = 0;
// Also reset the buffer.
buffer->clear();
}
void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
{
// Let the buffer handle this.
buffer->draw(x, y, angle, sx, sy, ox, oy);
}
} // opengl
} // graphics
} // love