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

370 lines
8.2 KiB
C++

/**
* Copyright (c) 2006-2014 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 "VertexBuffer.h"
#include "Texture.h"
// C++
#include <algorithm>
// C
#include <stddef.h>
namespace love
{
namespace graphics
{
namespace opengl
{
SpriteBatch::SpriteBatch(Texture *texture, int size, int usage)
: texture(texture)
, size(size)
, next(0)
, color(0)
, array_buf(nullptr)
, element_buf(nullptr)
, buffer_used_offset(0)
, buffer_used_size(0)
{
if (size <= 0)
throw love::Exception("Invalid SpriteBatch size.");
GLenum gl_usage;
switch (usage)
{
default:
case USAGE_DYNAMIC:
gl_usage = GL_DYNAMIC_DRAW;
break;
case USAGE_STATIC:
gl_usage = GL_STATIC_DRAW;
break;
case USAGE_STREAM:
gl_usage = GL_STREAM_DRAW;
break;
}
const size_t vertex_size = sizeof(Vertex) * 4 * size;
try
{
array_buf = VertexBuffer::Create(vertex_size, GL_ARRAY_BUFFER, gl_usage);
element_buf = new VertexIndex(size);
}
catch (love::Exception &)
{
delete array_buf;
delete element_buf;
throw;
}
catch (std::bad_alloc &)
{
delete array_buf;
delete element_buf;
throw love::Exception("Out of memory.");
}
texture->retain();
}
SpriteBatch::~SpriteBatch()
{
texture->release();
delete color;
delete array_buf;
delete element_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*/)
{
// Only do this if there's a free slot.
if ((index == -1 && next >= size) || index < -1 || index >= size)
return -1;
Vertex sprite[4];
// Needed for colors.
memcpy(sprite, texture->getVertices(), sizeof(Vertex) * 4);
// Transform.
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
addv(sprite, (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*/)
{
// Only do this if there's a free slot.
if ((index == -1 && next >= size) || index < -1 || index >= next)
return -1;
Vertex sprite[4];
// Needed for colors.
memcpy(sprite, quad->getVertices(), sizeof(Vertex) * 4);
Matrix t;
t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
t.transform(sprite, sprite, 4);
if (color)
setColorv(sprite, *color);
addv(sprite, (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()
{
VertexBuffer::Bind bind(*array_buf);
array_buf->unmap(buffer_used_offset, buffer_used_size);
buffer_used_offset = buffer_used_size = 0;
}
void SpriteBatch::setTexture(Texture *newtexture)
{
Object::AutoRelease imagerelease(texture);
newtexture->retain();
texture = newtexture;
}
Texture *SpriteBatch::getTexture()
{
return texture;
}
void SpriteBatch::setColor(const Color &color)
{
if (!this->color)
this->color = new Color(color);
else
*(this->color) = color;
}
void SpriteBatch::setColor()
{
delete color;
color = 0;
}
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 (lock) the old VertexBuffer to get a pointer to its data.
void *old_data = nullptr;
{
VertexBuffer::Bind bind(*array_buf);
old_data = array_buf->map();
}
size_t vertex_size = sizeof(Vertex) * 4 * newsize;
VertexBuffer *new_array_buf = nullptr;
VertexIndex *new_element_buf = nullptr;
try
{
new_array_buf = VertexBuffer::Create(vertex_size, array_buf->getTarget(), array_buf->getUsage());
new_element_buf = new VertexIndex(newsize);
}
catch (love::Exception &)
{
delete new_array_buf;
delete new_element_buf;
throw;
}
// Copy as much of the old data into the new VertexBuffer as can fit.
new_array_buf->fill(0, sizeof(Vertex) * 4 * std::min(newsize, size), old_data);
// We don't need to unmap the old VertexBuffer since we're deleting it.
delete array_buf;
delete element_buf;
array_buf = new_array_buf;
element_buf = new_element_buf;
size = newsize;
next = std::min(next, newsize);
// The new VertexBuffer isn't mapped, so we should reset these variables.
buffer_used_offset = buffer_used_size = 0;
}
int SpriteBatch::getBufferSize() const
{
return size;
}
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;
static Matrix t;
glPushMatrix();
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
texture->predraw();
VertexBuffer::Bind array_bind(*array_buf);
VertexBuffer::Bind element_bind(*element_buf->getVertexBuffer());
// Make sure the VBO isn't mapped when we draw (sends data to GPU if needed.)
array_buf->unmap(buffer_used_offset, buffer_used_size);
buffer_used_offset = buffer_used_size = 0;
Color curcolor = gl.getColor();
// Apply per-sprite color, if a color is set.
if (color)
{
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), array_buf->getPointer(color_offset));
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(Vertex), array_buf->getPointer(pos_offset));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), array_buf->getPointer(texel_offset));
gl.prepareDraw();
glDrawElements(GL_TRIANGLES, element_buf->getIndexCount(next), element_buf->getType(), element_buf->getPointer(0));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (color)
{
glDisableClientState(GL_COLOR_ARRAY);
gl.setColor(curcolor);
}
texture->postdraw();
glPopMatrix();
}
void SpriteBatch::addv(const Vertex *v, int index)
{
static const size_t sprite_size = 4 * sizeof(Vertex); // bytecount
VertexBuffer::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, v);
buffer_used_offset = std::min(buffer_used_offset, index * sprite_size);
buffer_used_size = std::max(buffer_used_size, (index + 1) * sprite_size - buffer_used_offset);
}
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;
}
}
bool SpriteBatch::getConstant(const char *in, UsageHint &out)
{
return usageHints.find(in, out);
}
bool SpriteBatch::getConstant(UsageHint in, const char *&out)
{
return usageHints.find(in, out);
}
StringMap<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM>::Entry SpriteBatch::usageHintEntries[] =
{
{"dynamic", SpriteBatch::USAGE_DYNAMIC},
{"static", SpriteBatch::USAGE_STATIC},
{"stream", SpriteBatch::USAGE_STREAM},
};
StringMap<SpriteBatch::UsageHint, SpriteBatch::USAGE_MAX_ENUM> SpriteBatch::usageHints(usageHintEntries, sizeof(usageHintEntries));
} // opengl
} // graphics
} // love