/** * Copyright (c) 2006-2010 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 // LOVE #include "Image.h" #include "Quad.h" namespace love { namespace graphics { namespace opengl { SpriteBatch::SpriteBatch(Image * image, int size, int usage) : image(image), size(size), next(0), usage(usage), lockp(0) { image->retain(); vertices = new vertex[size*4]; indices = new GLushort[size*6]; for(int i = 0; irelease(); if(vbo[0] != 0 && vbo[1] != 0) glDeleteBuffers(2, vbo); delete [] vertices; delete [] indices; } bool SpriteBatch::loadVolatile() { // Find out which OpenGL VBO usage hint to use. gl_usage = GL_STREAM_DRAW; gl_usage = (usage == USAGE_DYNAMIC) ? GL_DYNAMIC_DRAW : gl_usage; gl_usage = (usage == USAGE_STATIC) ? GL_STATIC_DRAW : gl_usage; gl_usage = (usage == USAGE_STREAM) ? GL_STREAM_DRAW : gl_usage; glGenBuffers(2, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex)*size*4, vertices, gl_usage); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*size*6, indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); return true; } void SpriteBatch::unloadVolatile() { vertex * v = (vertex *)lock(); // Copy to system memory. memcpy(vertices, v, sizeof(vertex)*size*4); unlock(); // Delete the buffers. if(vbo[0] != 0 && vbo[1] != 0) glDeleteBuffers(2, vbo); } 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 = vertices + next*4; // Needed for texture coordinates. memcpy(v, image->getVertices(), sizeof(vertex)*4); // Transform. Matrix t; t.setTransformation(x, y, a, sx, sy, ox, oy); t.transform(v, v, 4); addv(v); // Increment counter. next++; } } void SpriteBatch::addq(Quad * quad, 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 = vertices + next*4; // Needed for colors. memcpy(v, quad->getVertices(), sizeof(vertex)*4); // Transform. Matrix t; t.setTransformation(x, y, a, sx, sy, ox, oy); t.transform(v, v, 4); addv(v); // Increment counter. next++; } } void SpriteBatch::clear() { // Reset the position of the next index. next = 0; } void * SpriteBatch::lock() { // If already locked, prevent from locking again. if(lockp != 0) return lockp; glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); lockp = (vertex *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); return lockp; } void SpriteBatch::unlock() { glUnmapBuffer(GL_ARRAY_BUFFER); lockp = 0; glBindBuffer(GL_ARRAY_BUFFER, 0); } void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const { static Matrix t; glPushMatrix(); t.setTransformation(x, y, angle, sx, sy, ox, oy); glMultMatrixf((const GLfloat*)t.getElements()); image->bind(); // Enable vertex arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); // Bind the VBO buffer. glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid*)0); glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4)); glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)(sizeof(unsigned char)*4+sizeof(float)*2)); glDrawElements(GL_TRIANGLES, next*6, GL_UNSIGNED_SHORT, 0); // Disable vertex arrays. glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glPopMatrix(); } void SpriteBatch::addv(const vertex * v) { if(lockp != 0) { // Copy into mapped memory if buffer is locked. memcpy(lockp + (next*4), v, sizeof(vertex)*4); } else { // ... use glBufferSubData otherwise. glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferSubData(GL_ARRAY_BUFFER, (next*4)*sizeof(vertex), sizeof(vertex)*4, v); glBindBuffer(GL_ARRAY_BUFFER, 0); } } } // opengl } // graphics } // love