/** * 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 // C #include 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