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- /**
- * 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
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