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| Rev | Author | Line No. | Line |
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| 1051 | chris | 1 | package com.gebauz.bauzoid.graphics.sprite; |
| 2 | |||
| 3 | import com.badlogic.gdx.Gdx; |
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| 4 | import com.badlogic.gdx.graphics.GL20; |
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| 5 | import com.badlogic.gdx.graphics.Texture; |
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| 6 | import com.gebauz.bauzoid.app.Consts; |
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| 7 | import com.gebauz.bauzoid.graphics.Graphics; |
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| 8 | import com.gebauz.bauzoid.graphics.GraphicsObject; |
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| 9 | import com.gebauz.bauzoid.graphics.model.IndexStream; |
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| 10 | import com.gebauz.bauzoid.graphics.model.VertexAttribute; |
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| 11 | import com.gebauz.bauzoid.graphics.model.VertexStream; |
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| 12 | import com.gebauz.bauzoid.graphics.renderstates.RenderStates; |
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| 13 | import com.gebauz.bauzoid.graphics.sprite.SpriteShader; |
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| 14 | import com.gebauz.bauzoid.math.MathUtil; |
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| 15 | import com.gebauz.bauzoid.math.Vector4; |
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| 16 | |||
| 17 | /** Batcher that collects Texture draw calls and batches them into a single VBO. |
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| 18 | * A possibly faster alternative to Sprite and AtlasSprite which have rather |
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| 19 | * small geometry objects. |
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| 20 | * |
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| 21 | * It is designed to be easy to convert code that used AtlasSprite and Sprite |
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| 22 | * to use TileBatch instead. |
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| 23 | * |
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| 24 | * Also contains convenience functions to import Sprite and AtlasSprite info. |
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| 25 | * |
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| 26 | * @author chiu |
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| 27 | * |
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| 28 | */ |
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| 29 | public class TileBatch extends GraphicsObject |
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| 30 | { |
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| 31 | |||
| 32 | // Constants======================================================================================== |
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| 33 | |||
| 34 | public static final int POSITION_COORD_PER_ELEMENT = 3; |
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| 35 | public static final int NORMAL_COORD_PER_ELEMENT = 3; |
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| 36 | public static final int COLOR_COORD_PER_ELEMENT = 4; |
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| 37 | public static final int TEXCOORD_COORD_PER_ELEMENT = 2; |
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| 38 | |||
| 39 | public static final Vector4 WHITE_COLOR = new Vector4(1, 1, 1, 1); |
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| 40 | |||
| 41 | public static final int COORDS_PER_ELEMENT = POSITION_COORD_PER_ELEMENT + COLOR_COORD_PER_ELEMENT + TEXCOORD_COORD_PER_ELEMENT; |
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| 42 | |||
| 43 | // Embedded Types=================================================================================== |
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| 44 | |||
| 45 | // Fields=========================================================================================== |
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| 46 | |||
| 47 | /** Number of vertices. */ |
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| 48 | private int mSize = 0; |
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| 49 | private float mVertices[] = null; |
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| 50 | private int mNumQuads = 0; |
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| 51 | |||
| 52 | // private SimpleGeometry mMesh = null; |
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| 53 | private Texture mCurrentTexture = null; |
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| 54 | private boolean mIsDrawing = false; |
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| 55 | |||
| 56 | private VertexStream mVertexStream= null; |
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| 57 | private IndexStream mIndexStream = null; |
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| 58 | |||
| 59 | |||
| 60 | // Methods========================================================================================== |
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| 61 | |||
| 62 | public TileBatch(Graphics graphics) |
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| 63 | { |
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| 64 | this(graphics, 250); |
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| 65 | } |
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| 66 | |||
| 67 | public TileBatch(Graphics graphics, int size) |
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| 68 | { |
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| 69 | super(graphics); |
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| 70 | mSize = size; |
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| 71 | |||
| 72 | mVertexStream = new VertexStream( |
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| 73 | getGraphics(), |
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| 74 | VertexStream.StreamType.INTERLEAVED, |
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| 75 | "Vertices", |
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| 76 | new VertexAttribute[] |
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| 77 | { |
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| 78 | new VertexAttribute(VertexAttribute.POSITION, POSITION_COORD_PER_ELEMENT, 0), |
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| 79 | new VertexAttribute(VertexAttribute.COLOR, COLOR_COORD_PER_ELEMENT, POSITION_COORD_PER_ELEMENT*Consts.SIZEOF_FLOAT), |
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| 80 | new VertexAttribute(VertexAttribute.TEXCOORD0, TEXCOORD_COORD_PER_ELEMENT, (POSITION_COORD_PER_ELEMENT+COLOR_COORD_PER_ELEMENT)*Consts.SIZEOF_FLOAT) |
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| 81 | }, |
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| 82 | false); |
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| 83 | |||
| 84 | mIndexStream = new IndexStream(getGraphics()); |
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| 85 | |||
| 86 | mVertices = new float[size * 4 * (COORDS_PER_ELEMENT)]; |
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| 87 | //mCurrentVertex = 0; |
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| 88 | mNumQuads = 0; |
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| 89 | |||
| 90 | // create indices as those will stay the same |
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| 91 | int len = size * 6; |
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| 92 | short[] indices = new short[len]; |
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| 93 | short j = 0; |
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| 94 | for (int i = 0; i < len; i += 6, j += 4) |
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| 95 | { |
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| 96 | indices[i + 0] = (short)(j + 0); |
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| 97 | indices[i + 1] = (short)(j + 1); |
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| 98 | indices[i + 2] = (short)(j + 2); |
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| 99 | indices[i + 3] = (short)(j + 0); |
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| 100 | indices[i + 4] = (short)(j + 2); |
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| 101 | indices[i + 5] = (short)(j + 3); |
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| 102 | } |
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| 103 | mIndexStream.setData(indices); |
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| 104 | mIndexStream.upload(); |
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| 105 | } |
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| 106 | |||
| 107 | public void dispose() |
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| 108 | { |
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| 109 | if (mVertexStream != null) |
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| 110 | { |
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| 111 | mVertexStream.dispose(); |
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| 112 | mVertexStream = null; |
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| 113 | } |
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| 114 | |||
| 115 | if (mIndexStream != null) |
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| 116 | { |
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| 117 | mIndexStream.dispose(); |
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| 118 | mIndexStream = null; |
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| 119 | } |
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| 120 | } |
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| 121 | |||
| 122 | /** Initialize internal variables for a new batch. */ |
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| 123 | public void begin() |
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| 124 | { |
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| 125 | if (mIsDrawing) |
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| 126 | return; |
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| 127 | |||
| 128 | mIsDrawing = true; |
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| 129 | //mCurrentVertex = 0; |
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| 130 | mNumQuads = 0; |
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| 131 | } |
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| 132 | |||
| 133 | /** Stops collecting and renders what's left on the screen. */ |
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| 134 | public void end() |
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| 135 | { |
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| 136 | if (!mIsDrawing) |
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| 137 | return; |
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| 138 | |||
| 139 | if (mNumQuads == 0) |
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| 140 | return; |
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| 141 | |||
| 142 | flush(); |
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| 143 | } |
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| 144 | |||
| 145 | /** Flush everything collected so far to screen and clear everything for new collection. */ |
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| 146 | public void flush() |
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| 147 | { |
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| 148 | if (mCurrentTexture == null) |
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| 149 | return; |
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| 150 | |||
| 151 | SpriteShader shader = getGraphics().getSpriteShader(); |
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| 152 | RenderStates rs = getRenderStates(); |
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| 153 | |||
| 154 | // bind VBO and upload geometry |
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| 155 | |||
| 156 | mVertexStream.setData(mVertices, COORDS_PER_ELEMENT, COORDS_PER_ELEMENT * Consts.SIZEOF_FLOAT); |
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| 157 | mVertexStream.reupload(); |
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| 158 | |||
| 159 | // bind texture and render |
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| 160 | rs.pushModelMatrix(); |
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| 161 | { |
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| 162 | rs.model.identity(); |
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| 163 | |||
| 164 | // draw sprite |
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| 165 | shader.activate(mCurrentTexture, 1.0f, WHITE_COLOR); |
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| 166 | { |
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| 167 | rs.blending.setEnabled(true); |
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| 168 | rs.culling.setEnabled(false); |
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| 169 | rs.activate(); |
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| 170 | { |
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| 171 | mVertexStream.activate(); |
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| 172 | mIndexStream.activate(); |
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| 173 | Gdx.gl20.glDrawElements(GL20.GL_TRIANGLES, mNumQuads*6, GL20.GL_UNSIGNED_SHORT, 0); |
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| 174 | mVertexStream.deactivate(); |
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| 175 | mIndexStream.deactivate(); |
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| 176 | } |
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| 177 | rs.deactivate(); |
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| 178 | } |
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| 179 | shader.deactivate(); |
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| 180 | } |
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| 181 | rs.popModelMatrix(); |
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| 182 | |||
| 183 | //mCurrentVertex = 0; |
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| 184 | mNumQuads = 0; |
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| 185 | } |
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| 186 | |||
| 187 | /** Takes a sprite and uses its own properties to add it to the VBO. */ |
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| 188 | public void drawSprite(SpriteInstance sprite) |
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| 189 | { |
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| 190 | drawSprite(sprite, sprite.transform); |
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| 191 | } |
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| 192 | |||
| 193 | /** Takes a sprite and sprite properties and adds it to the VBO. */ |
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| 194 | public void drawSprite(SpriteInstance sprite, SpriteTransform param) |
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| 195 | { |
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| 196 | if (!isDrawing()) |
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| 197 | return; |
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| 198 | |||
| 199 | if (sprite.getSprite().getTexture() != mCurrentTexture) |
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| 200 | flush(); |
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| 201 | |||
| 202 | if ((mNumQuads+1) > mSize) |
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| 203 | flush(); |
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| 204 | |||
| 205 | mCurrentTexture = sprite.getSprite().getTexture(); |
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| 206 | |||
| 207 | // transform quad vertices based on sprite's properties |
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| 208 | SpriteRegion r = sprite.getSpriteRegion(); //sprite.getSprite().getRegion(sprite.getRegionIndex()); |
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| 209 | |||
| 210 | // bottom left and top right corner points relative to origin |
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| 211 | final float worldOriginX = param.x + param.pivotX; |
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| 212 | final float worldOriginY = param.y + param.pivotY; |
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| 213 | float fx = -param.pivotX; |
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| 214 | float fy = -param.pivotY; |
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| 215 | float fx2 = param.w - param.pivotX; |
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| 216 | float fy2 = param.h - param.pivotY; |
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| 217 | |||
| 218 | // construct corner points, start from top left and go counter clockwise |
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| 219 | final float p1x = fx; |
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| 220 | final float p1y = fy; |
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| 221 | final float p2x = fx; |
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| 222 | final float p2y = fy2; |
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| 223 | final float p3x = fx2; |
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| 224 | final float p3y = fy2; |
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| 225 | final float p4x = fx2; |
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| 226 | final float p4y = fy; |
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| 227 | |||
| 228 | float x1; |
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| 229 | float y1; |
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| 230 | float x2; |
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| 231 | float y2; |
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| 232 | float x3; |
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| 233 | float y3; |
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| 234 | float x4; |
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| 235 | float y4; |
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| 236 | |||
| 237 | // rotate |
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| 238 | if (param.angle != 0) |
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| 239 | { |
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| 240 | final float cos = MathUtil.cos(param.angle); |
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| 241 | |||
| 242 | // Angle is CCW |
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| 243 | final float sin = -MathUtil.sin(param.angle); |
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| 244 | |||
| 245 | x1 = cos * p1x - sin * p1y; |
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| 246 | y1 = sin * p1x + cos * p1y; |
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| 247 | |||
| 248 | x2 = cos * p2x - sin * p2y; |
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| 249 | y2 = sin * p2x + cos * p2y; |
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| 250 | |||
| 251 | x3 = cos * p3x - sin * p3y; |
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| 252 | y3 = sin * p3x + cos * p3y; |
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| 253 | |||
| 254 | x4 = x1 + (x3 - x2); |
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| 255 | y4 = y3 - (y2 - y1); |
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| 256 | } |
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| 257 | else |
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| 258 | { |
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| 259 | x1 = p1x; |
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| 260 | y1 = p1y; |
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| 261 | |||
| 262 | x2 = p2x; |
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| 263 | y2 = p2y; |
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| 264 | |||
| 265 | x3 = p3x; |
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| 266 | y3 = p3y; |
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| 267 | |||
| 268 | x4 = p4x; |
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| 269 | y4 = p4y; |
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| 270 | } |
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| 271 | |||
| 272 | x1 += worldOriginX - param.pivotX; |
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| 273 | y1 += worldOriginY - param.pivotY; |
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| 274 | x2 += worldOriginX - param.pivotX; |
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| 275 | y2 += worldOriginY - param.pivotY; |
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| 276 | x3 += worldOriginX - param.pivotX; |
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| 277 | y3 += worldOriginY - param.pivotY; |
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| 278 | x4 += worldOriginX - param.pivotX; |
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| 279 | y4 += worldOriginY - param.pivotY; |
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| 280 | |||
| 281 | float u = r.left; |
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| 282 | float v = r.top; |
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| 283 | float u2 = r.right; |
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| 284 | float v2 = r.bottom; |
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| 285 | |||
| 286 | if (param.mirrorX) |
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| 287 | { |
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| 288 | float tmp = u; |
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| 289 | u = u2; |
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| 290 | u2 = tmp; |
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| 291 | } |
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| 292 | |||
| 293 | if (param.mirrorY) |
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| 294 | { |
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| 295 | float tmp = v; |
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| 296 | v = v2; |
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| 297 | v2 = tmp; |
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| 298 | } |
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| 299 | |||
| 300 | // add vertices to buffer |
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| 301 | int n = mNumQuads * 4 * (COORDS_PER_ELEMENT); |
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| 302 | |||
| 303 | mVertices[n++] = x1; |
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| 304 | mVertices[n++] = y1; |
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| 305 | mVertices[n++] = 0; |
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| 306 | mVertices[n++] = sprite.color.x; |
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| 307 | mVertices[n++] = sprite.color.y; |
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| 308 | mVertices[n++] = sprite.color.z; |
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| 309 | mVertices[n++] = sprite.color.w; |
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| 310 | mVertices[n++] = u; |
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| 311 | mVertices[n++] = v; |
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| 312 | //mVertices[n++] = texCoords[0]; |
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| 313 | //mVertices[n++] = texCoords[1]; |
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| 314 | |||
| 315 | mVertices[n++] = x2; |
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| 316 | mVertices[n++] = y2; |
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| 317 | mVertices[n++] = 0; |
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| 318 | mVertices[n++] = sprite.color.x; |
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| 319 | mVertices[n++] = sprite.color.y; |
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| 320 | mVertices[n++] = sprite.color.z; |
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| 321 | mVertices[n++] = sprite.color.w; |
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| 322 | mVertices[n++] = u; |
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| 323 | mVertices[n++] = v2; |
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| 324 | //mVertices[n++] = texCoords[2]; |
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| 325 | //mVertices[n++] = texCoords[3]; |
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| 326 | |||
| 327 | mVertices[n++] = x3; |
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| 328 | mVertices[n++] = y3; |
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| 329 | mVertices[n++] = 0; |
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| 330 | mVertices[n++] = sprite.color.x; |
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| 331 | mVertices[n++] = sprite.color.y; |
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| 332 | mVertices[n++] = sprite.color.z; |
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| 333 | mVertices[n++] = sprite.color.w; |
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| 334 | mVertices[n++] = u2; |
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| 335 | mVertices[n++] = v2; |
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| 336 | //mVertices[n++] = texCoords[4]; |
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| 337 | //mVertices[n++] = texCoords[5]; |
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| 338 | |||
| 339 | mVertices[n++] = x4; |
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| 340 | mVertices[n++] = y4; |
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| 341 | mVertices[n++] = 0; |
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| 342 | mVertices[n++] = sprite.color.x; |
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| 343 | mVertices[n++] = sprite.color.y; |
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| 344 | mVertices[n++] = sprite.color.z; |
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| 345 | mVertices[n++] = sprite.color.w; |
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| 346 | mVertices[n++] = u2; |
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| 347 | mVertices[n++] = v; |
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| 348 | //mVertices[n++] = texCoords[6]; |
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| 349 | //mVertices[n++] = texCoords[7]; |
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| 350 | |||
| 351 | //mCurrentVertex += 4; |
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| 352 | mNumQuads++; |
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| 353 | } |
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| 354 | |||
| 355 | // Getters/Setters================================================================================== |
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| 356 | |||
| 357 | |||
| 358 | private boolean isDrawing() { return mIsDrawing; } |
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| 359 | |||
| 360 | } |
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| 361 | |||
| 362 | |||
| 363 | |||
| 364 |