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package com.badlogic.gdx.graphics.g2d;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GL11;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.GLCommon;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.Mesh.VertexDataType;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.NumberUtils;

/** 

* A PolyongSpriteBatch is used to draw 2D polygons that reference a texture (region). The class will batch the drawing commands and * optimize them for processing by the GPU. *

* * THIS STUFF IS WIP * *

* To draw something with a PolyongSpriteBatch one has to first call the {@link PolygonSpriteBatch#begin()} method which will setup appropriate * render states. When you are done with drawing you have to call {@link PolygonSpriteBatch#end()} which will actually draw the things * you specified. *

* *

* All drawing commands of the PolyongSpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis pointing to * the right, an y-axis pointing upwards and the origin is in the lower left corner of the screen. You can also provide your own * transformation and projection matrices if you so wish. *

* *

* A PolyongSpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a PolyongSpriteBatch uses internally get * invalidated. A context is lost when a user switches to another application or receives an incoming call on Android. A * SpritPolyongSpriteBatcheBatch will be automatically reloaded after the OpenGL context is restored. *

* *

* A PolyongSpriteBatch is a pretty heavy object so you should only ever have one in your program. *

* *

* A PolyongSpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw all * provided sprites. You can set your own custom shader via {@link #setShader(ShaderProgram)}. *

* *

* A PolyongSpriteBatch has to be disposed if it is no longer used. *

* * * @author mzechner * @author Stefan Bachmann */ public class PolygonSpriteBatch { private Mesh mesh; private Mesh[] buffers; private Texture lastTexture = null; private int idx = 0; private int currBufferIdx = 0; private final float[] vertices; private final Matrix4 transformMatrix = new Matrix4(); private final Matrix4 projectionMatrix = new Matrix4(); private final Matrix4 combinedMatrix = new Matrix4(); private boolean drawing = false; private boolean blendingDisabled = false; private int blendSrcFunc = GL11.GL_SRC_ALPHA; private int blendDstFunc = GL11.GL_ONE_MINUS_SRC_ALPHA; private final ShaderProgram shader; private boolean ownsShader; float color = Color.WHITE.toFloatBits(); private Color tempColor = new Color(1, 1, 1, 1); /** number of render calls since last {@link #begin()} **/ public int renderCalls = 0; /** number of rendering calls ever, will not be reset, unless it's done manually **/ public int totalRenderCalls = 0; /** the maximum number of sprites rendered in one batch so far **/ public int maxVerticesInBatch = 0; private ShaderProgram customShader = null; /** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis * point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with * respect to the screen resolution. */ public PolygonSpriteBatch () { this(4000); } /** Constructs a PolygonSpriteBatch with the specified size in vertices and (if GL2) the default shader. See * {@link #PolygonSpriteBatch(int, ShaderProgram)}. */ public PolygonSpriteBatch (int size) { this(size, null); } /**

* Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis * point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with * respect to the screen resolution. *

* *

* The size parameter specifies the maximum size of a single batch in number of vertices(!) *

* *

* The defaultShader specifies the shader to use. Note that the names for uniforms for this default * shader are different than the ones expect for shaders set with {@link #setShader(ShaderProgram)}. * See the {@link #createDefaultShader()} method. *

* * @param size the batch size in number of vertices(!) * @param defaultShader the default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */ public PolygonSpriteBatch (int size, ShaderProgram defaultShader) { this(size, 1, defaultShader); } /** Constructs a PolygonSpriteBatch with the specified size and number of buffers and (if GL2) the default shader. See * {@link #PolygonSpriteBatch(int, int, ShaderProgram)}. */ public PolygonSpriteBatch (int size, int buffers) { this(size, buffers, null); } /**

* Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis * point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with * respect to the screen resolution. *

* *

* The size parameter specifies the maximum size of a single batch in number of vertices(!) *

* *

* The defaultShader specifies the shader to use. Note that the names for uniforms for this default * shader are different than the ones expect for shaders set with {@link #setShader(ShaderProgram)}. * See the {@link #createDefaultShader()} method. *

* * @param size the batch size in number of vertices(!) * @param buffers the number of buffers to use. only makes sense with VBOs. This is an expert function. * @param defaultShader the default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */ public PolygonSpriteBatch (int size, int buffers, ShaderProgram defaultShader) { this.buffers = new Mesh[buffers]; for (int i = 0; i < buffers; i++) { this.buffers[i] = new Mesh(VertexDataType.VertexArray, false, size, 0, new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0")); } projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); vertices = new float[size * Sprite.VERTEX_SIZE]; mesh = this.buffers[0]; if (Gdx.graphics.isGL20Available() && defaultShader == null) { shader = createDefaultShader(); ownsShader = true; } else shader = defaultShader; } /** Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. */ static public ShaderProgram createDefaultShader () { String vertexShader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" // + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" // + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" // + "uniform mat4 u_projectionViewMatrix;\n" // + "varying vec4 v_color;\n" // + "varying vec2 v_texCoords;\n" // + "\n" // + "void main()\n" // + "{\n" // + " v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" // + " v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" // + " gl_Position = u_projectionViewMatrix * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" // + "}\n"; String fragmentShader = "#ifdef GL_ES\n" // + "#define LOWP lowp\n" // + "precision mediump float;\n" // + "#else\n" // + "#define LOWP \n" // + "#endif\n" // + "varying LOWP vec4 v_color;\n" // + "varying vec2 v_texCoords;\n" // + "uniform sampler2D u_texture;\n" // + "void main()\n"// + "{\n" // + " gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n" // + "}"; ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader); if (shader.isCompiled() == false) throw new IllegalArgumentException("couldn't compile shader: " + shader.getLog()); return shader; } /** Sets up the SpriteBatch for drawing. This will disable depth buffer writting. It enables blending and texturing. If you have * more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system * by default where everything is given in pixels. You can specify your own projection and modelview matrices via * {@link #setProjectionMatrix(Matrix4)} and {@link #setTransformMatrix(Matrix4)}. */ public void begin () { if (drawing) throw new IllegalStateException("you have to call PolygonSpriteBatch.end() first"); renderCalls = 0; Gdx.gl.glDepthMask(false); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.begin(); else shader.begin(); } else { Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); } setupMatrices(); idx = 0; lastTexture = null; drawing = true; } /** Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to * {@link #begin()} */ public void end () { if (!drawing) throw new IllegalStateException("PolygonSpriteBatch.begin must be called before end."); if (idx > 0) renderMesh(); lastTexture = null; idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.end(); else shader.end(); } else { gl.glDisable(GL10.GL_TEXTURE_2D); } } /** Sets the color used to tint images when they are added to the SpriteBatch. Default is {@link Color#WHITE}. */ public void setColor (Color tint) { color = tint.toFloatBits(); } /** @see #setColor(Color) */ public void setColor (float r, float g, float b, float a) { int intBits = (int)(255 * a) << 24 | (int)(255 * b) << 16 | (int)(255 * g) << 8 | (int)(255 * r); color = NumberUtils.intToFloatColor(intBits); } /** @see #setColor(Color) * @see Color#toFloatBits() */ public void setColor (float color) { this.color = color; } /** @return the rendering color of this PolygonSpriteBatch. Manipulating the returned instance has no effect. */ public Color getColor () { int intBits = NumberUtils.floatToIntColor(color); Color color = this.tempColor; color.r = (intBits & 0xff) / 255f; color.g = ((intBits >>> 8) & 0xff) / 255f; color.b = ((intBits >>> 16) & 0xff) / 255f; color.a = ((intBits >>> 24) & 0xff) / 255f; return color; } /** Draws a polygon region with the bottom left corner at x,y having the width and height of the region. */ public void draw (PolygonRegion region, float x, float y) { draw(region, x, y, Math.abs(region.getRegion().getRegionWidth()), Math.abs(region.getRegion().getRegionHeight())); } /** Draws a polygon region with the bottom left corner at x,y and stretching the region to cover the given width and height. */ public void draw (PolygonRegion region, float x, float y, float width, float height) { if (!drawing) throw new IllegalStateException("PolygonSpriteBatch.begin must be called before draw."); Texture texture = region.getRegion().texture; if (texture != lastTexture) { switchTexture(texture); } float[] localVertices = region.getLocalVertices(); float[] texCoords = region.getTextureCoords(); if(idx + localVertices.length > vertices.length) renderMesh(); float sX = width / region.getRegion().getRegionWidth(); float sY = height / region.getRegion().getRegionHeight(); for(int i=0; i vertices.length) renderMesh(); final float worldOriginX = x + originX; final float worldOriginY = y + originY; float sX = width / region.getRegion().getRegionWidth(); float sY = height / region.getRegion().getRegionHeight(); float fx, rx; float fy, ry; final float cos = MathUtils.cosDeg(rotation); final float sin = MathUtils.sinDeg(rotation); for(int i=0; i vertices.length) renderMesh(); if(length <= vertices.length){ System.arraycopy(spriteVertices, offset, vertices, idx, length); idx += length; } else{ // ay captain, need to split it across multiple batches. Who sends humangous streams like this?! } } /** Causes any pending sprites to be rendered, without ending the PolygonSpriteBatch. */ public void flush () { renderMesh(); } private void renderMesh () { if (idx == 0) return; renderCalls++; totalRenderCalls++; int verticesInBatch = idx / Sprite.VERTEX_SIZE; if (verticesInBatch > maxVerticesInBatch) maxVerticesInBatch = verticesInBatch; lastTexture.bind(); mesh.setVertices(vertices, 0, idx); if (blendingDisabled) { Gdx.gl.glDisable(GL20.GL_BLEND); } else { Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc); } if (Gdx.graphics.isGL20Available()) { if (customShader != null) mesh.render(customShader, GL10.GL_TRIANGLES, 0, verticesInBatch); else mesh.render(shader, GL10.GL_TRIANGLES, 0, verticesInBatch); } else { mesh.render(GL10.GL_TRIANGLES, 0, verticesInBatch); } idx = 0; currBufferIdx++; if (currBufferIdx == buffers.length) currBufferIdx = 0; mesh = buffers[currBufferIdx]; } /** Disables blending for drawing sprites. Does not disable blending for text rendering */ public void disableBlending () { renderMesh(); blendingDisabled = true; } /** Enables blending for sprites */ public void enableBlending () { renderMesh(); blendingDisabled = false; } /** Sets the blending function to be used when rendering sprites. * * @param srcFunc the source function, e.g. GL11.GL_SRC_ALPHA * @param dstFunc the destination function, e.g. GL11.GL_ONE_MINUS_SRC_ALPHA */ public void setBlendFunction (int srcFunc, int dstFunc) { renderMesh(); blendSrcFunc = srcFunc; blendDstFunc = dstFunc; } /** Disposes all resources associated with this SpriteBatch */ public void dispose () { for (int i = 0; i < buffers.length; i++) buffers[i].dispose(); if (ownsShader && shader != null) shader.dispose(); } /** Returns the current projection matrix. Changing this will result in undefined behaviour. * * @return the currently set projection matrix */ public Matrix4 getProjectionMatrix () { return projectionMatrix; } /** Returns the current transform matrix. Changing this will result in undefined behaviour. * * @return the currently set transform matrix */ public Matrix4 getTransformMatrix () { return transformMatrix; } /** Sets the projection matrix to be used by this SpriteBatch. If this is called inside a {@link #begin()}/{@link #end()} block. * the current batch is flushed to the gpu. * * @param projection the projection matrix */ public void setProjectionMatrix (Matrix4 projection) { if (drawing) flush(); projectionMatrix.set(projection); if (drawing) setupMatrices(); } /** Sets the transform matrix to be used by this SpriteBatch. If this is called inside a {@link #begin()}/{@link #end()} block. * the current batch is flushed to the gpu. * * @param transform the transform matrix */ public void setTransformMatrix (Matrix4 transform) { if (drawing) flush(); transformMatrix.set(transform); if (drawing) setupMatrices(); } private void setupMatrices () { if (!Gdx.graphics.isGL20Available()) { GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadMatrixf(projectionMatrix.val, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadMatrixf(transformMatrix.val, 0); } else { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_proj", projectionMatrix); customShader.setUniformMatrix("u_trans", transformMatrix); customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projectionViewMatrix", combinedMatrix); shader.setUniformi("u_texture", 0); } } } private void switchTexture(Texture texture) { renderMesh(); lastTexture = texture; } /** Sets the shader to be used in a GLES 2.0 environment. Vertex position attribute is called "a_position", the texture * coordinates attribute is called called "a_texCoords0", the color attribute is called "a_color". See * {@link ShaderProgram#POSITION_ATTRIBUTE}, {@link ShaderProgram#COLOR_ATTRIBUTE} and {@link ShaderProgram#TEXCOORD_ATTRIBUTE} * which gets "0" appened to indicate the use of the first texture unit. The projection matrix is uploaded via a mat4 uniform * called "u_proj", the transform matrix is uploaded via a uniform called "u_trans", the combined transform and projection * matrx is is uploaded via a mat4 uniform called "u_projTrans". The texture sampler is passed via a uniform called * "u_texture".

* * Call this method with a null argument to use the default shader.

* * This method will flush the batch before setting the new shader, you can call it in between * {@link #begin()} and {@link #end()}. * * @param shader the {@link ShaderProgram} or null to use the default shader. */ public void setShader (ShaderProgram shader) { if (drawing) { flush(); if (customShader != null) customShader.end(); else this.shader.end(); } customShader = shader; if (drawing) { if (customShader != null) customShader.begin(); else this.shader.begin(); setupMatrices(); } } /** @return whether blending for sprites is enabled */ public boolean isBlendingEnabled () { return !blendingDisabled; } }




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