com.badlogic.gdx.graphics.g2d.SpriteCache Maven / Gradle / Ivy
The newest version!
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g2d;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;
import com.badlogic.gdx.utils.NumberUtils;
import static com.badlogic.gdx.graphics.g2d.Sprite.*;
/** Draws 2D images, optimized for geometry that does not change. Sprites and/or textures are cached and given an ID, which can
* later be used for drawing. The size, color, and texture region for each cached image cannot be modified. This information is
* stored in video memory and does not have to be sent to the GPU each time it is drawn.
*
* To cache {@link Sprite sprites} or {@link Texture textures}, first call {@link SpriteCache#beginCache()}, then call the
* appropriate add method to define the images. To complete the cache, call {@link SpriteCache#endCache()} and store the returned
* cache ID.
*
* To draw with SpriteCache, first call {@link #begin()}, then call {@link #draw(int)} with a cache ID. When SpriteCache drawing
* is complete, call {@link #end()}.
*
* By default, SpriteCache draws using screen coordinates and uses an x-axis pointing to the right, an y-axis pointing upwards and
* the origin is the bottom left corner of the screen. The default transformation and projection matrices can be changed. If the
* screen is {@link ApplicationListener#resize(int, int) resized}, the SpriteCache's matrices must be updated. For example:
* cache.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
*
* Note that SpriteCache does not manage blending. You will need to enable blending (Gdx.gl.glEnable(GL10.GL_BLEND);) and
* set the blend func as needed before or between calls to {@link #draw(int)}.
*
* SpriteCache is managed. If the OpenGL context is lost and the restored, all OpenGL resources a SpriteCache uses internally are
* restored.
*
* SpriteCache is a reasonably heavyweight object. Typically only one instance should be used for an entire application.
*
* SpriteCache works with OpenGL ES 1.x and 2.0. For 2.0, it uses its own custom shader to draw.
*
* SpriteCache must be disposed once it is no longer needed.
* @author Nathan Sweet */
public class SpriteCache implements Disposable {
static private final float[] tempVertices = new float[VERTEX_SIZE * 6];
private final Mesh mesh;
private boolean drawing;
private final Matrix4 transformMatrix = new Matrix4();
private final Matrix4 projectionMatrix = new Matrix4();
private ArrayList caches = new ArrayList();
private final Matrix4 combinedMatrix = new Matrix4();
private final ShaderProgram shader;
private Cache currentCache;
private final ArrayList textures = new ArrayList(8);
private final ArrayList counts = new ArrayList(8);
private float color = Color.WHITE.toFloatBits();
private Color tempColor = new Color(1, 1, 1, 1);
private ShaderProgram customShader = null;
/** Creates a cache that uses indexed geometry and can contain up to 1000 images. */
public SpriteCache () {
this(1000, false);
}
/** Creates a cache with the specified size, using a default shader if OpenGL ES 2.0 is being used.
* @param size The maximum number of images this cache can hold. The memory required to hold the images is allocated up front.
* @param useIndices If true, indexed geometry will be used. */
public SpriteCache (int size, boolean useIndices) {
this(size, createDefaultShader(), useIndices);
}
/** Creates a cache with the specified size and OpenGL ES 2.0 shader.
* @param size The maximum number of images this cache can hold. The memory required to hold the images is allocated up front.
* @param useIndices If true, indexed geometry will be used. */
public SpriteCache (int size, ShaderProgram shader, boolean useIndices) {
this.shader = shader;
mesh = new Mesh(true, size * (useIndices ? 4 : 6), useIndices ? size * 6 : 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"));
mesh.setAutoBind(false);
if (useIndices) {
int length = size * 6;
short[] indices = new short[length];
short j = 0;
for (int i = 0; i < length; i += 6, j += 4) {
indices[i + 0] = (short)j;
indices[i + 1] = (short)(j + 1);
indices[i + 2] = (short)(j + 2);
indices[i + 3] = (short)(j + 2);
indices[i + 4] = (short)(j + 3);
indices[i + 5] = (short)j;
}
mesh.setIndices(indices);
}
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
/** Sets the color used to tint images when they are added to the SpriteCache. 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;
}
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;
}
/** Starts the definition of a new cache, allowing the add and {@link #endCache()} methods to be called. */
public void beginCache () {
if (currentCache != null) throw new IllegalStateException("endCache must be called before begin.");
int verticesPerImage = mesh.getNumIndices() > 0 ? 4 : 6;
currentCache = new Cache(caches.size(), mesh.getVerticesBuffer().limit());
caches.add(currentCache);
mesh.getVerticesBuffer().compact();
}
/** Starts the redefinition of an existing cache, allowing the add and {@link #endCache()} methods to be called. If this is not
* the last cache created, it cannot have more entries added to it than when it was first created. To do that, use
* {@link #clear()} and then {@link #begin()}. */
public void beginCache (int cacheID) {
if (currentCache != null) throw new IllegalStateException("endCache must be called before begin.");
if (cacheID == caches.size() - 1) {
Cache oldCache = caches.remove(cacheID);
mesh.getVerticesBuffer().limit(oldCache.offset);
beginCache();
return;
}
currentCache = caches.get(cacheID);
mesh.getVerticesBuffer().position(currentCache.offset);
}
/** Ends the definition of a cache, returning the cache ID to be used with {@link #draw(int)}. */
public int endCache () {
if (currentCache == null) throw new IllegalStateException("beginCache must be called before endCache.");
Cache cache = currentCache;
int cacheCount = mesh.getVerticesBuffer().position() - cache.offset;
if (cache.textures == null) {
// New cache.
cache.maxCount = cacheCount;
cache.textureCount = textures.size();
cache.textures = textures.toArray(new Texture[cache.textureCount]);
cache.counts = new int[cache.textureCount];
for (int i = 0, n = counts.size(); i < n; i++)
cache.counts[i] = counts.get(i);
mesh.getVerticesBuffer().flip();
} else {
// Redefine existing cache.
if (cacheCount > cache.maxCount) {
throw new GdxRuntimeException(
"If a cache is not the last created, it cannot be redefined with more entries than when it was first created: "
+ cacheCount + " (" + cache.maxCount + " max)");
}
cache.textureCount = textures.size();
if (cache.textures.length < cache.textureCount) cache.textures = new Texture[cache.textureCount];
for (int i = 0, n = cache.textureCount; i < n; i++)
cache.textures[i] = textures.get(i);
if (cache.counts.length < cache.textureCount) cache.counts = new int[cache.textureCount];
for (int i = 0, n = cache.textureCount; i < n; i++)
cache.counts[i] = counts.get(i);
FloatBuffer vertices = mesh.getVerticesBuffer();
vertices.position(0);
Cache lastCache = caches.get(caches.size() - 1);
vertices.limit(lastCache.offset + lastCache.maxCount);
}
currentCache = null;
textures.clear();
counts.clear();
return cache.id;
}
/** Invalidates all cache IDs and resets the SpriteCache so new caches can be added. */
public void clear () {
caches.clear();
mesh.getVerticesBuffer().clear().flip();
}
/** Adds the specified vertices to the cache. Each vertex should have 5 elements, one for each of the attributes: x, y, color,
* u, and v. If indexed geometry is used, each image should be specified as 4 vertices, otherwise each image should be
* specified as 6 vertices. */
public void add (Texture texture, float[] vertices, int offset, int length) {
if (currentCache == null) throw new IllegalStateException("beginCache must be called before add.");
int verticesPerImage = mesh.getNumIndices() > 0 ? 4 : 6;
int count = length / (verticesPerImage * VERTEX_SIZE) * 6;
int lastIndex = textures.size() - 1;
if (lastIndex < 0 || textures.get(lastIndex) != texture) {
textures.add(texture);
counts.add(count);
} else
counts.set(lastIndex, counts.get(lastIndex) + count);
mesh.getVerticesBuffer().put(vertices, offset, length);
}
/** Adds the specified texture to the cache. */
public void add (Texture texture, float x, float y) {
final float fx2 = x + texture.getWidth();
final float fy2 = y + texture.getHeight();
tempVertices[0] = x;
tempVertices[1] = y;
tempVertices[2] = color;
tempVertices[3] = 0;
tempVertices[4] = 1;
tempVertices[5] = x;
tempVertices[6] = fy2;
tempVertices[7] = color;
tempVertices[8] = 0;
tempVertices[9] = 0;
tempVertices[10] = fx2;
tempVertices[11] = fy2;
tempVertices[12] = color;
tempVertices[13] = 1;
tempVertices[14] = 0;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = fx2;
tempVertices[16] = y;
tempVertices[17] = color;
tempVertices[18] = 1;
tempVertices[19] = 1;
add(texture, tempVertices, 0, 20);
} else {
tempVertices[15] = fx2;
tempVertices[16] = fy2;
tempVertices[17] = color;
tempVertices[18] = 1;
tempVertices[19] = 0;
tempVertices[20] = fx2;
tempVertices[21] = y;
tempVertices[22] = color;
tempVertices[23] = 1;
tempVertices[24] = 1;
tempVertices[25] = x;
tempVertices[26] = y;
tempVertices[27] = color;
tempVertices[28] = 0;
tempVertices[29] = 1;
add(texture, tempVertices, 0, 30);
}
}
/** Adds the specified texture to the cache. */
public void add (Texture texture, float x, float y, int srcWidth, int srcHeight, float u, float v, float u2, float v2,
float color) {
final float fx2 = x + srcWidth;
final float fy2 = y + srcHeight;
tempVertices[0] = x;
tempVertices[1] = y;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x;
tempVertices[6] = fy2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = fx2;
tempVertices[11] = fy2;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = fx2;
tempVertices[16] = y;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(texture, tempVertices, 0, 20);
} else {
tempVertices[15] = fx2;
tempVertices[16] = fy2;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = fx2;
tempVertices[21] = y;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x;
tempVertices[26] = y;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(texture, tempVertices, 0, 30);
}
}
/** Adds the specified texture to the cache. */
public void add (Texture texture, float x, float y, int srcX, int srcY, int srcWidth, int srcHeight) {
float invTexWidth = 1.0f / texture.getWidth();
float invTexHeight = 1.0f / texture.getHeight();
final float u = srcX * invTexWidth;
final float v = (srcY + srcHeight) * invTexHeight;
final float u2 = (srcX + srcWidth) * invTexWidth;
final float v2 = srcY * invTexHeight;
final float fx2 = x + srcWidth;
final float fy2 = y + srcHeight;
tempVertices[0] = x;
tempVertices[1] = y;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x;
tempVertices[6] = fy2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = fx2;
tempVertices[11] = fy2;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = fx2;
tempVertices[16] = y;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(texture, tempVertices, 0, 20);
} else {
tempVertices[15] = fx2;
tempVertices[16] = fy2;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = fx2;
tempVertices[21] = y;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x;
tempVertices[26] = y;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(texture, tempVertices, 0, 30);
}
}
/** Adds the specified texture to the cache. */
public void add (Texture texture, float x, float y, float width, float height, int srcX, int srcY, int srcWidth,
int srcHeight, boolean flipX, boolean flipY) {
float invTexWidth = 1.0f / texture.getWidth();
float invTexHeight = 1.0f / texture.getHeight();
float u = srcX * invTexWidth;
float v = (srcY + srcHeight) * invTexHeight;
float u2 = (srcX + srcWidth) * invTexWidth;
float v2 = srcY * invTexHeight;
final float fx2 = x + width;
final float fy2 = y + height;
if (flipX) {
float tmp = u;
u = u2;
u2 = tmp;
}
if (flipY) {
float tmp = v;
v = v2;
v2 = tmp;
}
tempVertices[0] = x;
tempVertices[1] = y;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x;
tempVertices[6] = fy2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = fx2;
tempVertices[11] = fy2;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = fx2;
tempVertices[16] = y;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(texture, tempVertices, 0, 20);
} else {
tempVertices[15] = fx2;
tempVertices[16] = fy2;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = fx2;
tempVertices[21] = y;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x;
tempVertices[26] = y;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(texture, tempVertices, 0, 30);
}
}
/** Adds the specified texture to the cache. */
public void add (Texture texture, float x, float y, float originX, float originY, float width, float height, float scaleX,
float scaleY, float rotation, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY) {
// bottom left and top right corner points relative to origin
final float worldOriginX = x + originX;
final float worldOriginY = y + originY;
float fx = -originX;
float fy = -originY;
float fx2 = width - originX;
float fy2 = height - originY;
// scale
if (scaleX != 1 || scaleY != 1) {
fx *= scaleX;
fy *= scaleY;
fx2 *= scaleX;
fy2 *= scaleY;
}
// construct corner points, start from top left and go counter clockwise
final float p1x = fx;
final float p1y = fy;
final float p2x = fx;
final float p2y = fy2;
final float p3x = fx2;
final float p3y = fy2;
final float p4x = fx2;
final float p4y = fy;
float x1;
float y1;
float x2;
float y2;
float x3;
float y3;
float x4;
float y4;
// rotate
if (rotation != 0) {
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
x2 = cos * p2x - sin * p2y;
y2 = sin * p2x + cos * p2y;
x3 = cos * p3x - sin * p3y;
y3 = sin * p3x + cos * p3y;
x4 = x1 + (x3 - x2);
y4 = y3 - (y2 - y1);
} else {
x1 = p1x;
y1 = p1y;
x2 = p2x;
y2 = p2y;
x3 = p3x;
y3 = p3y;
x4 = p4x;
y4 = p4y;
}
x1 += worldOriginX;
y1 += worldOriginY;
x2 += worldOriginX;
y2 += worldOriginY;
x3 += worldOriginX;
y3 += worldOriginY;
x4 += worldOriginX;
y4 += worldOriginY;
float invTexWidth = 1.0f / texture.getWidth();
float invTexHeight = 1.0f / texture.getHeight();
float u = srcX * invTexWidth;
float v = (srcY + srcHeight) * invTexHeight;
float u2 = (srcX + srcWidth) * invTexWidth;
float v2 = srcY * invTexHeight;
if (flipX) {
float tmp = u;
u = u2;
u2 = tmp;
}
if (flipY) {
float tmp = v;
v = v2;
v2 = tmp;
}
tempVertices[0] = x1;
tempVertices[1] = y1;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x2;
tempVertices[6] = y2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = x3;
tempVertices[11] = y3;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = x4;
tempVertices[16] = y4;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(texture, tempVertices, 0, 20);
} else {
tempVertices[15] = x3;
tempVertices[16] = y3;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = x4;
tempVertices[21] = y4;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x1;
tempVertices[26] = y1;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(texture, tempVertices, 0, 30);
}
}
/** Adds the specified region to the cache. */
public void add (TextureRegion region, float x, float y) {
add(region, x, y, region.getRegionWidth(), region.getRegionHeight());
}
/** Adds the specified region to the cache. */
public void add (TextureRegion region, float x, float y, float width, float height) {
final float fx2 = x + width;
final float fy2 = y + height;
final float u = region.u;
final float v = region.v2;
final float u2 = region.u2;
final float v2 = region.v;
tempVertices[0] = x;
tempVertices[1] = y;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x;
tempVertices[6] = fy2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = fx2;
tempVertices[11] = fy2;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = fx2;
tempVertices[16] = y;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(region.texture, tempVertices, 0, 20);
} else {
tempVertices[15] = fx2;
tempVertices[16] = fy2;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = fx2;
tempVertices[21] = y;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x;
tempVertices[26] = y;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(region.texture, tempVertices, 0, 30);
}
}
/** Adds the specified region to the cache. */
public void add (TextureRegion region, float x, float y, float originX, float originY, float width, float height,
float scaleX, float scaleY, float rotation) {
// bottom left and top right corner points relative to origin
final float worldOriginX = x + originX;
final float worldOriginY = y + originY;
float fx = -originX;
float fy = -originY;
float fx2 = width - originX;
float fy2 = height - originY;
// scale
if (scaleX != 1 || scaleY != 1) {
fx *= scaleX;
fy *= scaleY;
fx2 *= scaleX;
fy2 *= scaleY;
}
// construct corner points, start from top left and go counter clockwise
final float p1x = fx;
final float p1y = fy;
final float p2x = fx;
final float p2y = fy2;
final float p3x = fx2;
final float p3y = fy2;
final float p4x = fx2;
final float p4y = fy;
float x1;
float y1;
float x2;
float y2;
float x3;
float y3;
float x4;
float y4;
// rotate
if (rotation != 0) {
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
x2 = cos * p2x - sin * p2y;
y2 = sin * p2x + cos * p2y;
x3 = cos * p3x - sin * p3y;
y3 = sin * p3x + cos * p3y;
x4 = x1 + (x3 - x2);
y4 = y3 - (y2 - y1);
} else {
x1 = p1x;
y1 = p1y;
x2 = p2x;
y2 = p2y;
x3 = p3x;
y3 = p3y;
x4 = p4x;
y4 = p4y;
}
x1 += worldOriginX;
y1 += worldOriginY;
x2 += worldOriginX;
y2 += worldOriginY;
x3 += worldOriginX;
y3 += worldOriginY;
x4 += worldOriginX;
y4 += worldOriginY;
final float u = region.u;
final float v = region.v2;
final float u2 = region.u2;
final float v2 = region.v;
tempVertices[0] = x1;
tempVertices[1] = y1;
tempVertices[2] = color;
tempVertices[3] = u;
tempVertices[4] = v;
tempVertices[5] = x2;
tempVertices[6] = y2;
tempVertices[7] = color;
tempVertices[8] = u;
tempVertices[9] = v2;
tempVertices[10] = x3;
tempVertices[11] = y3;
tempVertices[12] = color;
tempVertices[13] = u2;
tempVertices[14] = v2;
if (mesh.getNumIndices() > 0) {
tempVertices[15] = x4;
tempVertices[16] = y4;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v;
add(region.texture, tempVertices, 0, 20);
} else {
tempVertices[15] = x3;
tempVertices[16] = y3;
tempVertices[17] = color;
tempVertices[18] = u2;
tempVertices[19] = v2;
tempVertices[20] = x4;
tempVertices[21] = y4;
tempVertices[22] = color;
tempVertices[23] = u2;
tempVertices[24] = v;
tempVertices[25] = x1;
tempVertices[26] = y1;
tempVertices[27] = color;
tempVertices[28] = u;
tempVertices[29] = v;
add(region.texture, tempVertices, 0, 30);
}
}
/** Adds the specified sprite to the cache. */
public void add (Sprite sprite) {
if (mesh.getNumIndices() > 0) {
add(sprite.getTexture(), sprite.getVertices(), 0, SPRITE_SIZE);
return;
}
float[] spriteVertices = sprite.getVertices();
System.arraycopy(spriteVertices, 0, tempVertices, 0, 3 * VERTEX_SIZE); // temp0,1,2=sprite0,1,2
System.arraycopy(spriteVertices, 2 * VERTEX_SIZE, tempVertices, 3 * VERTEX_SIZE, VERTEX_SIZE); // temp3=sprite2
System.arraycopy(spriteVertices, 3 * VERTEX_SIZE, tempVertices, 4 * VERTEX_SIZE, VERTEX_SIZE); // temp4=sprite3
System.arraycopy(spriteVertices, 0, tempVertices, 5 * VERTEX_SIZE, VERTEX_SIZE); // temp5=sprite0
add(sprite.getTexture(), tempVertices, 0, 30);
}
/** Prepares the OpenGL state for SpriteCache rendering. */
public void begin () {
if (drawing) throw new IllegalStateException("end must be called before begin.");
if (Gdx.graphics.isGL20Available() == false) {
GL10 gl = Gdx.gl10;
gl.glDepthMask(false);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadMatrixf(projectionMatrix.val, 0);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadMatrixf(transformMatrix.val, 0);
mesh.bind();
} else {
combinedMatrix.set(projectionMatrix).mul(transformMatrix);
GL20 gl = Gdx.gl20;
gl.glDepthMask(false);
if (customShader != null) {
customShader.begin();
customShader.setUniformMatrix("u_proj", projectionMatrix);
customShader.setUniformMatrix("u_trans", transformMatrix);
customShader.setUniformMatrix("u_projTrans", combinedMatrix);
customShader.setUniformi("u_texture", 0);
} else {
shader.begin();
shader.setUniformMatrix("u_projectionViewMatrix", combinedMatrix);
shader.setUniformi("u_texture", 0);
}
mesh.bind(shader);
}
drawing = true;
}
/** Completes rendering for this SpriteCache.f */
public void end () {
if (!drawing) throw new IllegalStateException("begin must be called before end.");
drawing = false;
if (Gdx.graphics.isGL20Available() == false) {
GL10 gl = Gdx.gl10;
gl.glDepthMask(true);
gl.glDisable(GL10.GL_TEXTURE_2D);
mesh.unbind();
} else {
shader.end();
GL20 gl = Gdx.gl20;
gl.glDepthMask(true);
mesh.unbind(shader);
}
}
/** Draws all the images defined for the specified cache ID. */
public void draw (int cacheID) {
if (!drawing) throw new IllegalStateException("SpriteCache.begin must be called before draw.");
Cache cache = caches.get(cacheID);
int verticesPerImage = mesh.getNumIndices() > 0 ? 4 : 6;
int offset = cache.offset / (verticesPerImage * VERTEX_SIZE) * 6;
Texture[] textures = cache.textures;
int[] counts = cache.counts;
if (Gdx.graphics.isGL20Available()) {
for (int i = 0, n = cache.textureCount; i < n; i++) {
int count = counts[i];
textures[i].bind();
if (customShader != null)
mesh.render(customShader, GL10.GL_TRIANGLES, offset, count);
else
mesh.render(shader, GL10.GL_TRIANGLES, offset, count);
offset += count;
}
} else {
for (int i = 0, n = cache.textureCount; i < n; i++) {
int count = counts[i];
textures[i].bind();
mesh.render(GL10.GL_TRIANGLES, offset, count);
offset += count;
}
}
}
/** Draws a subset of images defined for the specified cache ID.
* @param offset The first image to render.
* @param length The number of images from the first image (inclusive) to render. */
public void draw (int cacheID, int offset, int length) {
if (!drawing) throw new IllegalStateException("SpriteCache.begin must be called before draw.");
Cache cache = caches.get(cacheID);
offset = offset * 6 + cache.offset;
length *= 6;
Texture[] textures = cache.textures;
int[] counts = cache.counts;
if (Gdx.graphics.isGL20Available()) {
for (int i = 0, n = cache.textureCount; i < n; i++) {
textures[i].bind();
int count = counts[i];
if (count > length) {
i = n;
count = length;
} else
length -= count;
if (customShader != null)
mesh.render(customShader, GL10.GL_TRIANGLES, offset, count);
else
mesh.render(shader, GL10.GL_TRIANGLES, offset, count);
offset += count;
}
} else {
for (int i = 0, n = cache.textureCount; i < n; i++) {
textures[i].bind();
int count = counts[i];
if (count > length) {
i = n;
count = length;
} else
length -= count;
mesh.render(GL10.GL_TRIANGLES, offset, count);
offset += count;
}
}
}
/** Releases all resources held by this SpriteCache. */
public void dispose () {
mesh.dispose();
if (shader != null) shader.dispose();
}
public Matrix4 getProjectionMatrix () {
return projectionMatrix;
}
public void setProjectionMatrix (Matrix4 projection) {
if (drawing) throw new IllegalStateException("Can't set the matrix within begin/end.");
projectionMatrix.set(projection);
}
public Matrix4 getTransformMatrix () {
return transformMatrix;
}
public void setTransformMatrix (Matrix4 transform) {
if (drawing) throw new IllegalStateException("Can't set the matrix within begin/end.");
transformMatrix.set(transform);
}
static private class Cache {
final int id;
final int offset;
int maxCount;
int textureCount;
Texture[] textures;
int[] counts;
public Cache (int id, int offset) {
this.id = id;
this.offset = offset;
}
}
static ShaderProgram createDefaultShader () {
if (!Gdx.graphics.isGL20Available()) return null;
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" //
+ "precision mediump float;\n" //
+ "#endif\n" //
+ "varying 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("Error compiling shader: " + shader.getLog());
return shader;
}
/** 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_texCoords", the color attribute is called "a_color". 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.
*
* @param shader the {@link ShaderProgram} or null to use the default shader. */
public void setShader (ShaderProgram shader) {
customShader = shader;
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy