/******************************************************************************* * 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 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.Mesh.VertexDataType; 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.NumberUtils; /** * <p> * 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. * </p> * * THIS STUFF IS WIP * * <p> * 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. * </p> * * <p> * 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. * </p> * * <p> * 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. * </p> * * <p> * A PolyongSpriteBatch is a pretty heavy object so you should only ever have one in your program. * </p> * * <p> * 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)}. * </p> * * <p> * A PolyongSpriteBatch has to be disposed if it is no longer used. * </p> * * * @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); } /** * <p> * 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. * </p> * * <p> * The size parameter specifies the maximum size of a single batch in number of vertices(!) * </p> * * <p> * 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. * </p> * * @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); } /** * <p> * 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. * </p> * * <p> * The size parameter specifies the maximum size of a single batch in number of vertices(!) * </p> * * <p> * 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. * </p> * * @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, region.getRegion().getRegionWidth(), 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 < localVertices.length; i += 2) { vertices[idx++] = ((localVertices[i]) * sX) + x; vertices[idx++] = ((localVertices[i + 1]) * sY) + y; vertices[idx++] = color; vertices[idx++] = texCoords[i]; vertices[idx++] = texCoords[i + 1]; } } /** * Draws the polygon region with the bottom left corner at x,y and stretching the region to cover the given width * and height. The polygon region is offset by originX, originY relative to the origin. Scale specifies the scaling * factor by which the polygon region should be scaled around originX, originY. Rotation specifies the angle of * counter clockwise rotation of the rectangle around originX, originY. */ public void draw(PolygonRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation) { 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(); 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 < localVertices.length; i += 2) { fx = localVertices[i] * sX; fy = localVertices[i + 1] * sY; fx -= originX; fy -= originY; if (scaleX != 1 || scaleY != 1) { fx *= scaleX; fy *= scaleY; } rx = cos * fx - sin * fy; ry = sin * fx + cos * fy; rx += worldOriginX; ry += worldOriginY; vertices[idx++] = rx; vertices[idx++] = ry; vertices[idx++] = color; vertices[idx++] = texCoords[i]; vertices[idx++] = texCoords[i + 1]; } } /** * Draws the polygon region using the given vertices. Each vertices must be made up of 5 elements in this order: x, * y, color, u, v. */ public void draw(PolygonRegion region, float[] spriteVertices, int offset, int length) { if (!drawing) throw new IllegalStateException("PolygonSpriteBatch.begin must be called before draw."); Texture texture = region.getRegion().texture; if (texture != lastTexture) { switchTexture(texture); } if (idx + length > 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".</p> * * Call this method with a null argument to use the default shader.</p> * * 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; } }