CmSprite.cpp 4.0 KB

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  1. #include "CmTextSprite.h"
  2. #include "CmVector2.h"
  3. #include "CmGUIMaterialManager.h"
  4. namespace CamelotEngine
  5. {
  6. Sprite::Sprite()
  7. :mWidth(0), mHeight(0), mAnchor(SA_TopLeft), mIsDirty(true)
  8. {
  9. }
  10. Sprite::~Sprite()
  11. {
  12. clearMesh();
  13. }
  14. UINT32 Sprite::getNumRenderElements() const
  15. {
  16. if(mIsDirty)
  17. {
  18. updateMesh();
  19. mIsDirty = false;
  20. }
  21. return (UINT32)mCachedRenderElements.size();
  22. }
  23. const HMaterial& Sprite::getMaterial(UINT32 renderElementIdx) const
  24. {
  25. return mCachedRenderElements.at(renderElementIdx).material;
  26. }
  27. UINT32 Sprite::getNumQuads(UINT32 renderElementIdx) const
  28. {
  29. if(mIsDirty)
  30. {
  31. updateMesh();
  32. mIsDirty = false;
  33. }
  34. return mCachedRenderElements.at(renderElementIdx).numQuads;
  35. }
  36. UINT32 Sprite::fillBuffer(Vector2* vertices, Vector2* uv, UINT32* indices, UINT32 startingQuad, UINT32 maxNumQuads, UINT32 renderElementIdx) const
  37. {
  38. if(mIsDirty)
  39. {
  40. updateMesh();
  41. mIsDirty = false;
  42. }
  43. auto renderElem = mCachedRenderElements.at(renderElementIdx);
  44. UINT32 startVert = startingQuad * 4;
  45. UINT32 startIndex = startingQuad * 4;
  46. UINT32 maxVertIdx = maxNumQuads * 4;
  47. UINT32 maxIndexIdx = maxNumQuads * 6;
  48. UINT32 mNumVertices = renderElem.numQuads * 4;
  49. UINT32 mNumIndices = renderElem.numQuads * 6;
  50. assert((startVert + mNumVertices) <= maxVertIdx);
  51. assert((startIndex + mNumIndices) <= maxIndexIdx);
  52. memcpy(&vertices[startVert], renderElem.vertices, mNumVertices * sizeof(Vector2));
  53. memcpy(&uv[startVert], renderElem.uvs, mNumVertices * sizeof(Vector2));
  54. memcpy(&indices[startIndex], renderElem.indexes, mNumIndices * sizeof(UINT32));
  55. return renderElem.numQuads;
  56. }
  57. Point Sprite::getAnchorOffset() const
  58. {
  59. switch(mAnchor)
  60. {
  61. case SA_TopLeft:
  62. return -Point(0, 0);
  63. case SA_TopCenter:
  64. return -Point(mWidth / 2, 0);
  65. case SA_TopRight:
  66. return -Point(mWidth, 0);
  67. case SA_MiddleLeft:
  68. return -Point(0, mHeight / 2);
  69. case SA_MiddleCenter:
  70. return -Point(mWidth / 2, mHeight / 2);
  71. case SA_MiddleRight:
  72. return -Point(mWidth, mHeight / 2);
  73. case SA_BottomLeft:
  74. return -Point(0, mHeight);
  75. case SA_BottomCenter:
  76. return -Point(mWidth / 2, mHeight);
  77. case SA_BottomRight:
  78. return -Point(mWidth, mHeight);
  79. }
  80. return Point();
  81. }
  82. bool Sprite::isClipRectangleValid() const
  83. {
  84. return mClipRect.width > 0 && mClipRect.height > 0;
  85. }
  86. const Rect& Sprite::getBounds() const
  87. {
  88. if(mIsDirty)
  89. {
  90. updateMesh();
  91. mIsDirty = false;
  92. }
  93. return mBounds;
  94. }
  95. void Sprite::updateBounds() const
  96. {
  97. Vector2 min;
  98. Vector2 max;
  99. // Find starting point
  100. for(auto& renderElem : mCachedRenderElements)
  101. {
  102. if(renderElem.vertices != nullptr && renderElem.numQuads > 0)
  103. {
  104. min = renderElem.vertices[0];
  105. max = renderElem.vertices[0];
  106. break;
  107. }
  108. }
  109. // Calculate bounds
  110. for(auto& renderElem : mCachedRenderElements)
  111. {
  112. if(renderElem.vertices != nullptr && renderElem.numQuads > 0)
  113. {
  114. UINT32 vertexCount = renderElem.numQuads * 4;
  115. for(UINT32 i = 0; i < vertexCount; i++)
  116. {
  117. min = Vector2::min(min, renderElem.vertices[i]);
  118. max = Vector2::max(max, renderElem.vertices[i]);
  119. }
  120. }
  121. }
  122. mBounds = Rect((int)min.x, (int)min.y, (int)(max.x - min.x), (int)(max.y - min.y));
  123. }
  124. void Sprite::clearMesh() const
  125. {
  126. for(auto& renderElem : mCachedRenderElements)
  127. {
  128. UINT32 vertexCount = renderElem.numQuads * 4;
  129. UINT32 indexCount = renderElem.numQuads * 6;
  130. if(renderElem.vertices != nullptr)
  131. CM_DELETE_ARRAY(renderElem.vertices, Vector2, vertexCount, ScratchAlloc);
  132. if(renderElem.uvs != nullptr)
  133. CM_DELETE_ARRAY(renderElem.uvs, Vector2, vertexCount, ScratchAlloc);
  134. if(renderElem.indexes != nullptr)
  135. CM_DELETE_ARRAY(renderElem.indexes, UINT32, indexCount, ScratchAlloc);
  136. if(renderElem.material != nullptr)
  137. {
  138. GUIMaterialManager::instance().releaseMaterial(renderElem.material);
  139. }
  140. }
  141. mCachedRenderElements.clear();
  142. updateBounds();
  143. }
  144. }