CmSprite.cpp 2.6 KB

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  1. #include "CmTextSprite.h"
  2. #include "CmVector2.h"
  3. namespace CamelotEngine
  4. {
  5. Sprite::Sprite()
  6. :mWidth(0), mHeight(0), mAnchor(SA_TopLeft), mIsDirty(true)
  7. {
  8. }
  9. Sprite::~Sprite()
  10. {
  11. }
  12. UINT32 Sprite::getNumRenderElements() const
  13. {
  14. if(mIsDirty)
  15. {
  16. updateMesh();
  17. mIsDirty = false;
  18. }
  19. return (UINT32)mCachedRenderElements.size();
  20. }
  21. const MaterialHandle& Sprite::getMaterial(UINT32 renderElementIdx) const
  22. {
  23. return mCachedRenderElements.at(renderElementIdx).material;
  24. }
  25. UINT32 Sprite::getNumQuads(UINT32 renderElementIdx) const
  26. {
  27. if(mIsDirty)
  28. {
  29. updateMesh();
  30. mIsDirty = false;
  31. }
  32. return mCachedRenderElements.at(renderElementIdx).numQuads;
  33. }
  34. UINT32 Sprite::fillBuffer(Vector2* vertices, Vector2* uv, UINT32* indices, UINT32 startingQuad, UINT32 maxNumQuads, UINT32 renderElementIdx) const
  35. {
  36. if(mIsDirty)
  37. {
  38. updateMesh();
  39. mIsDirty = false;
  40. }
  41. auto renderElem = mCachedRenderElements.at(renderElementIdx);
  42. UINT32 startVert = startingQuad * 4;
  43. UINT32 startIndex = startingQuad * 4;
  44. UINT32 maxVertIdx = maxNumQuads * 4;
  45. UINT32 maxIndexIdx = maxNumQuads * 6;
  46. UINT32 mNumVertices = renderElem.numQuads * 4;
  47. UINT32 mNumIndices = renderElem.numQuads * 6;
  48. assert((startVert + mNumVertices) <= maxVertIdx);
  49. assert((startIndex + mNumIndices) <= maxIndexIdx);
  50. memcpy(&vertices[startVert], renderElem.vertices, mNumVertices * sizeof(Vector2));
  51. memcpy(&uv[startVert], renderElem.uvs, mNumVertices * sizeof(Vector2));
  52. memcpy(&indices[startIndex], renderElem.indexes, mNumIndices * sizeof(UINT32));
  53. return renderElem.numQuads;
  54. }
  55. Point Sprite::getAnchorOffset() const
  56. {
  57. switch(mAnchor)
  58. {
  59. case SA_TopLeft:
  60. return -Point(0, 0);
  61. case SA_TopCenter:
  62. return -Point(mWidth / 2, 0);
  63. case SA_TopRight:
  64. return -Point(mWidth, 0);
  65. case SA_MiddleLeft:
  66. return -Point(0, mHeight / 2);
  67. case SA_MiddleCenter:
  68. return -Point(mWidth / 2, mHeight / 2);
  69. case SA_MiddleRight:
  70. return -Point(mWidth, mHeight / 2);
  71. case SA_BottomLeft:
  72. return -Point(0, mHeight);
  73. case SA_BottomCenter:
  74. return -Point(mWidth / 2, mHeight);
  75. case SA_BottomRight:
  76. return -Point(mWidth, mHeight);
  77. }
  78. return Point();
  79. }
  80. void Sprite::clearMesh() const
  81. {
  82. for(auto& renderElem : mCachedRenderElements)
  83. {
  84. if(renderElem.vertices != nullptr)
  85. delete[] renderElem.vertices;
  86. if(renderElem.uvs != nullptr)
  87. delete[] renderElem.uvs;
  88. if(renderElem.indexes != nullptr)
  89. delete[] renderElem.indexes;
  90. }
  91. mCachedRenderElements.clear();
  92. }
  93. }