CmSprite.cpp 2.8 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 MaterialHandle& 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. void Sprite::clearMesh() const
  83. {
  84. for(auto& renderElem : mCachedRenderElements)
  85. {
  86. if(renderElem.vertices != nullptr)
  87. delete[] renderElem.vertices;
  88. if(renderElem.uvs != nullptr)
  89. delete[] renderElem.uvs;
  90. if(renderElem.indexes != nullptr)
  91. delete[] renderElem.indexes;
  92. if(renderElem.material != nullptr)
  93. {
  94. GUIMaterialManager::instance().releaseMaterial(renderElem.material);
  95. }
  96. }
  97. mCachedRenderElements.clear();
  98. }
  99. }