/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "Sprite.h" #include "Vector3.h" #include "Quaternion.h" #include "TextureResource.h" #include "Device.h" #include "Renderer.h" namespace crown { static float quad_vertices[] = { -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }; static uint16_t quad_indices[] = { 0, 1, 3, 1, 2, 3 }; //----------------------------------------------------------------------------- static const char* default_vertex = "uniform mat4 u_model;" "uniform mat4 u_model_view_projection;" "in vec4 a_position;" "in vec4 a_normal;" "in vec2 a_tex_coord0;" "in vec4 a_color;" "varying out vec2 tex_coord0;" "varying out vec4 color;" "void main(void)" "{" " tex_coord0 = a_tex_coord0;" " color = a_color;" " gl_Position = u_model_view_projection * a_position;" "}"; //----------------------------------------------------------------------------- static const char* default_fragment = "in vec2 tex_coord0;" "in vec4 color;" "uniform sampler2D u_asd_0;" "void main(void)" "{" " gl_FragColor = texture(u_asd_0, tex_coord0) * color;" "}"; //----------------------------------------------------------------------------- void Sprite::create(const TextureResource* tr, int32_t node, const Vector3& pos, const Quaternion& rot) { Renderer* r = device()->renderer(); m_texture = tr->m_texture; m_vb = r->create_vertex_buffer(4, VertexFormat::P2_N3_C4_T2, quad_vertices); m_ib = r->create_index_buffer(6, quad_indices); ShaderId vertex = r->create_shader(ShaderType::VERTEX, default_vertex); ShaderId fragment = r->create_shader(ShaderType::FRAGMENT, default_fragment); m_albedo = r->create_uniform("u_albedo_0", UniformType::INTEGER_1, 0); m_prog = r->create_gpu_program(vertex, fragment); set_local_position(pos); set_local_rotation(rot); m_node = node; } //----------------------------------------------------------------------------- Vector3 Sprite::local_position() const { Vector3 tmp = m_local_pose.translation(); return tmp; } //----------------------------------------------------------------------------- Quaternion Sprite::local_rotation() const { Quaternion tmp = m_local_pose.to_quat(); return tmp; } //----------------------------------------------------------------------------- Matrix4x4 Sprite::local_pose() const { return m_local_pose; } //----------------------------------------------------------------------------- Vector3 Sprite::world_position() const { Vector3 tmp = m_world_pose.translation(); return tmp; } //----------------------------------------------------------------------------- Quaternion Sprite::world_rotation() const { Quaternion tmp = m_world_pose.to_quat(); return tmp; } //----------------------------------------------------------------------------- Matrix4x4 Sprite::world_pose() const { return m_world_pose; } //----------------------------------------------------------------------------- void Sprite::set_local_position(const Vector3& pos) { m_local_pose.set_translation(pos); } //----------------------------------------------------------------------------- void Sprite::set_local_rotation(const Quaternion& rot) { Matrix4x4& local_pose = m_local_pose; Vector3 local_translation = local_pose.translation(); local_pose = rot.to_mat4(); local_pose.set_translation(local_translation); } //----------------------------------------------------------------------------- void Sprite::set_local_pose(const Matrix4x4& pose) { m_local_pose = pose; } } // namespace crown