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- /*
- 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 "sprite_resource.h"
- #include "allocator.h"
- #include "scene_graph.h"
- #include "unit.h"
- #include "renderer.h"
- #include "material.h"
- #include "render_world.h"
- namespace crown
- {
- //-----------------------------------------------------------------------------
- Sprite::Sprite(RenderWorld& render_world, SceneGraph& sg, int32_t node, const SpriteResource* sr)
- : m_render_world(render_world)
- , m_scene_graph(sg)
- , m_node(node)
- , m_resource(sr)
- , m_frame(0)
- , m_animation(NULL)
- , m_time(0)
- , m_loop(false)
- {
- m_vb = sr->vertex_buffer();
- m_ib = sr->index_buffer();
- }
- //-----------------------------------------------------------------------------
- Sprite::~Sprite()
- {
- }
- //-----------------------------------------------------------------------------
- Vector3 Sprite::local_position() const
- {
- return m_scene_graph.local_position(m_node);
- }
- //-----------------------------------------------------------------------------
- Quaternion Sprite::local_rotation() const
- {
- return m_scene_graph.local_rotation(m_node);
- }
- //-----------------------------------------------------------------------------
- Matrix4x4 Sprite::local_pose() const
- {
- return m_scene_graph.local_pose(m_node);
- }
- //-----------------------------------------------------------------------------
- Vector3 Sprite::world_position() const
- {
- return m_scene_graph.world_position(m_node);
- }
- //-----------------------------------------------------------------------------
- Quaternion Sprite::world_rotation() const
- {
- return m_scene_graph.world_rotation(m_node);
- }
- //-----------------------------------------------------------------------------
- Matrix4x4 Sprite::world_pose() const
- {
- return m_scene_graph.world_pose(m_node);
- }
- //-----------------------------------------------------------------------------
- void Sprite::set_local_position(Unit* unit, const Vector3& pos)
- {
- unit->set_local_position(m_node, pos);
- }
- //-----------------------------------------------------------------------------
- void Sprite::set_local_rotation(Unit* unit, const Quaternion& rot)
- {
- unit->set_local_rotation(m_node, rot);
- }
- //-----------------------------------------------------------------------------
- void Sprite::set_local_pose(Unit* unit, const Matrix4x4& pose)
- {
- unit->set_local_pose(m_node, pose);
- }
- //-----------------------------------------------------------------------------
- void Sprite::set_material(MaterialId mat)
- {
- m_material = mat;
- }
- //-----------------------------------------------------------------------------
- void Sprite::set_frame(uint32_t i)
- {
- m_frame = i;
- }
- //-----------------------------------------------------------------------------
- void Sprite::play_animation(const char* name, bool loop)
- {
- if (m_animation)
- return;
- m_animation = m_resource->get_animation(name);
- m_time = 0;
- m_loop = loop;
- m_frame = m_resource->get_animation_frame(m_animation, m_animation->start_frame);
- }
- //-----------------------------------------------------------------------------
- void Sprite::stop_animation()
- {
- m_animation = NULL;
- m_time = 0;
- m_frame = 0;
- }
- //-----------------------------------------------------------------------------
- void Sprite::update(float dt)
- {
- if (!m_animation)
- return;
- m_time += dt;
- if (m_time >= m_animation->time)
- {
- if (m_loop)
- {
- m_time = 0;
- }
- else
- {
- stop_animation();
- return;
- }
- }
- uint32_t frame = (uint32_t) m_animation->num_frames * (m_time / m_animation->time);
- m_frame = m_resource->get_animation_frame(m_animation, frame);
- }
- //-----------------------------------------------------------------------------
- void Sprite::render(Renderer& r, UniformId uniform, float dt)
- {
- Material* material = m_render_world.get_material(m_material);
- material->bind(r, uniform);
- r.set_state(STATE_DEPTH_WRITE
- | STATE_COLOR_WRITE
- | STATE_ALPHA_WRITE
- | STATE_CULL_CW
- | STATE_BLEND_EQUATION_ADD
- | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- r.set_vertex_buffer(m_vb);
- r.set_index_buffer(m_ib, m_frame * 6, 6);
- r.set_pose(world_pose());
- r.commit(0);
- }
- } // namespace crown
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