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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 "SpriteResource.h"
- #include "Device.h"
- #include "Renderer.h"
- namespace crown
- {
- //-----------------------------------------------------------------------------
- static const char* sprite_vs =
- "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* sprite_fs =
- "in vec2 tex_coord0;"
- "in vec4 color;"
- "uniform sampler2D u_tex;"
- "void main(void)"
- "{"
- " gl_FragColor = texture(u_tex, tex_coord0);"
- "}";
- //-----------------------------------------------------------------------------
- void Sprite::create(SpriteResource* sr, int32_t node, const Vector3& pos, const Quaternion& rot)
- {
- Renderer* r = device()->renderer();
- m_vb = sr->m_vb;
- m_ib = sr->m_ib;
- m_texture = sr->m_texture;
- m_vertex = r->create_shader(ShaderType::VERTEX, sprite_vs);
- m_fragment = r->create_shader(ShaderType::FRAGMENT, sprite_fs);
- m_program = r->create_gpu_program(m_vertex, m_fragment);
- m_uniform = r->create_uniform("u_tex", UniformType::INTEGER_1, 1);
- 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
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