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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 "Allocator.h"
- #include "SceneGraph.h"
- #include "Unit.h"
- #include "Material.h"
- #include "RenderWorld.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)
- {
- Blob vmem = sr->get_vertices();
- Blob imem = sr->get_indices();
- bgfx::VertexDecl decl;
- decl.begin()
- .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, true)
- .end();
- m_vb = bgfx::createVertexBuffer(bgfx::makeRef((void*) vmem.m_data, vmem.m_size), decl);
- m_ib = bgfx::createIndexBuffer(bgfx::makeRef((void*) imem.m_data, imem.m_size));
- }
- //-----------------------------------------------------------------------------
- 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 = m_animation->num_frames * (m_time / m_animation->time);
- m_frame = m_resource->get_animation_frame(m_animation, frame);
- }
- //-----------------------------------------------------------------------------
- void Sprite::render()
- {
- Material* material = m_render_world.get_material(m_material);
- material->bind();
- ///
- /// @param _state State flags. Default state for primitive type is
- /// triangles. See: BGFX_STATE_DEFAULT.
- ///
- /// BGFX_STATE_ALPHA_WRITE - Enable alpha write.
- /// BGFX_STATE_DEPTH_WRITE - Enable depth write.
- /// BGFX_STATE_DEPTH_TEST_* - Depth test function.
- /// BGFX_STATE_BLEND_* - See NOTE 1: BGFX_STATE_BLEND_FUNC.
- /// BGFX_STATE_BLEND_EQUATION_* - See NOTE 2.
- /// BGFX_STATE_CULL_* - Backface culling mode.
- /// BGFX_STATE_RGB_WRITE - Enable RGB write.
- /// BGFX_STATE_MSAA - Enable MSAA.
- /// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
- ///
- /// @param _rgba Sets blend factor used by BGFX_STATE_BLEND_FACTOR and
- /// BGFX_STATE_BLEND_INV_FACTOR blend modes.
- ///
- /// NOTE:
- /// 1. Use BGFX_STATE_ALPHA_REF, BGFX_STATE_POINT_SIZE and
- /// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
- /// 2. BGFX_STATE_BLEND_EQUATION_ADD is set when no other blend
- /// equation is specified.
- ///
- bgfx::setState(BGFX_STATE_DEFAULT
- | BGFX_STATE_BLEND_ALPHA);
- bgfx::setVertexBuffer(m_vb);
- bgfx::setIndexBuffer(m_ib, m_frame * 6, 6);
- bgfx::setTransform(matrix4x4::to_float_ptr(world_pose()));
- bgfx::submit(0);
- }
- } // namespace crown
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