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- /*
- 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 "Types.h"
- #include "Device.h"
- #include "Renderer.h"
- #include "Log.h"
- #include "BMPImageLoader.h"
- #include "TextureManager.h"
- #include "VertexBuffer.h"
- #include "IndexBuffer.h"
- namespace Crown
- {
- Sprite::Sprite():
- mInterpolate(false)
- {
- mVertices[0] = VertexData(Vec3(-1.0f, -1.0f, 0.0f), Vec3(0, 0, 1.0f), Vec2(0.0f, 0.0f), Color4::WHITE);
- mVertices[1] = VertexData(Vec3(+1.0f, -1.0f, 0.0f), Vec3(0, 0, 1.0f), Vec2(1.0f, 0.0f), Color4::WHITE);
- mVertices[2] = VertexData(Vec3(+1.0f, +1.0f, 0.0f), Vec3(0, 0, 1.0f), Vec2(1.0f, 1.0f), Color4::WHITE);
- mVertices[3] = VertexData(Vec3(-1.0f, +1.0f, 0.0f), Vec3(0, 0, 1.0f), Vec2(0.0f, 1.0f), Color4::WHITE);
- mFaces[0] = FaceData(0, 1, 2);
- mFaces[1] = FaceData(0, 2, 3);
- mVertexBuffer = GetDevice()->GetRenderer()->CreateVertexBuffer();
- mIndexBuffer = GetDevice()->GetRenderer()->CreateIndexBuffer();
- mVertexBuffer->SetVertexData((VertexBufferMode) (VBM_TEXTURE_COORDS | VBM_NORMAL_COORDS | VBM_COLOR_COORDS), (float*) &mVertices[0], 4);
- mIndexBuffer->SetIndexData(&mFaces[0].vertex[0], 6);
- }
- Sprite::~Sprite()
- {
- for (int i=0; i<mFrames.GetSize(); i++)
- {
- delete mFrames[i];
- }
- }
- void Sprite::Clear()
- {
- while (mFrames.GetSize() > 0)
- {
- RemoveFrame(0);
- }
- }
- void Sprite::SetInterpolation(bool interpolate)
- {
- mInterpolate = interpolate;
- }
- void Sprite::RemoveFrame(int frameNumber)
- {
- if (frameNumber >= mFrames.GetSize())
- {
- Log::E("Sprite::RemoveFrame frameNumber out of array");
- return;
- }
- delete mFrames[frameNumber];
- mFrames.Remove(frameNumber);
- }
- void Sprite::draw(int frameNumber)
- {
- draw(frameNumber, 0.0, 1.0, 1.0);
- }
- void Sprite::draw(int frameNumber, real angle, real scaleX, real scaleY)
- {
- if (frameNumber >= mFrames.GetSize())
- {
- Log::E("Sprite::draw frameNumber out of array");
- return;
- }
- Renderer* renderer = GetDevice()->GetRenderer();
- Frame* frame = mFrames[frameNumber];
- renderer->_SetTexturing(0, true);
- renderer->_SetTexture(0, frame->mTexture);
- renderer->_SetTextureMode(0, frame->mTexture->GetMode(), frame->mTexture->GetBlendColor());
- if (mInterpolate)
- {
- renderer->_SetTextureFilter(0, TF_LINEAR);
- }
- else
- {
- renderer->_SetTextureFilter(0, TF_NEAREST);
- }
- renderer->_SetBlending(true);
- // Setup transformation
- Mat4 transformation;
- transformation.BuildRotationZ(angle);
- transformation.SetTranslation(Vec3(-frame->mOffset.x, -frame->mOffset.y, 0.0f));
- Mat4 s;
- s.LoadIdentity();
- s.SetScale(Vec3(scaleX, scaleY, 0.0f));
- transformation = s * transformation;
- // Update vertex data
- mVertices[0].position.x = 0.0f;
- mVertices[0].position.y = 0.0f;
- mVertices[1].position.x = frame->mSize.x;
- mVertices[1].position.y = 0.0f;
-
- mVertices[2].position.x = frame->mSize.x;
- mVertices[2].position.y = frame->mSize.y;
-
- mVertices[3].position.x = 0.0f;
- mVertices[3].position.y = frame->mSize.y;
-
- mVertices[0].uv.x = frame->mTextureRect.min.x;
- mVertices[0].uv.y = frame->mTextureRect.min.y;
- mVertices[1].uv.x = frame->mTextureRect.max.x;
- mVertices[1].uv.y = frame->mTextureRect.min.y;
- mVertices[2].uv.x = frame->mTextureRect.max.x;
- mVertices[2].uv.y = frame->mTextureRect.max.y;
- mVertices[3].uv.x = frame->mTextureRect.min.x;
- mVertices[3].uv.y = frame->mTextureRect.max.y;
- // Update vertex buffer
- mVertexBuffer->SetVertexSubData((float*) &mVertices[0], 0, 4);
- // Set transformation matrix and draw
- renderer->SetMatrix(MT_MODEL, transformation);
- renderer->RenderVertexIndexBuffer(mVertexBuffer, mIndexBuffer);
- renderer->_SetBlending(false);
- renderer->_SetTexturing(0, false);
- }
- void Sprite::drawFit(int frameNumber, int x, int y, int w, int h)
- {
- Renderer* renderer = GetDevice()->GetRenderer();
- Frame* frame = mFrames[frameNumber];
- renderer->_SetTexturing(0, true);
- renderer->_SetTexture(0, frame->mTexture);
- renderer->_SetTextureMode(0, frame->mTexture->GetMode(), frame->mTexture->GetBlendColor());
- renderer->_SetTextureFilter(0, frame->mTexture->GetFilter());
- renderer->_SetBlending(true);
- // Setup transformation
- Mat4 transformation;
- transformation.LoadIdentity();
- transformation.SetTranslation(Vec3(-frame->mOffset.x, -frame->mOffset.y, 0.0f));
- Mat4 transformation2;
- transformation2.LoadIdentity();
- transformation2.SetTranslation(Vec3(x, y, 0.0f));
- transformation = transformation * transformation2;
- // Update vertex data
- mVertices[0].position.x = 0.0f;
- mVertices[0].position.y = 0.0f;
- mVertices[1].position.x = (float)w;
- mVertices[1].position.y = 0.0f;
-
- mVertices[2].position.x = (float)w;
- mVertices[2].position.y = (float)h;
-
- mVertices[3].position.x = 0.0f;
- mVertices[3].position.y = (float)h;
-
- mVertices[0].uv.x = frame->mTextureRect.min.x;
- mVertices[0].uv.y = frame->mTextureRect.min.y;
- mVertices[1].uv.x = frame->mTextureRect.max.x;
- mVertices[1].uv.y = frame->mTextureRect.min.y;
- mVertices[2].uv.x = frame->mTextureRect.max.x;
- mVertices[2].uv.y = frame->mTextureRect.max.y;
- mVertices[3].uv.x = frame->mTextureRect.min.x;
- mVertices[3].uv.y = frame->mTextureRect.max.y;
- // Update vertex buffer
- mVertexBuffer->SetVertexSubData((float*) &mVertices[0], 0, 4);
- // Set transformation matrix and draw
- renderer->SetMatrix(MT_MODEL, transformation);
- renderer->RenderVertexIndexBuffer(mVertexBuffer, mIndexBuffer);
- renderer->_SetBlending(false);
- renderer->_SetTexturing(0, false);
- }
- Sprite* Sprite::LoadSpriteFromImage(const char* filePath)
- {
- Renderer* renderer = GetDevice()->GetRenderer();
- Frame* f;
- Sprite* sprite;
- Texture* texture = GetTextureManager()->Load(filePath, false, Color4(255, 0, 255));
- texture->SetWrap(TW_CLAMP);
- f = new Frame();
- f->Set(texture);
- sprite = new Sprite();
- sprite->AddFrame(f);
- return sprite;
- }
- Sprite* Sprite::LoadSpriteFromImage(const char* filePath, uint tileCount, uint tileRows, uint tileColumns, uint imgX, uint imgY, uint tileSizeX, uint tileSizeY, uint tilePadX, uint tilePadY)
- {
- Renderer* renderer = GetDevice()->GetRenderer();
- Frame* f;
- Sprite* sprite;
- Texture* texture = GetTextureManager()->Load(filePath, false, Color4(255, 0, 255));
- texture->SetWrap(TW_CLAMP);
- sprite = new Sprite();
- uint texHeight = texture->GetHeight();
- for(int row = 0; row < tileRows; row++)
- {
- for(int col = 0; col < tileColumns; col++)
- {
- f = new Frame();
- uint x = imgX + col * (tileSizeX + tilePadX);
- uint y = imgY + row * (tileSizeY + tilePadY);
- f->Set(texture, x, texHeight - (y + tileSizeY), x + tileSizeX, texHeight - y);
-
- sprite->AddFrame(f);
- if (sprite->GetFrameCount() == tileCount)
- {
- return sprite;
- }
- }
- }
- return sprite;
- }
- Sprite* Sprite::LoadSpriteFromImage(const char* filePath, const char* alphaFilePath, uint tileCount, uint tileRows, uint tileColumns, uint imgX, uint imgY, uint tileSizeX, uint tileSizeY, uint tilePadX, uint tilePadY)
- {
- Renderer* renderer = GetDevice()->GetRenderer();
- Frame* f;
- Sprite* sprite;
- Texture* texture = GetTextureManager()->Load(filePath, alphaFilePath, false);
- texture->SetWrap(TW_CLAMP);
- sprite = new Sprite();
- uint texHeight = texture->GetHeight();
- for(int row = 0; row < tileRows; row++)
- {
- for(int col = 0; col < tileColumns; col++)
- {
- f = new Frame();
- uint x = imgX + col * (tileSizeX + tilePadX);
- uint y = imgY + row * (tileSizeY + tilePadY);
- f->Set(texture, x, texHeight - (y + tileSizeY), x + tileSizeX, texHeight - y);
-
- sprite->AddFrame(f);
- if (sprite->GetFrameCount() == tileCount)
- {
- return sprite;
- }
- }
- }
- return sprite;
- }
- } //namespace Crown
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