Remade sprite rendering

Added VertexColor shader flag
Added color sprite attribute
Added VertexStruct_XY_Color(_UV) struct & declaration


Former-commit-id: b664f4520aa55f4502f85f9dedab9b92040a8c16
This commit is contained in:
Lynix
2015-01-04 13:19:07 +01:00
parent 97ff9bc4ac
commit 4de17fdffb
22 changed files with 264 additions and 145 deletions

View File

@@ -3,20 +3,25 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
NzSprite::NzSprite() :
m_boundingVolume(NzBoundingVolumef::Null()),
m_color(NzColor::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f),
m_boundingVolumeUpdated(true)
m_boundingVolumeUpdated(true),
m_verticesUpdated(false)
{
}
NzSprite::NzSprite(NzTexture* texture) :
m_boundingVolume(NzBoundingVolumef::Null()),
m_textureCoords(0.f, 0.f, 1.f, 1.f)
m_color(NzColor::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_verticesUpdated(false)
{
if (texture)
{
@@ -44,7 +49,9 @@ m_boundingVolume(sprite.m_boundingVolume),
m_material(sprite.m_material),
m_textureCoords(sprite.m_textureCoords),
m_size(sprite.m_size),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated)
m_vertices(sprite.m_vertices),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated),
m_verticesUpdated(sprite.m_verticesUpdated)
{
SetParent(sprite);
}
@@ -55,7 +62,9 @@ m_boundingVolume(sprite.m_boundingVolume),
m_material(std::move(sprite.m_material)),
m_textureCoords(sprite.m_textureCoords),
m_size(sprite.m_size),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated)
m_vertices(sprite.m_vertices),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated),
m_verticesUpdated(sprite.m_verticesUpdated)
{
}
@@ -63,13 +72,23 @@ NzSprite::~NzSprite() = default;
void NzSprite::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
{
renderQueue->AddSprite(this);
if (!m_verticesUpdated)
UpdateVertices();
renderQueue->AddSprites(m_material, m_vertices, 1);
}
const NzBoundingVolumef& NzSprite::GetBoundingVolume() const
{
static NzBoundingVolumef infinity(NzBoundingVolumef::Infinite());
return infinity;
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return m_boundingVolume;
}
const NzColor& NzSprite::GetColor() const
{
return m_color;
}
NzMaterial* NzSprite::GetMaterial() const
@@ -97,6 +116,12 @@ bool NzSprite::IsDrawable() const
return m_material != nullptr;
}
void NzSprite::SetColor(const NzColor& color)
{
m_color = color;
m_verticesUpdated = false;
}
void NzSprite::SetMaterial(NzMaterial* material, bool resizeSprite)
{
m_material = material;
@@ -113,6 +138,7 @@ void NzSprite::SetSize(const NzVector2f& size)
// On invalide la bounding box
m_boundingVolume.MakeNull();
m_boundingVolumeUpdated = false;
m_verticesUpdated = false;
}
void NzSprite::SetSize(float sizeX, float sizeY)
@@ -136,6 +162,7 @@ void NzSprite::SetTexture(NzTexture* texture, bool resizeSprite)
void NzSprite::SetTextureCoords(const NzRectf& coords)
{
m_textureCoords = coords;
m_verticesUpdated = false;
}
void NzSprite::SetTextureRect(const NzRectui& rect)
@@ -167,10 +194,13 @@ void NzSprite::InvalidateNode()
NzSceneNode::InvalidateNode();
m_boundingVolumeUpdated = false;
m_verticesUpdated = false;
}
void NzSprite::Register()
{
// Le changement de scène peut affecter les sommets
m_verticesUpdated = false;
}
void NzSprite::Unregister()
@@ -180,7 +210,12 @@ void NzSprite::Unregister()
void NzSprite::UpdateBoundingVolume() const
{
if (m_boundingVolume.IsNull())
m_boundingVolume.Set(-m_size.x*0.5f, -m_size.y*0.5f, 0.f, m_size.x, m_size.y, 0.f);
{
NzVector3f down = m_scene->GetDown();
NzVector3f right = m_scene->GetRight();
m_boundingVolume.Set(NzVector3f(0.f), m_size.x*right + m_size.y*down);
}
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
@@ -188,3 +223,30 @@ void NzSprite::UpdateBoundingVolume() const
m_boundingVolume.Update(m_transformMatrix);
m_boundingVolumeUpdated = true;
}
void NzSprite::UpdateVertices() const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
NzVector3f down = m_scene->GetDown();
NzVector3f right = m_scene->GetRight();
m_vertices[0].color = m_color;
m_vertices[0].position = m_transformMatrix.Transform(NzVector3f(0.f));
m_vertices[0].uv.Set(m_textureCoords.GetCorner(nzRectCorner_LeftTop));
m_vertices[1].color = m_color;
m_vertices[1].position = m_transformMatrix.Transform(m_size.x*right);
m_vertices[1].uv.Set(m_textureCoords.GetCorner(nzRectCorner_RightTop));
m_vertices[2].color = m_color;
m_vertices[2].position = m_transformMatrix.Transform(m_size.y*down);
m_vertices[2].uv.Set(m_textureCoords.GetCorner(nzRectCorner_LeftBottom));
m_vertices[3].color = m_color;
m_vertices[3].position = m_transformMatrix.Transform(m_size.x*right + m_size.y*down);
m_vertices[3].uv.Set(m_textureCoords.GetCorner(nzRectCorner_RightBottom));
m_verticesUpdated = true;
}