Graphics: Add LinearSlicedSprite class
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154
src/Nazara/Graphics/LinearSlicedSprite.cpp
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154
src/Nazara/Graphics/LinearSlicedSprite.cpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/LinearSlicedSprite.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/RenderSpriteChain.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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LinearSlicedSprite::LinearSlicedSprite(std::shared_ptr<Material> material, Orientation orientation) :
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m_material(std::move(material)),
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m_sectionCount(0),
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m_spriteCount(0),
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m_color(Color::White),
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m_orientation(orientation),
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m_textureCoords(0.f, 0.f, 1.f, 1.f),
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m_size(64.f, 64.f)
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{
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UpdateVertices();
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}
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void LinearSlicedSprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements, const Recti& scissorBox) const
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{
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const auto& materialPass = m_material->GetPass(passIndex);
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if (!materialPass)
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return;
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const std::shared_ptr<VertexDeclaration>& vertexDeclaration = VertexDeclaration::Get(VertexLayout::XYZ_Color_UV);
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std::vector<RenderPipelineInfo::VertexBufferData> vertexBufferData = {
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{
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{
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0,
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vertexDeclaration
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}
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}
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};
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const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(vertexBufferData);
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const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTextures[UnderlyingCast(ImageType::E2D)];
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elements.emplace_back(std::make_unique<RenderSpriteChain>(GetRenderLayer(), materialPass, renderPipeline, worldInstance, vertexDeclaration, whiteTexture, m_spriteCount, m_vertices.data(), scissorBox));
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}
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const std::shared_ptr<Material>& LinearSlicedSprite::GetMaterial(std::size_t i) const
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{
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assert(i == 0);
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NazaraUnused(i);
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return m_material;
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}
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std::size_t LinearSlicedSprite::GetMaterialCount() const
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{
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return 1;
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}
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Vector3ui LinearSlicedSprite::GetTextureSize() const
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{
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assert(m_material);
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//TODO: Cache index in registry?
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if (const auto& material = m_material->FindPass("ForwardPass"))
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{
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BasicMaterial mat(*material);
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if (mat.HasDiffuseMap())
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{
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// Material should always have textures but we're better safe than sorry
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if (const auto& texture = mat.GetDiffuseMap())
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return texture->GetSize();
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}
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}
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// Couldn't get material pass or texture
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return Vector3ui::Unit(); //< prevents division by zero
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}
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void LinearSlicedSprite::UpdateVertices()
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{
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VertexStruct_XYZ_Color_UV* vertices = m_vertices.data();
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Vector3f origin = Vector3f::Zero();
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Vector2f topLeftUV = m_textureCoords.GetCorner(RectCorner::LeftTop);
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m_spriteCount = 0;
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for (std::size_t i = 0; i < m_sectionCount; ++i)
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{
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const auto& section = m_sections[i];
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if (section.size <= 0.f)
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continue;
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Vector2f dir;
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Vector2f size;
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Vector2f texCoords;
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if (m_orientation == Orientation::Horizontal)
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{
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dir = Vector2(1.f, 0.f);
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size = Vector2f(section.size, m_size.y);
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texCoords = Vector2f(section.textureCoord, m_textureCoords.height);
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}
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else
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{
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dir = Vector2(0.f, 1.f);
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size = Vector2f(m_size.x, section.size);
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texCoords = Vector2f(m_textureCoords.width, section.textureCoord);
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}
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vertices->color = m_color;
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vertices->position = origin;
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vertices->uv = topLeftUV;
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vertices++;
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vertices->color = m_color;
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vertices->position = origin + size.x * Vector3f::Right();
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vertices->uv = topLeftUV + Vector2f(texCoords.x, 0.f);
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vertices++;
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vertices->color = m_color;
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vertices->position = origin + size.y * Vector3f::Up();
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vertices->uv = topLeftUV + Vector2f(0.f, texCoords.y);
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vertices++;
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vertices->color = m_color;
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vertices->position = origin + size.x * Vector3f::Right() + size.y * Vector3f::Up();
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vertices->uv = topLeftUV + Vector2f(texCoords.x, texCoords.y);
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vertices++;
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origin += dir * section.size;
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topLeftUV += dir * section.textureCoord;
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m_spriteCount++;
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}
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Boxf aabb = Boxf::Zero();
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std::size_t vertexCount = 4 * m_spriteCount;
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if (vertexCount > 0)
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{
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// Reverse texcoords Y
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for (std::size_t i = 0; i < vertexCount; ++i)
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m_vertices[i].uv.y = m_textureCoords.height - m_vertices[i].uv.y;
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aabb.Set(m_vertices[0].position);
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for (std::size_t i = 1; i < vertexCount; ++i)
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aabb.ExtendTo(m_vertices[i].position);
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}
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UpdateAABB(aabb);
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OnElementInvalidated(this);
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}
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}
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