Graphics: Add SlicedSprite class

This commit is contained in:
Jérôme Leclercq
2021-11-28 20:19:59 +01:00
parent 01cd4986cc
commit db88f0ca0d
4 changed files with 326 additions and 0 deletions

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// Copyright (C) 2021 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/SlicedSprite.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
SlicedSprite::SlicedSprite(std::shared_ptr<Material> material) :
m_material(std::move(material)),
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f)
{
UpdateVertices();
}
void SlicedSprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
{
const auto& materialPass = m_material->GetPass(passIndex);
if (!materialPass)
return;
const std::shared_ptr<VertexDeclaration>& vertexDeclaration = VertexDeclaration::Get(VertexLayout::XYZ_Color_UV);
std::vector<RenderPipelineInfo::VertexBufferData> vertexBufferData = {
{
{
0,
vertexDeclaration
}
}
};
const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(vertexBufferData);
const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTextures[UnderlyingCast(ImageType::E2D)];
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, materialPass, renderPipeline, worldInstance, vertexDeclaration, whiteTexture, 9, m_vertices.data()));
}
const std::shared_ptr<Material>& SlicedSprite::GetMaterial(std::size_t i) const
{
assert(i == 0);
NazaraUnused(i);
return m_material;
}
std::size_t SlicedSprite::GetMaterialCount() const
{
return 1;
}
inline auto SlicedSprite::GetTopLeftCorner() const -> const Corner&
{
return m_topLeftCorner;
}
Vector3ui SlicedSprite::GetTextureSize() const
{
assert(m_material);
//TODO: Cache index in registry?
if (const auto& material = m_material->FindPass("ForwardPass"))
{
BasicMaterial mat(*material);
if (mat.HasDiffuseMap())
{
// Material should always have textures but we're better safe than sorry
if (const auto& texture = mat.GetDiffuseMap())
return mat.GetDiffuseMap()->GetSize();
}
}
// Couldn't get material pass or texture
return Vector3ui::Unit(); //< prevents division by zero
}
void SlicedSprite::UpdateVertices()
{
VertexStruct_XYZ_Color_UV* vertices = m_vertices.data();
std::array<float, 3> heights = {
m_topLeftCorner.size.y,
m_size.y - m_topLeftCorner.size.y - m_bottomRightCorner.size.y,
m_bottomRightCorner.size.y
};
std::array<float, 3> widths = {
m_topLeftCorner.size.x,
m_size.x - m_topLeftCorner.size.x - m_bottomRightCorner.size.x,
m_bottomRightCorner.size.x
};
std::array<float, 3> texCoordsX = {
m_topLeftCorner.textureCoords.x * m_textureCoords.width,
m_textureCoords.width - m_topLeftCorner.textureCoords.x * m_textureCoords.width - m_bottomRightCorner.textureCoords.x * m_textureCoords.width,
m_bottomRightCorner.textureCoords.x * m_textureCoords.width
};
std::array<float, 3> texCoordsY = {
m_topLeftCorner.textureCoords.y * m_textureCoords.height,
m_textureCoords.height - m_topLeftCorner.textureCoords.y * m_textureCoords.height - m_bottomRightCorner.textureCoords.y * m_textureCoords.height,
m_bottomRightCorner.textureCoords.y * m_textureCoords.height
};
Vector3f origin = Vector3f::Zero();
Vector2f topLeftUV = m_textureCoords.GetCorner(RectCorner::LeftTop);
for (std::size_t y = 0; y < 3; ++y)
{
for (std::size_t x = 0; x < 3; ++x)
{
vertices->color = m_color;
vertices->position = origin;
vertices->uv = topLeftUV;
vertices++;
vertices->color = m_color;
vertices->position = origin + widths[x] * Vector3f::Right();
vertices->uv = topLeftUV + Vector2f(texCoordsX[x], 0.f);
vertices++;
vertices->color = m_color;
vertices->position = origin + heights[y] * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(0.f, texCoordsY[y]);
vertices++;
vertices->color = m_color;
vertices->position = origin + widths[x] * Vector3f::Right() + heights[y] * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(texCoordsX[x], texCoordsY[y]);
vertices++;
origin.x += widths[x];
topLeftUV.x += texCoordsX[x];
}
origin.x = 0;
origin.y += heights[y];
topLeftUV.x = m_textureCoords.x;
topLeftUV.y += texCoordsY[y];
}
// Reverse texcoords Y
for (auto& vertex : m_vertices)
vertex.uv.y = m_textureCoords.height - vertex.uv.y;
Boxf aabb;
aabb.Set(m_vertices[0].position);
for (std::size_t i = 1; i < m_vertices.size(); ++i)
aabb.ExtendTo(m_vertices[i].position);
UpdateAABB(aabb);
OnElementInvalidated(this);
}
}