NazaraEngine/src/Nazara/Graphics/LinearSlicedSprite.cpp

155 lines
4.4 KiB
C++

// Copyright (C) 2022 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/LinearSlicedSprite.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
LinearSlicedSprite::LinearSlicedSprite(std::shared_ptr<Material> material, Orientation orientation) :
m_material(std::move(material)),
m_sectionCount(0),
m_spriteCount(0),
m_color(Color::White),
m_orientation(orientation),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f)
{
UpdateVertices();
}
void LinearSlicedSprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, const SkeletonInstance* skeletonInstance, std::vector<std::unique_ptr<RenderElement>>& elements, const Recti& scissorBox) 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>(GetRenderLayer(), materialPass, renderPipeline, worldInstance, vertexDeclaration, whiteTexture, m_spriteCount, m_vertices.data(), scissorBox));
}
const std::shared_ptr<Material>& LinearSlicedSprite::GetMaterial(std::size_t i) const
{
assert(i == 0);
NazaraUnused(i);
return m_material;
}
std::size_t LinearSlicedSprite::GetMaterialCount() const
{
return 1;
}
Vector3ui LinearSlicedSprite::GetTextureSize() const
{
assert(m_material);
//TODO: Cache index in registry?
if (const auto& material = m_material->FindPass("ForwardPass"))
{
BasicMaterial mat(*material);
if (mat.HasBaseColorMap())
{
// Material should always have textures but we're better safe than sorry
if (const auto& texture = mat.GetBaseColorMap())
return texture->GetSize();
}
}
// Couldn't get material pass or texture
return Vector3ui::Unit(); //< prevents division by zero
}
void LinearSlicedSprite::UpdateVertices()
{
VertexStruct_XYZ_Color_UV* vertices = m_vertices.data();
Vector3f origin = Vector3f::Zero();
Vector2f topLeftUV = m_textureCoords.GetCorner(RectCorner::LeftTop);
m_spriteCount = 0;
for (std::size_t i = 0; i < m_sectionCount; ++i)
{
const auto& section = m_sections[i];
if (section.size <= 0.f)
continue;
Vector2f dir;
Vector2f size;
Vector2f texCoords;
if (m_orientation == Orientation::Horizontal)
{
dir = Vector2(1.f, 0.f);
size = Vector2f(section.size, m_size.y);
texCoords = Vector2f(section.textureCoord, m_textureCoords.height);
}
else
{
dir = Vector2(0.f, 1.f);
size = Vector2f(m_size.x, section.size);
texCoords = Vector2f(m_textureCoords.width, section.textureCoord);
}
vertices->color = m_color;
vertices->position = origin;
vertices->uv = topLeftUV;
vertices++;
vertices->color = m_color;
vertices->position = origin + size.x * Vector3f::Right();
vertices->uv = topLeftUV + Vector2f(texCoords.x, 0.f);
vertices++;
vertices->color = m_color;
vertices->position = origin + size.y * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(0.f, texCoords.y);
vertices++;
vertices->color = m_color;
vertices->position = origin + size.x * Vector3f::Right() + size.y * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(texCoords.x, texCoords.y);
vertices++;
origin += dir * section.size;
topLeftUV += dir * section.textureCoord;
m_spriteCount++;
}
Boxf aabb = Boxf::Zero();
std::size_t vertexCount = 4 * m_spriteCount;
if (vertexCount > 0)
{
// Reverse texcoords Y
for (std::size_t i = 0; i < vertexCount; ++i)
m_vertices[i].uv.y = m_textureCoords.height - m_vertices[i].uv.y;
aabb.Set(m_vertices[0].position);
for (std::size_t i = 1; i < vertexCount; ++i)
aabb.ExtendTo(m_vertices[i].position);
}
UpdateAABB(aabb);
OnElementInvalidated(this);
}
}