NazaraEngine/src/Nazara/Graphics/Sprite.cpp

82 lines
2.3 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/Sprite.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
Sprite::Sprite(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),
m_origin(0.f, 0.f, 0.f)
{
m_cornerColor.fill(Color::White);
UpdateVertices();
}
void Sprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, 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, 1, m_vertices.data(), scissorBox));
}
const std::shared_ptr<Material>& Sprite::GetMaterial(std::size_t i) const
{
assert(i == 0);
NazaraUnused(i);
return m_material;
}
std::size_t Sprite::GetMaterialCount() const
{
return 1;
}
Vector3ui Sprite::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
}
}