NazaraEngine/src/Nazara/Graphics/LinearSlicedSprite.cpp

156 lines
4.8 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" 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/ElementRendererRegistry.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/MaterialInstance.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
LinearSlicedSprite::LinearSlicedSprite(std::shared_ptr<MaterialInstance> 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_origin(0.f, 0.f)
{
Vector2ui size = Vector2ui(GetTextureSize());
m_size = SafeCast<float>((orientation == Orientation::Horizontal) ? size.x : size.y);
UpdateVertices();
}
void LinearSlicedSprite::BuildElement(ElementRendererRegistry& registry, const ElementData& elementData, std::size_t passIndex, std::vector<RenderElementOwner>& elements) const
{
const auto& materialPipeline = m_material->GetPipeline(passIndex);
if (!materialPipeline)
return;
MaterialPassFlags passFlags = m_material->GetPassFlags(passIndex);
const std::shared_ptr<VertexDeclaration>& vertexDeclaration = VertexDeclaration::Get(VertexLayout::XYZ_Color_UV);
RenderPipelineInfo::VertexBufferData vertexBufferData = {
0,
vertexDeclaration
};
const auto& renderPipeline = materialPipeline->GetRenderPipeline(&vertexBufferData, 1);
const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTextures[ImageType::E2D];
elements.emplace_back(registry.AllocateElement<RenderSpriteChain>(GetRenderLayer(), m_material, passFlags, renderPipeline, *elementData.worldInstance, vertexDeclaration, whiteTexture, m_spriteCount, m_vertices.data(), *elementData.scissorBox));
}
const std::shared_ptr<MaterialInstance>& 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: Move this in a separate function
if (const std::shared_ptr<Texture>* textureOpt = m_material->GetTextureProperty("BaseColorMap"))
{
// Material should always have textures but we're better safe than sorry
if (const std::shared_ptr<Texture>& texture = *textureOpt)
return texture->GetSize();
}
return Vector3ui::Unit(); //< prevents division by zero
}
void LinearSlicedSprite::UpdateVertices()
{
float totalSectionSize = 0.f;
for (const Section& section : m_sections)
totalSectionSize += std::max(section.size, 0.f);
Vector2f originShift = m_origin * ((m_orientation == Orientation::Horizontal) ? Vector2f(totalSectionSize, m_size) : Vector2f(m_size, totalSectionSize));
Vector3f topLeftCorner = -originShift;
Vector2f topLeftUV = m_textureCoords.GetCorner(RectCorner::LeftTop);
m_spriteCount = 0;
VertexStruct_XYZ_Color_UV* vertices = m_vertices.data();
for (const Section& section : m_sections)
{
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);
texCoords = Vector2f(section.textureCoord, m_textureCoords.height);
}
else
{
dir = Vector2(0.f, 1.f);
size = Vector2f(m_size, section.size);
texCoords = Vector2f(m_textureCoords.width, section.textureCoord);
}
vertices->color = m_color;
vertices->position = topLeftCorner;
vertices->uv = topLeftUV;
vertices++;
vertices->color = m_color;
vertices->position = topLeftCorner + size.x * Vector3f::Right();
vertices->uv = topLeftUV + Vector2f(texCoords.x, 0.f);
vertices++;
vertices->color = m_color;
vertices->position = topLeftCorner + size.y * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(0.f, texCoords.y);
vertices++;
vertices->color = m_color;
vertices->position = topLeftCorner + size.x * Vector3f::Right() + size.y * Vector3f::Up();
vertices->uv = topLeftUV + Vector2f(texCoords.x, texCoords.y);
vertices++;
topLeftCorner += 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 = Boxf(m_vertices[0].position, Vector3f::Zero());
for (std::size_t i = 1; i < vertexCount; ++i)
aabb.ExtendTo(m_vertices[i].position);
}
UpdateAABB(aabb);
OnElementInvalidated(this);
}
}