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spriterender.cpp
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288 lines (262 loc) · 6.56 KB
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#include "components/spriterender.h"
#include "components/actor.h"
#include "components/transform.h"
#include "resources/material.h"
#include "resources/mesh.h"
#include "resources/sprite.h"
#include "pipelinecontext.h"
#include <math.h>
namespace {
const char *gColor = "mainColor";
const char *gTexture = "mainTexture";
const char *gDefaultSprite = ".embedded/DefaultSprite.shader";
}
/*!
\class SpriteRender
\brief Draws a sprite for the 2D graphics.
\inmodule Components
The SpriteRender component allows you to display images as sprites to use in both 2D and 3D scenes.
*/
/*!
\enum SpriteRender::DrawMode
\value Simple \c The SpriteRender will draw sprite as is.
\value Sliced \c The SpriteRender will respect 9 patch slicing rules for the size property.
\value Tiled \c The SpriteRender will duplicate sprites to fill the size property rectangle.
*/
SpriteRender::SpriteRender() :
m_color(1.0f),
m_size(1.0f),
m_sheet(nullptr),
m_texture(nullptr),
m_mesh(PipelineContext::defaultPlane()),
m_customMesh(Engine::objectCreate<Mesh>()),
m_drawMode(Simple),
m_priority(0),
m_useCustom(false),
m_dirty(true) {
}
SpriteRender::~SpriteRender() {
if(m_sheet) {
m_sheet->unsubscribe(this);
}
delete m_customMesh;
m_customMesh = nullptr;
}
/*!
\internal
*/
Mesh *SpriteRender::meshToDraw(int instance) {
if(m_dirty) {
m_useCustom = false;
if(m_sheet) {
int hash = Mathf::hashString(m_item);
Mesh *mesh = m_sheet->composeMesh(m_customMesh, hash, static_cast<Sprite::Mode>(m_drawMode), m_size);
if(mesh != m_customMesh) {
if(mesh) {
m_mesh = mesh;
if(m_drawMode == Sprite::Simple) {
m_size = mesh->bound().extent * 2.0f;
}
} else {
m_mesh = PipelineContext::defaultPlane();
}
} else {
m_useCustom = true;
}
} else {
m_mesh = PipelineContext::defaultPlane();
}
m_dirty = false;
}
return (m_useCustom) ? m_customMesh : m_mesh;
}
/*!
\internal
*/
AABBox SpriteRender::localBound() const {
if(m_useCustom) {
return m_customMesh->bound();
} else if(m_mesh) {
return m_mesh->bound();
}
return Renderable::localBound();
}
/*!
Returns a sprite sheet.
*/
Sprite *SpriteRender::sprite() const {
return m_sheet;
}
/*!
Replaces current sprite \a sheet with a new one.
*/
void SpriteRender::setSprite(Sprite *sheet) {
if(m_sheet != sheet) {
if(m_sheet) {
m_sheet->unsubscribe(this);
}
if(m_texture) {
m_texture->decRef();
}
m_sheet = sheet;
if(m_sheet) {
m_sheet->subscribe(&SpriteRender::spriteUpdated, this);
m_dirty = true;
if(!m_materials.empty() && m_sheet->state() == Resource::Ready) {
m_materials[0]->setTexture(gTexture, m_sheet->page());
}
}
}
}
/*!
Returns current assigned texture.
*/
Texture *SpriteRender::texture() const {
if(m_sheet) {
return m_sheet->page();
}
return m_texture;
}
/*!
Replaces current \a texture with a new one.
*/
void SpriteRender::setTexture(Texture *texture) {
if(m_sheet) {
m_sheet->unsubscribe(this);
m_sheet = nullptr;
}
m_texture = texture;
if(!m_materials.empty()) {
if(m_texture) {
m_texture->incRef();
}
m_dirty = true;
if(!m_materials.empty()) {
m_materials[0]->setTexture(gTexture, m_texture);
}
}
}
/*!
Returns the color of the sprite to be drawn.
*/
Vector4 SpriteRender::color() const {
return m_color;
}
/*!
Changes the \a color of the sprite to be drawn.
*/
void SpriteRender::setColor(const Vector4 &color) {
m_color = color;
for(auto it : m_materials) {
it->setVector4(gColor, &m_color);
}
}
/*!
Returns the current item name of sprite from the sprite sheet.
*/
TString SpriteRender::item() const {
return m_item;
}
/*!
Sets the current sub \a item name of sprite from the sprite sheet.
*/
void SpriteRender::setItem(const TString &item) {
if(m_item != item) {
m_item = item;
m_dirty = true;
}
}
/*!
Returns size of sprite.
*/
Vector2 SpriteRender::size() const {
return m_size;
}
/*!
Sets a new \a size of sprite.
*/
void SpriteRender::setSize(const Vector2 &size) {
m_size = size;
}
/*!
Returns a draw mode for the sprite.
Please check SpriteRender::DrawMode for more details.
*/
int SpriteRender::drawMode() const {
return m_drawMode;
}
/*!
Sets a draw \a mode for the sprite.
Please check SpriteRender::DrawMode for more details.
*/
void SpriteRender::setDrawMode(int mode) {
if(m_drawMode != mode) {
m_drawMode = mode;
m_dirty = true;
}
}
/*!
Returns the redering layer for the sprite.
*/
int SpriteRender::layer() const {
return m_priority;
}
/*!
Sets the redering \a layer for the sprite.
*/
void SpriteRender::setLayer(int layer) {
m_priority = layer;
for(auto it : m_materials) {
it->setPriority(m_priority);
}
}
/*!
\internal
*/
void SpriteRender::setMaterial(Material *material) {
Renderable::setMaterial(material);
for(auto it : m_materials) {
it->setTexture(gTexture, texture());
it->setVector4(gColor, &m_color);
it->setTransform(transform());
}
}
/*!
\internal
*/
void SpriteRender::setMaterialsList(const std::list<Material *> &materials) {
Renderable::setMaterialsList(materials);
for(auto it : m_materials) {
it->setTexture(gTexture, texture());
it->setVector4(gColor, &m_color);
it->setTransform(transform());
}
}
/*!
\internal
*/
void SpriteRender::composeComponent() {
setMaterial(Engine::loadResource<Material>(gDefaultSprite));
}
/*!
\internal
*/
void SpriteRender::spriteUpdated(int state, void *ptr) {
SpriteRender *p = static_cast<SpriteRender *>(ptr);
switch(state) {
case Resource::Ready: {
if(!p->m_materials.empty()) {
p->m_materials[0]->setTexture(gTexture, p->m_sheet->page());
}
p->m_dirty = true;
} break;
case Resource::ToBeDeleted: {
p->m_sheet = nullptr;
if(!p->m_materials.empty()) {
p->m_materials[0]->setTexture(gTexture, nullptr);
}
p->m_dirty = true;
} break;
default: break;
}
}