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https://github.com/mkxp-z/mkxp-z.git
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Add settable bitmap patterns on Sprites
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commit
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7 changed files with 569 additions and 464 deletions
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@ -52,6 +52,7 @@ RB_METHOD(spriteInitialize) {
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}
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DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Bitmap, "bitmap")
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DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Pattern, "pattern")
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DEF_GFX_PROP_OBJ_VAL(Sprite, Rect, SrcRect, "src_rect")
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DEF_GFX_PROP_OBJ_VAL(Sprite, Color, Color, "color")
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DEF_GFX_PROP_OBJ_VAL(Sprite, Tone, Tone, "tone")
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@ -64,6 +65,9 @@ DEF_GFX_PROP_I(Sprite, BushDepth)
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DEF_GFX_PROP_I(Sprite, BushOpacity)
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DEF_GFX_PROP_I(Sprite, Opacity)
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DEF_GFX_PROP_I(Sprite, BlendType)
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DEF_GFX_PROP_I(Sprite, PatternOpacity)
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DEF_GFX_PROP_I(Sprite, PatternScrollX)
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DEF_GFX_PROP_I(Sprite, PatternScrollY)
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DEF_GFX_PROP_I(Sprite, WaveAmp)
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DEF_GFX_PROP_I(Sprite, WaveLength)
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DEF_GFX_PROP_I(Sprite, WaveSpeed)
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@ -132,6 +136,11 @@ void spriteBindingInit() {
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INIT_PROP_BIND(Sprite, BushOpacity, "bush_opacity");
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INIT_PROP_BIND(Sprite, Pattern, "pattern");
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INIT_PROP_BIND(Sprite, PatternOpacity, "pattern_opacity");
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INIT_PROP_BIND(Sprite, PatternScrollX, "pattern_scroll_x");
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INIT_PROP_BIND(Sprite, PatternScrollY, "pattern_scroll_y");
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INIT_PROP_BIND(Sprite, WaveAmp, "wave_amp");
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INIT_PROP_BIND(Sprite, WaveLength, "wave_length");
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INIT_PROP_BIND(Sprite, WaveSpeed, "wave_speed");
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@ -9,15 +9,27 @@ uniform lowp vec4 color;
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uniform float bushDepth;
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uniform lowp float bushOpacity;
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uniform sampler2D pattern;
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uniform lowp float patternOpacity;
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uniform bool renderPattern;
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varying vec2 v_texCoord;
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varying vec2 v_patCoord;
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const vec3 lumaF = vec3(.299, .587, .114);
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const vec2 repeat = vec2(1, 1);
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void main()
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{
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/* Sample source color */
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vec4 frag = texture2D(texture, v_texCoord);
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/* Apply the pattern if needed */
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if (renderPattern) {
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vec4 pattfrag = texture2D(pattern, mod(v_patCoord, repeat));
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frag.rgb = mix(frag.rgb, pattfrag.rgb, pattfrag.a * patternOpacity);
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}
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/* Apply gray */
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float luma = dot(frag.rgb, lumaF);
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frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
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@ -4,14 +4,22 @@ uniform mat4 projMat;
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uniform mat4 spriteMat;
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uniform vec2 texSizeInv;
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uniform vec2 patternSizeInv;
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uniform vec2 patternScroll;
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uniform bool renderPattern;
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attribute vec2 position;
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attribute vec2 texCoord;
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varying vec2 v_texCoord;
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varying vec2 v_patCoord;
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void main()
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{
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gl_Position = projMat * spriteMat * vec4(position, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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if (renderPattern) {
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v_patCoord = (texCoord * patternSizeInv) - (patternScroll * patternSizeInv);
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}
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}
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@ -245,6 +245,11 @@ void Shader::initFromFile(const char *_vertFile, const char *_fragFile,
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_vertFile, _fragFile, programName);
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}
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void Shader::setVec2Uniform(GLint location, const Vec2 &vec)
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{
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gl.Uniform2f(location, vec.x, vec.y);
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}
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void Shader::setVec4Uniform(GLint location, const Vec4 &vec)
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{
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gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w);
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@ -463,6 +468,11 @@ SpriteShader::SpriteShader()
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GET_U(opacity);
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GET_U(bushDepth);
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GET_U(bushOpacity);
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GET_U(pattern);
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GET_U(renderPattern);
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GET_U(patternSizeInv);
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GET_U(patternOpacity);
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GET_U(patternScroll);
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}
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void SpriteShader::setSpriteMat(const float value[16])
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@ -495,6 +505,27 @@ void SpriteShader::setBushOpacity(float value)
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gl.Uniform1f(u_bushOpacity, value);
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}
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void SpriteShader::setPattern(const TEX::ID pattern, const Vec2 &dimensions)
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{
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setTexUniform(u_pattern, 1, pattern);
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gl.Uniform2f(u_patternSizeInv, 1.f / dimensions.x, 1.f / dimensions.y);
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}
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void SpriteShader::setShouldRenderPattern(bool value)
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{
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gl.Uniform1i(u_renderPattern, value);
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}
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void SpriteShader::setPatternOpacity(float value)
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{
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gl.Uniform1f(u_patternOpacity, value);
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}
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void SpriteShader::setPatternScroll(const Vec2 &scroll)
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{
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setVec2Uniform(u_patternScroll, scroll);
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}
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PlaneShader::PlaneShader()
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{
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@ -53,6 +53,7 @@ protected:
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const char *programName);
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static void setVec4Uniform(GLint location, const Vec4 &vec);
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static void setVec2Uniform(GLint location, const Vec2 &vec);
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static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture);
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GLuint vertShader, fragShader;
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@ -190,9 +191,13 @@ public:
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void setOpacity(float value);
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void setBushDepth(float value);
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void setBushOpacity(float value);
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void setPattern(const TEX::ID pattern, const Vec2 &dimensions);
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void setShouldRenderPattern(bool value);
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void setPatternOpacity(float value);
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void setPatternScroll(const Vec2 &scroll);
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private:
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GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity;
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GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity, u_pattern, u_renderPattern, u_patternSizeInv, u_patternOpacity, u_patternScroll;
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};
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class PlaneShader : public ShaderBase
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@ -1,23 +1,23 @@
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/*
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** sprite.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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** sprite.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "sprite.h"
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@ -60,6 +60,10 @@ struct SpritePrivate
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NormValue opacity;
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BlendType blendType;
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Bitmap *pattern;
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NormValue patternOpacity;
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Vec2 patternScroll;
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IntRect sceneRect;
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Vec2i sceneOrig;
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@ -97,6 +101,8 @@ struct SpritePrivate
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bushOpacity(128),
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opacity(255),
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blendType(BlendNormal),
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pattern(0),
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patternOpacity(255),
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isVisible(false),
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color(&tmp.color),
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tone(&tmp.tone)
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@ -109,6 +115,8 @@ struct SpritePrivate
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prepareCon = shState->prepareDraw.connect
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(&SpritePrivate::prepare, this);
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patternScroll = Vec2(0,0);
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wave.amp = 0;
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wave.length = 180;
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wave.speed = 360;
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@ -299,7 +307,7 @@ struct SpritePrivate
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};
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Sprite::Sprite(Viewport *viewport)
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: ViewportElement(viewport)
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: ViewportElement(viewport)
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{
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p = new SpritePrivate;
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onGeometryChange(scene->getGeometry());
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@ -321,6 +329,7 @@ DEF_ATTR_RD_SIMPLE(Sprite, Angle, float, p->trans.getRotation())
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DEF_ATTR_RD_SIMPLE(Sprite, Mirror, bool, p->mirrored)
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DEF_ATTR_RD_SIMPLE(Sprite, BushDepth, int, p->bushDepth)
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DEF_ATTR_RD_SIMPLE(Sprite, BlendType, int, p->blendType)
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DEF_ATTR_RD_SIMPLE(Sprite, Pattern, Bitmap*, p->pattern)
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DEF_ATTR_RD_SIMPLE(Sprite, Width, int, p->srcRect->width)
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DEF_ATTR_RD_SIMPLE(Sprite, Height, int, p->srcRect->height)
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DEF_ATTR_RD_SIMPLE(Sprite, WaveAmp, int, p->wave.amp)
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@ -333,6 +342,9 @@ DEF_ATTR_SIMPLE(Sprite, Opacity, int, p->opacity)
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DEF_ATTR_SIMPLE(Sprite, SrcRect, Rect&, *p->srcRect)
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DEF_ATTR_SIMPLE(Sprite, Color, Color&, *p->color)
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DEF_ATTR_SIMPLE(Sprite, Tone, Tone&, *p->tone)
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DEF_ATTR_SIMPLE(Sprite, PatternOpacity, int, p->patternOpacity)
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DEF_ATTR_SIMPLE(Sprite, PatternScrollX, int, p->patternScroll.x)
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DEF_ATTR_SIMPLE(Sprite, PatternScrollY, int, p->patternScroll.y)
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void Sprite::setBitmap(Bitmap *bitmap)
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{
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@ -476,15 +488,28 @@ void Sprite::setBlendType(int type)
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}
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}
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void Sprite::setPattern(Bitmap *value)
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{
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guardDisposed();
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if (p->pattern == value)
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return;
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p->pattern = value;
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if (!nullOrDisposed(value))
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value->ensureNonMega();
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}
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#define DEF_WAVE_SETTER(Name, name, type) \
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void Sprite::setWave##Name(type value) \
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{ \
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guardDisposed(); \
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if (p->wave.name == value) \
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return; \
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p->wave.name = value; \
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p->wave.dirty = true; \
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}
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void Sprite::setWave##Name(type value) \
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{ \
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guardDisposed(); \
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if (p->wave.name == value) \
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return; \
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p->wave.name = value; \
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p->wave.dirty = true; \
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}
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DEF_WAVE_SETTER(Amp, amp, int)
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DEF_WAVE_SETTER(Length, length, int)
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@ -527,7 +552,8 @@ void Sprite::draw()
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bool renderEffect = p->color->hasEffect() ||
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p->tone->hasEffect() ||
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flashing ||
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p->bushDepth != 0;
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p->bushDepth != 0 ||
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(p->pattern && !p->pattern->isDisposed());
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if (renderEffect)
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{
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@ -542,6 +568,16 @@ void Sprite::draw()
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shader.setBushDepth(p->efBushDepth);
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shader.setBushOpacity(p->bushOpacity.norm);
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if (p->pattern) {
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shader.setPattern(p->pattern->getGLTypes().tex, Vec2(p->pattern->width(), p->pattern->height()));
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shader.setPatternOpacity(p->patternOpacity.norm);
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shader.setPatternScroll(p->patternScroll);
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shader.setShouldRenderPattern(true);
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}
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else {
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shader.setShouldRenderPattern(false);
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}
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/* When both flashing and effective color are set,
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* the one with higher alpha will be blended */
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const Vec4 *blend = (flashing && flashColor.w > p->color->norm.w) ?
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@ -62,6 +62,10 @@ public:
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DECL_ATTR( BlendType, int )
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DECL_ATTR( Color, Color& )
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DECL_ATTR( Tone, Tone& )
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DECL_ATTR( Pattern, Bitmap* )
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DECL_ATTR( PatternOpacity, int )
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DECL_ATTR( PatternScrollX, int )
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DECL_ATTR( PatternScrollY, int )
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DECL_ATTR( WaveAmp, int )
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DECL_ATTR( WaveLength, int )
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DECL_ATTR( WaveSpeed, int )
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