Add settable bitmap patterns on Sprites

This commit is contained in:
Struma 2021-11-29 06:58:41 -05:00
parent 3da0f4c948
commit 6722a1e61a
7 changed files with 569 additions and 464 deletions

View file

@ -52,6 +52,7 @@ RB_METHOD(spriteInitialize) {
}
DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Bitmap, "bitmap")
DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Pattern, "pattern")
DEF_GFX_PROP_OBJ_VAL(Sprite, Rect, SrcRect, "src_rect")
DEF_GFX_PROP_OBJ_VAL(Sprite, Color, Color, "color")
DEF_GFX_PROP_OBJ_VAL(Sprite, Tone, Tone, "tone")
@ -64,6 +65,9 @@ DEF_GFX_PROP_I(Sprite, BushDepth)
DEF_GFX_PROP_I(Sprite, BushOpacity)
DEF_GFX_PROP_I(Sprite, Opacity)
DEF_GFX_PROP_I(Sprite, BlendType)
DEF_GFX_PROP_I(Sprite, PatternOpacity)
DEF_GFX_PROP_I(Sprite, PatternScrollX)
DEF_GFX_PROP_I(Sprite, PatternScrollY)
DEF_GFX_PROP_I(Sprite, WaveAmp)
DEF_GFX_PROP_I(Sprite, WaveLength)
DEF_GFX_PROP_I(Sprite, WaveSpeed)
@ -132,6 +136,11 @@ void spriteBindingInit() {
INIT_PROP_BIND(Sprite, BushOpacity, "bush_opacity");
INIT_PROP_BIND(Sprite, Pattern, "pattern");
INIT_PROP_BIND(Sprite, PatternOpacity, "pattern_opacity");
INIT_PROP_BIND(Sprite, PatternScrollX, "pattern_scroll_x");
INIT_PROP_BIND(Sprite, PatternScrollY, "pattern_scroll_y");
INIT_PROP_BIND(Sprite, WaveAmp, "wave_amp");
INIT_PROP_BIND(Sprite, WaveLength, "wave_length");
INIT_PROP_BIND(Sprite, WaveSpeed, "wave_speed");

View file

@ -9,15 +9,27 @@ uniform lowp vec4 color;
uniform float bushDepth;
uniform lowp float bushOpacity;
uniform sampler2D pattern;
uniform lowp float patternOpacity;
uniform bool renderPattern;
varying vec2 v_texCoord;
varying vec2 v_patCoord;
const vec3 lumaF = vec3(.299, .587, .114);
const vec2 repeat = vec2(1, 1);
void main()
{
/* Sample source color */
vec4 frag = texture2D(texture, v_texCoord);
/* Apply the pattern if needed */
if (renderPattern) {
vec4 pattfrag = texture2D(pattern, mod(v_patCoord, repeat));
frag.rgb = mix(frag.rgb, pattfrag.rgb, pattfrag.a * patternOpacity);
}
/* Apply gray */
float luma = dot(frag.rgb, lumaF);
frag.rgb = mix(frag.rgb, vec3(luma), tone.w);

View file

@ -4,14 +4,22 @@ uniform mat4 projMat;
uniform mat4 spriteMat;
uniform vec2 texSizeInv;
uniform vec2 patternSizeInv;
uniform vec2 patternScroll;
uniform bool renderPattern;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
varying vec2 v_patCoord;
void main()
{
gl_Position = projMat * spriteMat * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv;
if (renderPattern) {
v_patCoord = (texCoord * patternSizeInv) - (patternScroll * patternSizeInv);
}
}

View file

@ -245,6 +245,11 @@ void Shader::initFromFile(const char *_vertFile, const char *_fragFile,
_vertFile, _fragFile, programName);
}
void Shader::setVec2Uniform(GLint location, const Vec2 &vec)
{
gl.Uniform2f(location, vec.x, vec.y);
}
void Shader::setVec4Uniform(GLint location, const Vec4 &vec)
{
gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w);
@ -463,6 +468,11 @@ SpriteShader::SpriteShader()
GET_U(opacity);
GET_U(bushDepth);
GET_U(bushOpacity);
GET_U(pattern);
GET_U(renderPattern);
GET_U(patternSizeInv);
GET_U(patternOpacity);
GET_U(patternScroll);
}
void SpriteShader::setSpriteMat(const float value[16])
@ -495,6 +505,27 @@ void SpriteShader::setBushOpacity(float value)
gl.Uniform1f(u_bushOpacity, value);
}
void SpriteShader::setPattern(const TEX::ID pattern, const Vec2 &dimensions)
{
setTexUniform(u_pattern, 1, pattern);
gl.Uniform2f(u_patternSizeInv, 1.f / dimensions.x, 1.f / dimensions.y);
}
void SpriteShader::setShouldRenderPattern(bool value)
{
gl.Uniform1i(u_renderPattern, value);
}
void SpriteShader::setPatternOpacity(float value)
{
gl.Uniform1f(u_patternOpacity, value);
}
void SpriteShader::setPatternScroll(const Vec2 &scroll)
{
setVec2Uniform(u_patternScroll, scroll);
}
PlaneShader::PlaneShader()
{

View file

@ -53,6 +53,7 @@ protected:
const char *programName);
static void setVec4Uniform(GLint location, const Vec4 &vec);
static void setVec2Uniform(GLint location, const Vec2 &vec);
static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture);
GLuint vertShader, fragShader;
@ -190,9 +191,13 @@ public:
void setOpacity(float value);
void setBushDepth(float value);
void setBushOpacity(float value);
void setPattern(const TEX::ID pattern, const Vec2 &dimensions);
void setShouldRenderPattern(bool value);
void setPatternOpacity(float value);
void setPatternScroll(const Vec2 &scroll);
private:
GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity;
GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity, u_pattern, u_renderPattern, u_patternSizeInv, u_patternOpacity, u_patternScroll;
};
class PlaneShader : public ShaderBase

View file

@ -1,23 +1,23 @@
/*
** sprite.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
** sprite.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "sprite.h"
@ -45,269 +45,277 @@
struct SpritePrivate
{
Bitmap *bitmap;
Bitmap *bitmap;
Quad quad;
Transform trans;
Quad quad;
Transform trans;
Rect *srcRect;
sigslot::connection srcRectCon;
Rect *srcRect;
sigslot::connection srcRectCon;
bool mirrored;
int bushDepth;
float efBushDepth;
NormValue bushOpacity;
NormValue opacity;
BlendType blendType;
bool mirrored;
int bushDepth;
float efBushDepth;
NormValue bushOpacity;
NormValue opacity;
BlendType blendType;
IntRect sceneRect;
Vec2i sceneOrig;
Bitmap *pattern;
NormValue patternOpacity;
Vec2 patternScroll;
/* Would this sprite be visible on
* the screen if drawn? */
bool isVisible;
IntRect sceneRect;
Vec2i sceneOrig;
Color *color;
Tone *tone;
/* Would this sprite be visible on
* the screen if drawn? */
bool isVisible;
struct
{
int amp;
int length;
int speed;
float phase;
Color *color;
Tone *tone;
/* Wave effect is active (amp != 0) */
bool active;
/* qArray needs updating */
bool dirty;
SimpleQuadArray qArray;
} wave;
struct
{
int amp;
int length;
int speed;
float phase;
EtcTemps tmp;
/* Wave effect is active (amp != 0) */
bool active;
/* qArray needs updating */
bool dirty;
SimpleQuadArray qArray;
} wave;
sigslot::connection prepareCon;
EtcTemps tmp;
SpritePrivate()
: bitmap(0),
srcRect(&tmp.rect),
mirrored(false),
bushDepth(0),
efBushDepth(0),
bushOpacity(128),
opacity(255),
blendType(BlendNormal),
isVisible(false),
color(&tmp.color),
tone(&tmp.tone)
sigslot::connection prepareCon;
{
sceneRect.x = sceneRect.y = 0;
SpritePrivate()
: bitmap(0),
srcRect(&tmp.rect),
mirrored(false),
bushDepth(0),
efBushDepth(0),
bushOpacity(128),
opacity(255),
blendType(BlendNormal),
pattern(0),
patternOpacity(255),
isVisible(false),
color(&tmp.color),
tone(&tmp.tone)
updateSrcRectCon();
{
sceneRect.x = sceneRect.y = 0;
prepareCon = shState->prepareDraw.connect
(&SpritePrivate::prepare, this);
updateSrcRectCon();
wave.amp = 0;
wave.length = 180;
wave.speed = 360;
wave.phase = 0.0f;
wave.dirty = false;
}
prepareCon = shState->prepareDraw.connect
(&SpritePrivate::prepare, this);
~SpritePrivate()
{
srcRectCon.disconnect();
prepareCon.disconnect();
}
patternScroll = Vec2(0,0);
void recomputeBushDepth()
{
if (nullOrDisposed(bitmap))
return;
wave.amp = 0;
wave.length = 180;
wave.speed = 360;
wave.phase = 0.0f;
wave.dirty = false;
}
/* Calculate effective (normalized) bush depth */
float texBushDepth = (bushDepth / trans.getScale().y) -
(srcRect->y + srcRect->height) +
bitmap->height();
~SpritePrivate()
{
srcRectCon.disconnect();
prepareCon.disconnect();
}
efBushDepth = 1.0f - texBushDepth / bitmap->height();
}
void recomputeBushDepth()
{
if (nullOrDisposed(bitmap))
return;
void onSrcRectChange()
{
FloatRect rect = srcRect->toFloatRect();
Vec2i bmSize;
/* Calculate effective (normalized) bush depth */
float texBushDepth = (bushDepth / trans.getScale().y) -
(srcRect->y + srcRect->height) +
bitmap->height();
if (!nullOrDisposed(bitmap))
bmSize = Vec2i(bitmap->width(), bitmap->height());
efBushDepth = 1.0f - texBushDepth / bitmap->height();
}
/* Clamp the rectangle so it doesn't reach outside
* the bitmap bounds */
rect.w = clamp<int>(rect.w, 0, bmSize.x-rect.x);
rect.h = clamp<int>(rect.h, 0, bmSize.y-rect.y);
void onSrcRectChange()
{
FloatRect rect = srcRect->toFloatRect();
Vec2i bmSize;
quad.setTexRect(mirrored ? rect.hFlipped() : rect);
if (!nullOrDisposed(bitmap))
bmSize = Vec2i(bitmap->width(), bitmap->height());
quad.setPosRect(FloatRect(0, 0, rect.w, rect.h));
recomputeBushDepth();
/* Clamp the rectangle so it doesn't reach outside
* the bitmap bounds */
rect.w = clamp<int>(rect.w, 0, bmSize.x-rect.x);
rect.h = clamp<int>(rect.h, 0, bmSize.y-rect.y);
wave.dirty = true;
}
quad.setTexRect(mirrored ? rect.hFlipped() : rect);
void updateSrcRectCon()
{
/* Cut old connection */
srcRectCon.disconnect();
/* Create new one */
srcRectCon = srcRect->valueChanged.connect
(&SpritePrivate::onSrcRectChange, this);
}
quad.setPosRect(FloatRect(0, 0, rect.w, rect.h));
recomputeBushDepth();
void updateVisibility()
{
isVisible = false;
wave.dirty = true;
}
if (nullOrDisposed(bitmap))
return;
void updateSrcRectCon()
{
/* Cut old connection */
srcRectCon.disconnect();
/* Create new one */
srcRectCon = srcRect->valueChanged.connect
(&SpritePrivate::onSrcRectChange, this);
}
if (!opacity)
return;
void updateVisibility()
{
isVisible = false;
if (wave.active)
{
/* Don't do expensive wave bounding box
* calculations */
isVisible = true;
return;
}
if (nullOrDisposed(bitmap))
return;
/* Compare sprite bounding box against the scene */
if (!opacity)
return;
/* If sprite is zoomed/rotated, just opt out for now
* for simplicity's sake */
const Vec2 &scale = trans.getScale();
if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
{
isVisible = true;
return;
}
if (wave.active)
{
/* Don't do expensive wave bounding box
* calculations */
isVisible = true;
return;
}
IntRect self;
self.setPos(trans.getPositionI() - (trans.getOriginI() + sceneOrig));
self.w = bitmap->width();
self.h = bitmap->height();
/* Compare sprite bounding box against the scene */
isVisible = SDL_HasIntersection(&self, &sceneRect);
}
/* If sprite is zoomed/rotated, just opt out for now
* for simplicity's sake */
const Vec2 &scale = trans.getScale();
if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
{
isVisible = true;
return;
}
void emitWaveChunk(SVertex *&vert, float phase, int width,
float zoomY, int chunkY, int chunkLength)
{
float wavePos = phase + (chunkY / (float) wave.length) * (float) (M_PI * 2);
float chunkX = sin(wavePos) * wave.amp;
IntRect self;
self.setPos(trans.getPositionI() - (trans.getOriginI() + sceneOrig));
self.w = bitmap->width();
self.h = bitmap->height();
FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY);
FloatRect pos = tex;
pos.x = chunkX;
isVisible = SDL_HasIntersection(&self, &sceneRect);
}
Quad::setTexPosRect(vert, mirrored ? tex.hFlipped() : tex, pos);
vert += 4;
}
void emitWaveChunk(SVertex *&vert, float phase, int width,
float zoomY, int chunkY, int chunkLength)
{
float wavePos = phase + (chunkY / (float) wave.length) * (float) (M_PI * 2);
float chunkX = sin(wavePos) * wave.amp;
void updateWave()
{
if (nullOrDisposed(bitmap))
return;
FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY);
FloatRect pos = tex;
pos.x = chunkX;
if (wave.amp == 0)
{
wave.active = false;
return;
}
Quad::setTexPosRect(vert, mirrored ? tex.hFlipped() : tex, pos);
vert += 4;
}
wave.active = true;
void updateWave()
{
if (nullOrDisposed(bitmap))
return;
int width = srcRect->width;
int height = srcRect->height;
float zoomY = trans.getScale().y;
if (wave.amp == 0)
{
wave.active = false;
return;
}
if (wave.amp < -(width / 2))
{
wave.qArray.resize(0);
wave.qArray.commit();
wave.active = true;
return;
}
int width = srcRect->width;
int height = srcRect->height;
float zoomY = trans.getScale().y;
/* RMVX does this, and I have no fucking clue why */
if (wave.amp < 0)
{
wave.qArray.resize(1);
if (wave.amp < -(width / 2))
{
wave.qArray.resize(0);
wave.qArray.commit();
int x = -wave.amp;
int w = width - x * 2;
return;
}
FloatRect tex(x, srcRect->y, w, srcRect->height);
/* RMVX does this, and I have no fucking clue why */
if (wave.amp < 0)
{
wave.qArray.resize(1);
Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex);
wave.qArray.commit();
int x = -wave.amp;
int w = width - x * 2;
return;
}
FloatRect tex(x, srcRect->y, w, srcRect->height);
/* The length of the sprite as it appears on screen */
int visibleLength = height * zoomY;
Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex);
wave.qArray.commit();
/* First chunk length (aligned to 8 pixel boundary */
int firstLength = ((int) trans.getPosition().y) % 8;
return;
}
/* Amount of full 8 pixel chunks in the middle */
int chunks = (visibleLength - firstLength) / 8;
/* The length of the sprite as it appears on screen */
int visibleLength = height * zoomY;
/* Final chunk length */
int lastLength = (visibleLength - firstLength) % 8;
/* First chunk length (aligned to 8 pixel boundary */
int firstLength = ((int) trans.getPosition().y) % 8;
wave.qArray.resize(!!firstLength + chunks + !!lastLength);
SVertex *vert = &wave.qArray.vertices[0];
/* Amount of full 8 pixel chunks in the middle */
int chunks = (visibleLength - firstLength) / 8;
float phase = (wave.phase * (float) M_PI) / 180.0f;
/* Final chunk length */
int lastLength = (visibleLength - firstLength) % 8;
if (firstLength > 0)
emitWaveChunk(vert, phase, width, zoomY, 0, firstLength);
wave.qArray.resize(!!firstLength + chunks + !!lastLength);
SVertex *vert = &wave.qArray.vertices[0];
for (int i = 0; i < chunks; ++i)
emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8);
float phase = (wave.phase * (float) M_PI) / 180.0f;
if (lastLength > 0)
emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength);
if (firstLength > 0)
emitWaveChunk(vert, phase, width, zoomY, 0, firstLength);
wave.qArray.commit();
}
for (int i = 0; i < chunks; ++i)
emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8);
void prepare()
{
if (wave.dirty)
{
updateWave();
wave.dirty = false;
}
if (lastLength > 0)
emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength);
updateVisibility();
}
wave.qArray.commit();
}
void prepare()
{
if (wave.dirty)
{
updateWave();
wave.dirty = false;
}
updateVisibility();
}
};
Sprite::Sprite(Viewport *viewport)
: ViewportElement(viewport)
: ViewportElement(viewport)
{
p = new SpritePrivate;
onGeometryChange(scene->getGeometry());
p = new SpritePrivate;
onGeometryChange(scene->getGeometry());
}
Sprite::~Sprite()
{
dispose();
dispose();
}
DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
@ -321,6 +329,7 @@ DEF_ATTR_RD_SIMPLE(Sprite, Angle, float, p->trans.getRotation())
DEF_ATTR_RD_SIMPLE(Sprite, Mirror, bool, p->mirrored)
DEF_ATTR_RD_SIMPLE(Sprite, BushDepth, int, p->bushDepth)
DEF_ATTR_RD_SIMPLE(Sprite, BlendType, int, p->blendType)
DEF_ATTR_RD_SIMPLE(Sprite, Pattern, Bitmap*, p->pattern)
DEF_ATTR_RD_SIMPLE(Sprite, Width, int, p->srcRect->width)
DEF_ATTR_RD_SIMPLE(Sprite, Height, int, p->srcRect->height)
DEF_ATTR_RD_SIMPLE(Sprite, WaveAmp, int, p->wave.amp)
@ -333,158 +342,174 @@ DEF_ATTR_SIMPLE(Sprite, Opacity, int, p->opacity)
DEF_ATTR_SIMPLE(Sprite, SrcRect, Rect&, *p->srcRect)
DEF_ATTR_SIMPLE(Sprite, Color, Color&, *p->color)
DEF_ATTR_SIMPLE(Sprite, Tone, Tone&, *p->tone)
DEF_ATTR_SIMPLE(Sprite, PatternOpacity, int, p->patternOpacity)
DEF_ATTR_SIMPLE(Sprite, PatternScrollX, int, p->patternScroll.x)
DEF_ATTR_SIMPLE(Sprite, PatternScrollY, int, p->patternScroll.y)
void Sprite::setBitmap(Bitmap *bitmap)
{
guardDisposed();
guardDisposed();
if (p->bitmap == bitmap)
return;
if (p->bitmap == bitmap)
return;
p->bitmap = bitmap;
p->bitmap = bitmap;
if (nullOrDisposed(bitmap))
return;
if (nullOrDisposed(bitmap))
return;
bitmap->ensureNonMega();
bitmap->ensureNonMega();
*p->srcRect = bitmap->rect();
p->onSrcRectChange();
p->quad.setPosRect(p->srcRect->toFloatRect());
*p->srcRect = bitmap->rect();
p->onSrcRectChange();
p->quad.setPosRect(p->srcRect->toFloatRect());
p->wave.dirty = true;
p->wave.dirty = true;
}
void Sprite::setX(int value)
{
guardDisposed();
guardDisposed();
if (p->trans.getPosition().x == value)
return;
if (p->trans.getPosition().x == value)
return;
p->trans.setPosition(Vec2(value, getY()));
p->trans.setPosition(Vec2(value, getY()));
}
void Sprite::setY(int value)
{
guardDisposed();
guardDisposed();
if (p->trans.getPosition().y == value)
return;
if (p->trans.getPosition().y == value)
return;
p->trans.setPosition(Vec2(getX(), value));
p->trans.setPosition(Vec2(getX(), value));
if (rgssVer >= 2)
{
p->wave.dirty = true;
setSpriteY(value);
}
if (rgssVer >= 2)
{
p->wave.dirty = true;
setSpriteY(value);
}
}
void Sprite::setOX(int value)
{
guardDisposed();
guardDisposed();
if (p->trans.getOrigin().x == value)
return;
if (p->trans.getOrigin().x == value)
return;
p->trans.setOrigin(Vec2(value, getOY()));
p->trans.setOrigin(Vec2(value, getOY()));
}
void Sprite::setOY(int value)
{
guardDisposed();
guardDisposed();
if (p->trans.getOrigin().y == value)
return;
if (p->trans.getOrigin().y == value)
return;
p->trans.setOrigin(Vec2(getOX(), value));
p->trans.setOrigin(Vec2(getOX(), value));
}
void Sprite::setZoomX(float value)
{
guardDisposed();
guardDisposed();
if (p->trans.getScale().x == value)
return;
if (p->trans.getScale().x == value)
return;
p->trans.setScale(Vec2(value, getZoomY()));
p->trans.setScale(Vec2(value, getZoomY()));
}
void Sprite::setZoomY(float value)
{
guardDisposed();
guardDisposed();
if (p->trans.getScale().y == value)
return;
if (p->trans.getScale().y == value)
return;
p->trans.setScale(Vec2(getZoomX(), value));
p->recomputeBushDepth();
p->trans.setScale(Vec2(getZoomX(), value));
p->recomputeBushDepth();
if (rgssVer >= 2)
p->wave.dirty = true;
if (rgssVer >= 2)
p->wave.dirty = true;
}
void Sprite::setAngle(float value)
{
guardDisposed();
guardDisposed();
if (p->trans.getRotation() == value)
return;
if (p->trans.getRotation() == value)
return;
p->trans.setRotation(value);
p->trans.setRotation(value);
}
void Sprite::setMirror(bool mirrored)
{
guardDisposed();
guardDisposed();
if (p->mirrored == mirrored)
return;
if (p->mirrored == mirrored)
return;
p->mirrored = mirrored;
p->onSrcRectChange();
p->mirrored = mirrored;
p->onSrcRectChange();
}
void Sprite::setBushDepth(int value)
{
guardDisposed();
guardDisposed();
if (p->bushDepth == value)
return;
if (p->bushDepth == value)
return;
p->bushDepth = value;
p->recomputeBushDepth();
p->bushDepth = value;
p->recomputeBushDepth();
}
void Sprite::setBlendType(int type)
{
guardDisposed();
guardDisposed();
switch (type)
{
default :
case BlendNormal :
p->blendType = BlendNormal;
return;
case BlendAddition :
p->blendType = BlendAddition;
return;
case BlendSubstraction :
p->blendType = BlendSubstraction;
return;
}
switch (type)
{
default :
case BlendNormal :
p->blendType = BlendNormal;
return;
case BlendAddition :
p->blendType = BlendAddition;
return;
case BlendSubstraction :
p->blendType = BlendSubstraction;
return;
}
}
void Sprite::setPattern(Bitmap *value)
{
guardDisposed();
if (p->pattern == value)
return;
p->pattern = value;
if (!nullOrDisposed(value))
value->ensureNonMega();
}
#define DEF_WAVE_SETTER(Name, name, type) \
void Sprite::setWave##Name(type value) \
{ \
guardDisposed(); \
if (p->wave.name == value) \
return; \
p->wave.name = value; \
p->wave.dirty = true; \
}
void Sprite::setWave##Name(type value) \
{ \
guardDisposed(); \
if (p->wave.name == value) \
return; \
p->wave.name = value; \
p->wave.dirty = true; \
}
DEF_WAVE_SETTER(Amp, amp, int)
DEF_WAVE_SETTER(Length, length, int)
@ -495,107 +520,118 @@ DEF_WAVE_SETTER(Phase, phase, float)
void Sprite::initDynAttribs()
{
p->srcRect = new Rect;
p->color = new Color;
p->tone = new Tone;
p->srcRect = new Rect;
p->color = new Color;
p->tone = new Tone;
p->updateSrcRectCon();
p->updateSrcRectCon();
}
/* Flashable */
void Sprite::update()
{
guardDisposed();
guardDisposed();
Flashable::update();
Flashable::update();
p->wave.phase += p->wave.speed / 180;
p->wave.dirty = true;
p->wave.phase += p->wave.speed / 180;
p->wave.dirty = true;
}
/* SceneElement */
void Sprite::draw()
{
if (!p->isVisible)
return;
if (!p->isVisible)
return;
if (emptyFlashFlag)
return;
if (emptyFlashFlag)
return;
ShaderBase *base;
ShaderBase *base;
bool renderEffect = p->color->hasEffect() ||
p->tone->hasEffect() ||
flashing ||
p->bushDepth != 0;
bool renderEffect = p->color->hasEffect() ||
p->tone->hasEffect() ||
flashing ||
p->bushDepth != 0 ||
(p->pattern && !p->pattern->isDisposed());
if (renderEffect)
{
SpriteShader &shader = shState->shaders().sprite;
if (renderEffect)
{
SpriteShader &shader = shState->shaders().sprite;
shader.bind();
shader.applyViewportProj();
shader.setSpriteMat(p->trans.getMatrix());
shader.bind();
shader.applyViewportProj();
shader.setSpriteMat(p->trans.getMatrix());
shader.setTone(p->tone->norm);
shader.setOpacity(p->opacity.norm);
shader.setBushDepth(p->efBushDepth);
shader.setBushOpacity(p->bushOpacity.norm);
shader.setTone(p->tone->norm);
shader.setOpacity(p->opacity.norm);
shader.setBushDepth(p->efBushDepth);
shader.setBushOpacity(p->bushOpacity.norm);
/* When both flashing and effective color are set,
* the one with higher alpha will be blended */
const Vec4 *blend = (flashing && flashColor.w > p->color->norm.w) ?
&flashColor : &p->color->norm;
if (p->pattern) {
shader.setPattern(p->pattern->getGLTypes().tex, Vec2(p->pattern->width(), p->pattern->height()));
shader.setPatternOpacity(p->patternOpacity.norm);
shader.setPatternScroll(p->patternScroll);
shader.setShouldRenderPattern(true);
}
else {
shader.setShouldRenderPattern(false);
}
shader.setColor(*blend);
/* When both flashing and effective color are set,
* the one with higher alpha will be blended */
const Vec4 *blend = (flashing && flashColor.w > p->color->norm.w) ?
&flashColor : &p->color->norm;
base = &shader;
}
else if (p->opacity != 255)
{
AlphaSpriteShader &shader = shState->shaders().alphaSprite;
shader.bind();
shader.setColor(*blend);
shader.setSpriteMat(p->trans.getMatrix());
shader.setAlpha(p->opacity.norm);
shader.applyViewportProj();
base = &shader;
}
else
{
SimpleSpriteShader &shader = shState->shaders().simpleSprite;
shader.bind();
base = &shader;
}
else if (p->opacity != 255)
{
AlphaSpriteShader &shader = shState->shaders().alphaSprite;
shader.bind();
shader.setSpriteMat(p->trans.getMatrix());
shader.applyViewportProj();
base = &shader;
}
shader.setSpriteMat(p->trans.getMatrix());
shader.setAlpha(p->opacity.norm);
shader.applyViewportProj();
base = &shader;
}
else
{
SimpleSpriteShader &shader = shState->shaders().simpleSprite;
shader.bind();
glState.blendMode.pushSet(p->blendType);
shader.setSpriteMat(p->trans.getMatrix());
shader.applyViewportProj();
base = &shader;
}
p->bitmap->bindTex(*base);
glState.blendMode.pushSet(p->blendType);
p->bitmap->bindTex(*base);
if (p->wave.active)
p->wave.qArray.draw();
else
p->quad.draw();
p->wave.qArray.draw();
else
p->quad.draw();
glState.blendMode.pop();
glState.blendMode.pop();
}
void Sprite::onGeometryChange(const Scene::Geometry &geo)
{
/* Offset at which the sprite will be drawn
* relative to screen origin */
p->trans.setGlobalOffset(geo.offset());
/* Offset at which the sprite will be drawn
* relative to screen origin */
p->trans.setGlobalOffset(geo.offset());
p->sceneRect.setSize(geo.rect.size());
p->sceneOrig = geo.orig;
p->sceneRect.setSize(geo.rect.size());
p->sceneOrig = geo.orig;
}
void Sprite::releaseResources()
{
unlink();
unlink();
delete p;
delete p;
}

View file

@ -62,6 +62,10 @@ public:
DECL_ATTR( BlendType, int )
DECL_ATTR( Color, Color& )
DECL_ATTR( Tone, Tone& )
DECL_ATTR( Pattern, Bitmap* )
DECL_ATTR( PatternOpacity, int )
DECL_ATTR( PatternScrollX, int )
DECL_ATTR( PatternScrollY, int )
DECL_ATTR( WaveAmp, int )
DECL_ATTR( WaveLength, int )
DECL_ATTR( WaveSpeed, int )