mkxp-freebird/src/sprite.cpp

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2013-09-01 14:27:21 +00:00
/*
** 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"
#include "globalstate.h"
#include "bitmap.h"
#include "etc.h"
#include "etc-internal.h"
#include "util.h"
#include "gl-util.h"
#include "quad.h"
#include "transform.h"
#include "shader.h"
#include "glstate.h"
#include "sigc++/connection.h"
#include <QDebug>
struct SpritePrivate
{
Bitmap *bitmap;
Quad quad;
Transform trans;
Rect *srcRect;
sigc::connection srcRectCon;
bool mirrored;
int bushDepth;
float efBushDepth;
NormValue bushOpacity;
NormValue opacity;
BlendType blendType;
Color *color;
Tone *tone;
EtcTemps tmp;
SpritePrivate()
: bitmap(0),
srcRect(&tmp.rect),
mirrored(false),
bushDepth(0),
efBushDepth(0),
bushOpacity(128),
opacity(255),
blendType(BlendNormal),
color(&tmp.color),
tone(&tmp.tone)
{
updateSrcRectCon();
}
~SpritePrivate()
{
srcRectCon.disconnect();
}
void recomputeBushDepth()
{
/* Calculate effective (normalized) bush depth */
float texBushDepth = (bushDepth / trans.getScale().y) -
(srcRect->y + srcRect->height) +
bitmap->height();
efBushDepth = 1.0 - texBushDepth / bitmap->height();
}
void onSrcRectChange()
{
if (mirrored)
quad.setTexRect(srcRect->toFloatRect().hFlipped());
else
quad.setTexRect(srcRect->toFloatRect());
quad.setPosRect(IntRect(0, 0, srcRect->width, srcRect->height));
recomputeBushDepth();
}
void updateSrcRectCon()
{
/* Cut old connection */
srcRectCon.disconnect();
/* Create new one */
srcRectCon = srcRect->valueChanged.connect
(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
}
};
Sprite::Sprite(Viewport *viewport)
: ViewportElement(viewport)
{
p = new SpritePrivate;
onGeometryChange(scene->getGeometry());
}
Sprite::~Sprite()
{
dispose();
}
#define DISP_CLASS_NAME "sprite"
DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
DEF_ATTR_RD_SIMPLE(Sprite, SrcRect, Rect*, p->srcRect)
DEF_ATTR_RD_SIMPLE(Sprite, X, int, p->trans.getPosition().x)
DEF_ATTR_RD_SIMPLE(Sprite, Y, int, p->trans.getPosition().y)
DEF_ATTR_RD_SIMPLE(Sprite, OX, int, p->trans.getOrigin().x)
DEF_ATTR_RD_SIMPLE(Sprite, OY, int, p->trans.getOrigin().y)
DEF_ATTR_RD_SIMPLE(Sprite, ZoomX, float, p->trans.getScale().x)
DEF_ATTR_RD_SIMPLE(Sprite, ZoomY, float, p->trans.getScale().y)
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, Width, int, p->srcRect->width)
DEF_ATTR_RD_SIMPLE(Sprite, Height, int, p->srcRect->height)
DEF_ATTR_SIMPLE(Sprite, BushOpacity, int, p->bushOpacity)
DEF_ATTR_SIMPLE(Sprite, Opacity, int, p->opacity)
DEF_ATTR_SIMPLE(Sprite, Color, Color*, p->color)
DEF_ATTR_SIMPLE(Sprite, Tone, Tone*, p->tone)
void Sprite::setBitmap(Bitmap *bitmap)
{
GUARD_DISPOSED
if (p->bitmap == bitmap)
return;
p->bitmap = bitmap;
*p->srcRect = bitmap->rect();
p->onSrcRectChange();
p->quad.setPosRect(p->srcRect->toFloatRect());
}
void Sprite::setSrcRect(Rect *rect)
{
GUARD_DISPOSED
if (p->srcRect == rect)
return;
p->srcRect = rect;
p->updateSrcRectCon();
if (p->bitmap)
p->onSrcRectChange();
}
void Sprite::setX(int value)
{
GUARD_DISPOSED
if (p->trans.getPosition().x == value)
return;
p->trans.setPosition(Vec2(value, getY()));
}
void Sprite::setY(int value)
{
GUARD_DISPOSED
if (p->trans.getPosition().y == value)
return;
p->trans.setPosition(Vec2(getX(), value));
}
void Sprite::setOX(int value)
{
GUARD_DISPOSED
if (p->trans.getOrigin().x == value)
return;
p->trans.setOrigin(Vec2(value, getOY()));
}
void Sprite::setOY(int value)
{
GUARD_DISPOSED
if (p->trans.getOrigin().y == value)
return;
p->trans.setOrigin(Vec2(getOX(), value));
}
void Sprite::setZoomX(float value)
{
GUARD_DISPOSED
if (p->trans.getScale().x == value)
return;
p->trans.setScale(Vec2(value, getZoomY()));
}
void Sprite::setZoomY(float value)
{
GUARD_DISPOSED
if (p->trans.getScale().y == value)
return;
p->trans.setScale(Vec2(getZoomX(), value));
p->recomputeBushDepth();
}
void Sprite::setAngle(float value)
{
GUARD_DISPOSED
if (p->trans.getRotation() == value)
return;
p->trans.setRotation(value);
}
void Sprite::setMirror(bool mirrored)
{
GUARD_DISPOSED
if (p->mirrored == mirrored)
return;
p->mirrored = mirrored;
p->onSrcRectChange();
}
void Sprite::setBushDepth(int value)
{
GUARD_DISPOSED
if (p->bushDepth == value)
return;
p->bushDepth = value;
p->recomputeBushDepth();
}
void Sprite::setBlendType(int type)
{
GUARD_DISPOSED
switch (type)
{
default :
case BlendNormal :
p->blendType = BlendNormal;
return;
case BlendAddition :
p->blendType = BlendAddition;
return;
case BlendSubstraction :
p->blendType = BlendSubstraction;
return;
}
}
/* Disposable */
void Sprite::releaseResources()
{
unlink();
delete p;
}
/* SceneElement */
void Sprite::draw()
{
if (!p->bitmap)
return;
if (p->bitmap->isDisposed())
return;
if (emptyFlashFlag)
return;
if (p->color->hasEffect() || p->tone->hasEffect() || p->opacity != 255 || flashing || p->bushDepth != 0)
{
SpriteShader &shader = gState->spriteShader();
shader.bind();
shader.setFlash(Vec4());
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;
shader.setColor(*blend);
}
glState.blendMode.pushSet(p->blendType);
glPushMatrix();
glLoadMatrixf(p->trans.getMatrix());
p->bitmap->flush();
p->bitmap->bindTexWithMatrix();
p->quad.draw();
glPopMatrix();
glState.blendMode.pop();
FragShader::unbind();
}
void Sprite::onGeometryChange(const Scene::Geometry &geo)
{
/* Offset at which the sprite will be drawn
* relative to screen origin */
int xOffset = geo.rect.x - geo.xOrigin;
int yOffset = geo.rect.y - geo.yOrigin;
p->trans.setGlobalOffset(xOffset, yOffset);
}