/* ** sprite.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2013 Jonas Kulla ** ** 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 . */ #include "sprite.h" #include "sharedstate.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 "quadarray.h" #include #include #include 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; SDL_Rect sceneRect; /* Would this sprite be visible on * the screen if drawn? */ bool isVisible; Color *color; Tone *tone; #ifdef RGSS2 struct { int amp; int length; int speed; float phase; /* Wave effect is active (amp != 0) */ bool active; /* qArray needs updating */ bool dirty; SimpleQuadArray qArray; } wave; #endif EtcTemps tmp; sigc::connection prepareCon; 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) { sceneRect.x = sceneRect.y = 0; updateSrcRectCon(); prepareCon = shState->prepareDraw.connect (sigc::mem_fun(this, &SpritePrivate::prepare)); #ifdef RGSS2 wave.amp = 0; wave.length = 180; wave.speed = 360; wave.phase = 0.0; #endif } ~SpritePrivate() { srcRectCon.disconnect(); prepareCon.disconnect(); } void recomputeBushDepth() { if (!bitmap) return; /* 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(); #ifdef RGSS2 wave.dirty = true; #endif } void updateSrcRectCon() { /* Cut old connection */ srcRectCon.disconnect(); /* Create new one */ srcRectCon = srcRect->valueChanged.connect (sigc::mem_fun(this, &SpritePrivate::onSrcRectChange)); } void updateVisibility() { isVisible = false; if (!bitmap) return; if (bitmap->isDisposed()) return; if (!opacity) return; #ifdef RGSS2 if (wave.active) { /* Don't do expensive wave bounding box * calculations */ isVisible = true; return; } #endif /* Compare sprite bounding box against the scene */ /* 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; } SDL_Rect self; self.x = trans.getPosition().x - trans.getOrigin().x; self.y = trans.getPosition().y - trans.getOrigin().y; self.w = bitmap->width(); self.h = bitmap->height(); isVisible = SDL_HasIntersection(&self, &sceneRect); } #ifdef RGSS2 void emitWaveChunk(SVertex *&vert, float phase, int width, float zoomY, int chunkY, int chunkLength) { float wavePos = phase + (chunkY / (float) wave.length) * M_PI * 2; float chunkX = sin(wavePos) * wave.amp; FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY); FloatRect pos = tex; pos.x = chunkX; Quad::setTexPosRect(vert, tex, pos); vert += 4; } void updateWave() { if (!bitmap) return; if (wave.amp == 0) { wave.active = false; return; } wave.active = true; int width = srcRect->width; int height = srcRect->height; float zoomY = trans.getScale().y; if (wave.amp < -(width / 2)) { wave.qArray.resize(0); wave.qArray.commit(); return; } /* RMVX does this, and I have no fucking clue why */ if (wave.amp < 0) { wave.qArray.resize(1); int x = -wave.amp; int w = width - x * 2; FloatRect tex(x, srcRect->y, w, srcRect->height); Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex); wave.qArray.commit(); return; } /* The length of the sprite as it appears on screen */ int visibleLength = height * zoomY; /* First chunk length (aligned to 8 pixel boundary */ int firstLength = ((int) trans.getPosition().y) % 8; /* Amount of full 8 pixel chunks in the middle */ int chunks = (visibleLength - firstLength) / 8; /* Final chunk length */ int lastLength = (visibleLength - firstLength) % 8; wave.qArray.resize(!!firstLength + chunks + !!lastLength); SVertex *vert = &wave.qArray.vertices[0]; float phase = (wave.phase * M_PI) / 180.f; if (firstLength > 0) emitWaveChunk(vert, phase, width, zoomY, 0, firstLength); for (int i = 0; i < chunks; ++i) emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8); if (lastLength > 0) emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength); wave.qArray.commit(); } #endif void prepare() { #ifdef RGSS2 if (wave.dirty) { updateWave(); wave.dirty = false; } #endif updateVisibility(); } }; 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_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) #ifdef RGSS2 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) DEF_ATTR_RD_SIMPLE(Sprite, WaveLength, int, p->wave.length) DEF_ATTR_RD_SIMPLE(Sprite, WaveSpeed, int, p->wave.speed) DEF_ATTR_RD_SIMPLE(Sprite, WavePhase, float, p->wave.phase) #endif void Sprite::setBitmap(Bitmap *bitmap) { GUARD_DISPOSED if (p->bitmap == bitmap) return; p->bitmap = bitmap; if (!bitmap) return; bitmap->ensureNonMega(); *p->srcRect = bitmap->rect(); p->onSrcRectChange(); p->quad.setPosRect(p->srcRect->toFloatRect()); #ifdef RGSS2 p->wave.dirty = true; #endif } 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)); #ifdef RGSS2 p->wave.dirty = true; #endif } 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(); #ifdef RGSS2 p->wave.dirty = true; #endif } 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; } } #ifdef RGSS2 #define DEF_WAVE_SETTER(Name, name, type) \ void Sprite::setWave##Name(type value) \ { \ GUARD_DISPOSED; \ 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) DEF_WAVE_SETTER(Speed, speed, int) DEF_WAVE_SETTER(Phase, phase, float) #undef DEF_WAVE_SETTER /* Flashable */ void Sprite::update() { Flashable::update(); p->wave.phase += p->wave.speed / 180; p->wave.dirty = true; } #endif /* Disposable */ void Sprite::releaseResources() { unlink(); delete p; } /* SceneElement */ void Sprite::draw() { if (!p->isVisible) return; if (emptyFlashFlag) return; ShaderBase *base; bool renderEffect = p->color->hasEffect() || p->tone->hasEffect() || p->opacity != 255 || flashing || p->bushDepth != 0; if (renderEffect) { SpriteShader &shader = shState->shaders().sprite; 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); /* 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); base = &shader; } else { SimpleSpriteShader &shader = shState->shaders().simpleSprite; shader.bind(); shader.setSpriteMat(p->trans.getMatrix()); shader.applyViewportProj(); base = &shader; } glState.blendMode.pushSet(p->blendType); p->bitmap->bindTex(*base); #ifdef RGSS2 if (p->wave.active) p->wave.qArray.draw(); else p->quad.draw(); #else p->quad.draw(); #endif glState.blendMode.pop(); } 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); p->sceneRect.w = geo.rect.w; p->sceneRect.h = geo.rect.h; }