585 lines
12 KiB
C++
585 lines
12 KiB
C++
/*
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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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#include "sharedstate.h"
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#include "bitmap.h"
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#include "etc.h"
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#include "etc-internal.h"
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#include "util.h"
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#include "gl-util.h"
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#include "quad.h"
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#include "transform.h"
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#include "shader.h"
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#include "glstate.h"
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#include "quadarray.h"
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#include <math.h>
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#include <SDL_rect.h>
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#include <sigc++/connection.h>
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struct SpritePrivate
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{
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Bitmap *bitmap;
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Quad quad;
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Transform trans;
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Rect *srcRect;
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sigc::connection srcRectCon;
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bool mirrored;
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int bushDepth;
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float efBushDepth;
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NormValue bushOpacity;
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NormValue opacity;
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BlendType blendType;
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SDL_Rect sceneRect;
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/* Would this sprite be visible on
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* the screen if drawn? */
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bool isVisible;
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Color *color;
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Tone *tone;
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struct
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{
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int amp;
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int length;
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int speed;
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float phase;
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/* Wave effect is active (amp != 0) */
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bool active;
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/* qArray needs updating */
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bool dirty;
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SimpleQuadArray qArray;
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} wave;
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EtcTemps tmp;
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sigc::connection prepareCon;
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SpritePrivate()
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: bitmap(0),
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srcRect(&tmp.rect),
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mirrored(false),
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bushDepth(0),
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efBushDepth(0),
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bushOpacity(128),
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opacity(255),
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blendType(BlendNormal),
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isVisible(false),
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color(&tmp.color),
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tone(&tmp.tone)
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{
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sceneRect.x = sceneRect.y = 0;
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updateSrcRectCon();
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prepareCon = shState->prepareDraw.connect
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(sigc::mem_fun(this, &SpritePrivate::prepare));
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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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wave.phase = 0.0;
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wave.dirty = false;
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}
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~SpritePrivate()
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{
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srcRectCon.disconnect();
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prepareCon.disconnect();
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}
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void recomputeBushDepth()
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{
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if (!bitmap)
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return;
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/* Calculate effective (normalized) bush depth */
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float texBushDepth = (bushDepth / trans.getScale().y) -
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(srcRect->y + srcRect->height) +
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bitmap->height();
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efBushDepth = 1.0 - texBushDepth / bitmap->height();
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}
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void onSrcRectChange()
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{
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if (mirrored)
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quad.setTexRect(srcRect->toFloatRect().hFlipped());
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else
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quad.setTexRect(srcRect->toFloatRect());
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quad.setPosRect(IntRect(0, 0, srcRect->width, srcRect->height));
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recomputeBushDepth();
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wave.dirty = true;
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}
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void updateSrcRectCon()
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{
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/* Cut old connection */
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srcRectCon.disconnect();
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/* Create new one */
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srcRectCon = srcRect->valueChanged.connect
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(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
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}
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void updateVisibility()
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{
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isVisible = false;
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if (nullOrDisposed(bitmap))
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return;
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if (!opacity)
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return;
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if (wave.active)
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{
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/* Don't do expensive wave bounding box
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* calculations */
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isVisible = true;
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return;
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}
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/* Compare sprite bounding box against the scene */
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/* If sprite is zoomed/rotated, just opt out for now
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* for simplicity's sake */
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const Vec2 &scale = trans.getScale();
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if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
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{
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isVisible = true;
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return;
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}
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SDL_Rect self;
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self.x = trans.getPosition().x - trans.getOrigin().x;
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self.y = trans.getPosition().y - trans.getOrigin().y;
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self.w = bitmap->width();
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self.h = bitmap->height();
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isVisible = SDL_HasIntersection(&self, &sceneRect);
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}
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void emitWaveChunk(SVertex *&vert, float phase, int width,
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float zoomY, int chunkY, int chunkLength)
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{
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float wavePos = phase + (chunkY / (float) wave.length) * M_PI * 2;
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float chunkX = sin(wavePos) * wave.amp;
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FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY);
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FloatRect pos = tex;
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pos.x = chunkX;
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Quad::setTexPosRect(vert, tex, pos);
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vert += 4;
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}
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void updateWave()
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{
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if (nullOrDisposed(bitmap))
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return;
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if (wave.amp == 0)
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{
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wave.active = false;
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return;
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}
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wave.active = true;
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int width = srcRect->width;
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int height = srcRect->height;
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float zoomY = trans.getScale().y;
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if (wave.amp < -(width / 2))
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{
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wave.qArray.resize(0);
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wave.qArray.commit();
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return;
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}
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/* RMVX does this, and I have no fucking clue why */
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if (wave.amp < 0)
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{
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wave.qArray.resize(1);
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int x = -wave.amp;
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int w = width - x * 2;
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FloatRect tex(x, srcRect->y, w, srcRect->height);
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Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex);
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wave.qArray.commit();
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return;
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}
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/* The length of the sprite as it appears on screen */
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int visibleLength = height * zoomY;
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/* First chunk length (aligned to 8 pixel boundary */
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int firstLength = ((int) trans.getPosition().y) % 8;
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/* Amount of full 8 pixel chunks in the middle */
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int chunks = (visibleLength - firstLength) / 8;
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/* Final chunk length */
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int lastLength = (visibleLength - firstLength) % 8;
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wave.qArray.resize(!!firstLength + chunks + !!lastLength);
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SVertex *vert = &wave.qArray.vertices[0];
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float phase = (wave.phase * M_PI) / 180.f;
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if (firstLength > 0)
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emitWaveChunk(vert, phase, width, zoomY, 0, firstLength);
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for (int i = 0; i < chunks; ++i)
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emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8);
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if (lastLength > 0)
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emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength);
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wave.qArray.commit();
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}
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void prepare()
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{
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if (wave.dirty)
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{
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updateWave();
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wave.dirty = false;
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}
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updateVisibility();
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}
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};
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Sprite::Sprite(Viewport *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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}
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Sprite::~Sprite()
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{
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dispose();
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}
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DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
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DEF_ATTR_RD_SIMPLE(Sprite, X, int, p->trans.getPosition().x)
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DEF_ATTR_RD_SIMPLE(Sprite, Y, int, p->trans.getPosition().y)
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DEF_ATTR_RD_SIMPLE(Sprite, OX, int, p->trans.getOrigin().x)
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DEF_ATTR_RD_SIMPLE(Sprite, OY, int, p->trans.getOrigin().y)
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DEF_ATTR_RD_SIMPLE(Sprite, ZoomX, float, p->trans.getScale().x)
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DEF_ATTR_RD_SIMPLE(Sprite, ZoomY, float, p->trans.getScale().y)
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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, 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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DEF_ATTR_RD_SIMPLE(Sprite, WaveLength, int, p->wave.length)
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DEF_ATTR_RD_SIMPLE(Sprite, WaveSpeed, int, p->wave.speed)
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DEF_ATTR_RD_SIMPLE(Sprite, WavePhase, float, p->wave.phase)
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DEF_ATTR_SIMPLE(Sprite, BushOpacity, int, p->bushOpacity)
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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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void Sprite::setBitmap(Bitmap *bitmap)
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{
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guardDisposed();
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if (p->bitmap == bitmap)
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return;
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p->bitmap = bitmap;
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if (!bitmap)
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return;
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bitmap->ensureNonMega();
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*p->srcRect = bitmap->rect();
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p->onSrcRectChange();
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p->quad.setPosRect(p->srcRect->toFloatRect());
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p->wave.dirty = true;
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}
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void Sprite::setX(int value)
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{
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guardDisposed();
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if (p->trans.getPosition().x == value)
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return;
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p->trans.setPosition(Vec2(value, getY()));
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}
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void Sprite::setY(int value)
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{
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guardDisposed();
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if (p->trans.getPosition().y == value)
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return;
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p->trans.setPosition(Vec2(getX(), value));
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if (rgssVer >= 2)
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{
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p->wave.dirty = true;
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setSpriteY(value);
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}
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}
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void Sprite::setOX(int value)
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{
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guardDisposed();
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if (p->trans.getOrigin().x == value)
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return;
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p->trans.setOrigin(Vec2(value, getOY()));
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}
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void Sprite::setOY(int value)
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{
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guardDisposed();
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if (p->trans.getOrigin().y == value)
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return;
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p->trans.setOrigin(Vec2(getOX(), value));
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}
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void Sprite::setZoomX(float value)
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{
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guardDisposed();
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if (p->trans.getScale().x == value)
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return;
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p->trans.setScale(Vec2(value, getZoomY()));
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}
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void Sprite::setZoomY(float value)
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{
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guardDisposed();
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if (p->trans.getScale().y == value)
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return;
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p->trans.setScale(Vec2(getZoomX(), value));
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p->recomputeBushDepth();
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if (rgssVer >= 2)
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p->wave.dirty = true;
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}
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void Sprite::setAngle(float value)
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{
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guardDisposed();
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if (p->trans.getRotation() == value)
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return;
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p->trans.setRotation(value);
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}
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void Sprite::setMirror(bool mirrored)
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{
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guardDisposed();
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if (p->mirrored == mirrored)
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return;
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p->mirrored = mirrored;
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p->onSrcRectChange();
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}
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void Sprite::setBushDepth(int value)
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{
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guardDisposed();
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if (p->bushDepth == value)
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return;
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p->bushDepth = value;
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p->recomputeBushDepth();
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}
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void Sprite::setBlendType(int type)
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{
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guardDisposed();
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switch (type)
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{
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default :
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case BlendNormal :
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p->blendType = BlendNormal;
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return;
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case BlendAddition :
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p->blendType = BlendAddition;
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return;
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case BlendSubstraction :
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p->blendType = BlendSubstraction;
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return;
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}
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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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DEF_WAVE_SETTER(Amp, amp, int)
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DEF_WAVE_SETTER(Length, length, int)
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DEF_WAVE_SETTER(Speed, speed, int)
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DEF_WAVE_SETTER(Phase, phase, float)
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#undef DEF_WAVE_SETTER
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void Sprite::initDynAttribs()
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{
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p->srcRect = new Rect;
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p->color = new Color;
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p->tone = new Tone;
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p->updateSrcRectCon();
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}
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/* Flashable */
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void Sprite::update()
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{
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guardDisposed();
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Flashable::update();
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p->wave.phase += p->wave.speed / 180;
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p->wave.dirty = true;
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}
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/* SceneElement */
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void Sprite::draw()
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{
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if (!p->isVisible)
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return;
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if (emptyFlashFlag)
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return;
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ShaderBase *base;
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bool renderEffect = p->color->hasEffect() ||
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p->tone->hasEffect() ||
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p->opacity != 255 ||
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flashing ||
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p->bushDepth != 0;
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if (renderEffect)
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{
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SpriteShader &shader = shState->shaders().sprite;
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shader.bind();
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shader.applyViewportProj();
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shader.setSpriteMat(p->trans.getMatrix());
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shader.setTone(p->tone->norm);
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shader.setOpacity(p->opacity.norm);
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shader.setBushDepth(p->efBushDepth);
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shader.setBushOpacity(p->bushOpacity.norm);
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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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&flashColor : &p->color->norm;
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shader.setColor(*blend);
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base = &shader;
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}
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else
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{
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SimpleSpriteShader &shader = shState->shaders().simpleSprite;
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shader.bind();
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shader.setSpriteMat(p->trans.getMatrix());
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shader.applyViewportProj();
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base = &shader;
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}
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glState.blendMode.pushSet(p->blendType);
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p->bitmap->bindTex(*base);
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if (p->wave.active)
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p->wave.qArray.draw();
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else
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p->quad.draw();
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glState.blendMode.pop();
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}
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void Sprite::onGeometryChange(const Scene::Geometry &geo)
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{
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/* Offset at which the sprite will be drawn
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* relative to screen origin */
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int xOffset = geo.rect.x - geo.xOrigin;
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int yOffset = geo.rect.y - geo.yOrigin;
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p->trans.setGlobalOffset(xOffset, yOffset);
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p->sceneRect.w = geo.rect.w;
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p->sceneRect.h = geo.rect.h;
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}
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void Sprite::releaseResources()
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{
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unlink();
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delete p;
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}
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