mkxp/src/sprite.cpp

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/*
** 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 "sharedstate.h"
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#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 <math.h>
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#include <SDL_rect.h>
#include <sigc++/connection.h>
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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;
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SDL_Rect sceneRect;
/* Would this sprite be visible on
* the screen if drawn? */
bool isVisible;
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Color *color;
Tone *tone;
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;
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EtcTemps tmp;
sigc::connection prepareCon;
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SpritePrivate()
: bitmap(0),
srcRect(&tmp.rect),
mirrored(false),
bushDepth(0),
efBushDepth(0),
bushOpacity(128),
opacity(255),
blendType(BlendNormal),
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isVisible(false),
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color(&tmp.color),
tone(&tmp.tone)
{
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sceneRect.x = sceneRect.y = 0;
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updateSrcRectCon();
prepareCon = shState->prepareDraw.connect
(sigc::mem_fun(this, &SpritePrivate::prepare));
wave.amp = 0;
wave.length = 180;
wave.speed = 360;
wave.phase = 0.0;
wave.dirty = false;
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}
~SpritePrivate()
{
srcRectCon.disconnect();
prepareCon.disconnect();
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}
void recomputeBushDepth()
{
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if (!bitmap)
return;
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/* 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();
wave.dirty = true;
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}
void updateSrcRectCon()
{
/* Cut old connection */
srcRectCon.disconnect();
/* Create new one */
srcRectCon = srcRect->valueChanged.connect
(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
}
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void updateVisibility()
{
isVisible = false;
if (nullOrDisposed(bitmap))
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return;
if (!opacity)
return;
if (wave.active)
{
/* Don't do expensive wave bounding box
* calculations */
isVisible = true;
return;
}
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/* 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);
}
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 (nullOrDisposed(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();
}
void prepare()
{
if (wave.dirty)
{
updateWave();
wave.dirty = false;
}
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updateVisibility();
}
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};
Sprite::Sprite(Viewport *viewport)
: ViewportElement(viewport)
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{
p = new SpritePrivate;
onGeometryChange(scene->getGeometry());
}
Sprite::~Sprite()
{
dispose();
}
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DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
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_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)
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DEF_ATTR_SIMPLE(Sprite, BushOpacity, int, p->bushOpacity)
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)
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void Sprite::setBitmap(Bitmap *bitmap)
{
guardDisposed();
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if (p->bitmap == bitmap)
return;
p->bitmap = bitmap;
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if (!bitmap)
return;
bitmap->ensureNonMega();
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*p->srcRect = bitmap->rect();
p->onSrcRectChange();
p->quad.setPosRect(p->srcRect->toFloatRect());
p->wave.dirty = true;
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}
void Sprite::setX(int value)
{
guardDisposed();
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if (p->trans.getPosition().x == value)
return;
p->trans.setPosition(Vec2(value, getY()));
}
void Sprite::setY(int value)
{
guardDisposed();
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if (p->trans.getPosition().y == value)
return;
p->trans.setPosition(Vec2(getX(), value));
if (rgssVer >= 2)
{
p->wave.dirty = true;
setSpriteY(value);
}
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}
void Sprite::setOX(int value)
{
guardDisposed();
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if (p->trans.getOrigin().x == value)
return;
p->trans.setOrigin(Vec2(value, getOY()));
}
void Sprite::setOY(int value)
{
guardDisposed();
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if (p->trans.getOrigin().y == value)
return;
p->trans.setOrigin(Vec2(getOX(), value));
}
void Sprite::setZoomX(float value)
{
guardDisposed();
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if (p->trans.getScale().x == value)
return;
p->trans.setScale(Vec2(value, getZoomY()));
}
void Sprite::setZoomY(float value)
{
guardDisposed();
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if (p->trans.getScale().y == value)
return;
p->trans.setScale(Vec2(getZoomX(), value));
p->recomputeBushDepth();
if (rgssVer >= 2)
p->wave.dirty = true;
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}
void Sprite::setAngle(float value)
{
guardDisposed();
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if (p->trans.getRotation() == value)
return;
p->trans.setRotation(value);
}
void Sprite::setMirror(bool mirrored)
{
guardDisposed();
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if (p->mirrored == mirrored)
return;
p->mirrored = mirrored;
p->onSrcRectChange();
}
void Sprite::setBushDepth(int value)
{
guardDisposed();
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if (p->bushDepth == value)
return;
p->bushDepth = value;
p->recomputeBushDepth();
}
void Sprite::setBlendType(int type)
{
guardDisposed();
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switch (type)
{
default :
case BlendNormal :
p->blendType = BlendNormal;
return;
case BlendAddition :
p->blendType = BlendAddition;
return;
case BlendSubstraction :
p->blendType = BlendSubstraction;
return;
}
}
#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; \
}
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
void Sprite::initDynAttribs()
{
p->srcRect = new Rect;
p->color = new Color;
p->tone = new Tone;
p->updateSrcRectCon();
}
/* Flashable */
void Sprite::update()
{
guardDisposed();
Flashable::update();
p->wave.phase += p->wave.speed / 180;
p->wave.dirty = true;
}
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/* SceneElement */
void Sprite::draw()
{
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if (!p->isVisible)
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return;
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if (emptyFlashFlag)
return;
ShaderBase *base;
bool renderEffect = p->color->hasEffect() ||
p->tone->hasEffect() ||
p->opacity != 255 ||
flashing ||
p->bushDepth != 0;
if (renderEffect)
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{
SpriteShader &shader = shState->shaders().sprite;
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shader.bind();
shader.applyViewportProj();
shader.setSpriteMat(p->trans.getMatrix());
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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;
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}
glState.blendMode.pushSet(p->blendType);
p->bitmap->bindTex(*base);
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if (p->wave.active)
p->wave.qArray.draw();
else
p->quad.draw();
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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);
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p->sceneRect.w = geo.rect.w;
p->sceneRect.h = geo.rect.h;
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}
void Sprite::releaseResources()
{
unlink();
delete p;
}