WIP adding directory structure
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177
kraken/nodes/KRSprite.cpp
Executable file
177
kraken/nodes/KRSprite.cpp
Executable file
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//
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// KRSprite.cpp
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// Kraken Engine
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//
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// Copyright 2024 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#include "KREngine-common.h"
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#include "KRSprite.h"
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#include "KRNode.h"
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#include "KRCamera.h"
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#include "KRContext.h"
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#include "KRPipelineManager.h"
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#include "KRPipeline.h"
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#include "KRDirectionalLight.h"
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#include "KRSpotLight.h"
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#include "KRPointLight.h"
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#include "KRRenderPass.h"
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using namespace hydra;
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/* static */
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void KRSprite::InitNodeInfo(KrNodeInfo* nodeInfo)
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{
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KRNode::InitNodeInfo(nodeInfo);
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nodeInfo->sprite.alpha = 1.0f;
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nodeInfo->sprite.texture = -1;
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}
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KRSprite::KRSprite(KRScene& scene, std::string name) : KRNode(scene, name)
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{
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m_spriteTexture = "";
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m_pSpriteTexture = NULL;
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m_spriteAlpha = 1.0f;
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}
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KRSprite::~KRSprite()
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{}
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std::string KRSprite::getElementName()
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{
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return "sprite";
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}
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tinyxml2::XMLElement* KRSprite::saveXML(tinyxml2::XMLNode* parent)
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{
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tinyxml2::XMLElement* e = KRNode::saveXML(parent);
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e->SetAttribute("sprite_texture", m_spriteTexture.c_str());
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e->SetAttribute("sprite_alpha", m_spriteAlpha);
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return e;
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}
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void KRSprite::loadXML(tinyxml2::XMLElement* e)
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{
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KRNode::loadXML(e);
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if (e->QueryFloatAttribute("sprite_alpha", &m_spriteAlpha) != tinyxml2::XML_SUCCESS) {
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m_spriteAlpha = 1.0f;
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}
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const char* szSpriteTexture = e->Attribute("sprite_texture");
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if (szSpriteTexture) {
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m_spriteTexture = szSpriteTexture;
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} else {
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m_spriteTexture = "";
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}
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m_pSpriteTexture = NULL;
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}
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void KRSprite::setSpriteTexture(std::string sprite_texture)
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{
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m_spriteTexture = sprite_texture;
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m_pSpriteTexture = NULL;
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}
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void KRSprite::setSpriteAlpha(float alpha)
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{
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m_spriteAlpha = alpha;
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}
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float KRSprite::getSpriteAlpha() const
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{
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return m_spriteAlpha;
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}
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AABB KRSprite::getBounds()
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{
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return AABB::Create(-Vector3::One() * 0.5f, Vector3::One() * 0.5f, getModelMatrix());
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}
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void KRSprite::render(RenderInfo& ri)
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{
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if (m_lod_visible >= LOD_VISIBILITY_PRESTREAM && ri.renderPass->getType() == RenderPassType::RENDER_PASS_PRESTREAM) {
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// Pre-stream sprites, even if the alpha is zero
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if (m_spriteTexture.size() && m_pSpriteTexture == NULL) {
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if (!m_pSpriteTexture && m_spriteTexture.size()) {
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m_pSpriteTexture = getContext().getTextureManager()->getTexture(m_spriteTexture);
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}
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}
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if (m_pSpriteTexture) {
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m_pSpriteTexture->resetPoolExpiry(0.0f, KRTexture::TEXTURE_USAGE_SPRITE);
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}
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}
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if (m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return;
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KRNode::render(ri);
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if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_ADDITIVE_PARTICLES) {
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if (m_spriteTexture.size() && m_spriteAlpha > 0.0f) {
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if (!m_pSpriteTexture && m_spriteTexture.size()) {
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m_pSpriteTexture = getContext().getTextureManager()->getTexture(m_spriteTexture);
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}
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if (m_pSpriteTexture) {
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// TODO - Sprites are currently additive only. Need to expose this and allow for multiple blending modes
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KRMeshManager::KRVBOData& vertices = m_pContext->getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES;
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// Render light sprite on transparency pass
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PipelineInfo info{};
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std::string shader_name("sprite");
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info.shader_name = &shader_name;
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info.pCamera = ri.camera;
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info.point_lights = &ri.point_lights;
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info.directional_lights = &ri.directional_lights;
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info.spot_lights = &ri.spot_lights;
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info.renderPass = ri.renderPass;
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info.rasterMode = RasterMode::kAdditive;
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info.cullMode = CullMode::kCullNone;
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info.vertexAttributes = vertices.getVertexAttributes();
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info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP;
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KRPipeline* pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
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pShader->setPushConstant(KRPipeline::PushConstant::material_alpha, m_spriteAlpha);
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pShader->setImageBinding("diffuseTexture", m_pSpriteTexture, m_pContext->getSamplerManager()->DEFAULT_CLAMPED_SAMPLER);
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pShader->bind(ri.commandBuffer, *ri.camera, ri.viewport, getModelMatrix(), &ri.point_lights, &ri.directional_lights, &ri.spot_lights, ri.renderPass);
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m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f);
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vkCmdDraw(ri.commandBuffer, 4, 1, 0, 0);
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}
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}
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}
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}
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