// // KRSprite.cpp // Kraken Engine // // Copyright 2022 Kearwood Gilbert. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of Kearwood Gilbert. // #include "KREngine-common.h" #include "KRSprite.h" #include "KRNode.h" #include "KRCamera.h" #include "KRContext.h" #include "KRPipelineManager.h" #include "KRPipeline.h" #include "KRDirectionalLight.h" #include "KRSpotLight.h" #include "KRPointLight.h" /* static */ void KRSprite::InitNodeInfo(KrNodeInfo* nodeInfo) { KRNode::InitNodeInfo(nodeInfo); nodeInfo->sprite.alpha = 1.0f; nodeInfo->sprite.texture = -1; } KRSprite::KRSprite(KRScene &scene, std::string name) : KRNode(scene, name) { m_spriteTexture = ""; m_pSpriteTexture = NULL; m_spriteAlpha = 1.0f; } KRSprite::~KRSprite() { } std::string KRSprite::getElementName() { return "sprite"; } tinyxml2::XMLElement *KRSprite::saveXML( tinyxml2::XMLNode *parent) { tinyxml2::XMLElement *e = KRNode::saveXML(parent); e->SetAttribute("sprite_texture", m_spriteTexture.c_str()); e->SetAttribute("sprite_alpha", m_spriteAlpha); return e; } void KRSprite::loadXML(tinyxml2::XMLElement *e) { KRNode::loadXML(e); if(e->QueryFloatAttribute("sprite_alpha", &m_spriteAlpha) != tinyxml2::XML_SUCCESS) { m_spriteAlpha = 1.0f; } const char *szSpriteTexture = e->Attribute("sprite_texture"); if(szSpriteTexture) { m_spriteTexture = szSpriteTexture; } else { m_spriteTexture = ""; } m_pSpriteTexture = NULL; } void KRSprite::setSpriteTexture(std::string sprite_texture) { m_spriteTexture = sprite_texture; m_pSpriteTexture = NULL; } void KRSprite::setSpriteAlpha(float alpha) { m_spriteAlpha = alpha; } float KRSprite::getSpriteAlpha() const { return m_spriteAlpha; } AABB KRSprite::getBounds() { return AABB::Create(-Vector3::One() * 0.5f, Vector3::One() * 0.5f, getModelMatrix()); } void KRSprite::render(RenderInfo& ri) { if(m_lod_visible >= LOD_VISIBILITY_PRESTREAM && ri.renderPass == KRNode::RENDER_PASS_PRESTREAM) { // Pre-stream sprites, even if the alpha is zero if(m_spriteTexture.size() && m_pSpriteTexture == NULL) { if(!m_pSpriteTexture && m_spriteTexture.size()) { m_pSpriteTexture = getContext().getTextureManager()->getTexture(m_spriteTexture); } } if(m_pSpriteTexture) { m_pSpriteTexture->resetPoolExpiry(0.0f, KRTexture::TEXTURE_USAGE_SPRITE); } } if(m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return; KRNode::render(ri); if(ri.renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES) { if(m_spriteTexture.size() && m_spriteAlpha > 0.0f) { if(!m_pSpriteTexture && m_spriteTexture.size()) { m_pSpriteTexture = getContext().getTextureManager()->getTexture(m_spriteTexture); } if(m_pSpriteTexture) { // TODO - Sprites are currently additive only. Need to expose this and allow for multiple blending modes KRMeshManager::KRVBOData& vertices = m_pContext->getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES; // Render light sprite on transparency pass PipelineInfo info{}; std::string shader_name("sprite"); info.shader_name = &shader_name; info.pCamera = ri.camera; info.point_lights = &ri.point_lights; info.directional_lights = &ri.directional_lights; info.spot_lights = &ri.spot_lights; info.renderPass = ri.renderPass; info.rasterMode = RasterMode::kAdditive; info.cullMode = CullMode::kCullNone; info.vertexAttributes = vertices.getVertexAttributes(); info.modelFormat = ModelFormat::KRENGINE_MODEL_FORMAT_STRIP; KRPipeline *pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info); pShader->setUniform(KRPipeline::Uniform::KRENGINE_UNIFORM_MATERIAL_ALPHA, m_spriteAlpha); pShader->bind(ri.commandBuffer, *ri.camera, ri.viewport, getModelMatrix(), &ri.point_lights, &ri.directional_lights, &ri.spot_lights, ri.renderPass); m_pContext->getTextureManager()->selectTexture(0, m_pSpriteTexture, 0.0f, KRTexture::TEXTURE_USAGE_SPRITE); m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f); vkCmdDraw(ri.commandBuffer, 4, 1, 0, 0); } } } }