// // KRSprite.cpp // Kraken Engine // // Copyright 2026 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" #include "KRRenderPass.h" using namespace hydra; /* static */ void KRSprite::InitNodeInfo(KrNodeInfo* nodeInfo) { KRNode::InitNodeInfo(nodeInfo); nodeInfo->sprite.alpha = decltype(m_spriteAlpha)::defaultVal; nodeInfo->sprite.texture = -1; } KRSprite::KRSprite(KRScene& scene, std::string name) : KRNode(scene, name) { } KRSprite::~KRSprite() {} std::string KRSprite::getElementName() { return "sprite"; } tinyxml2::XMLElement* KRSprite::saveXML(tinyxml2::XMLNode* parent) { tinyxml2::XMLElement* e = KRNode::saveXML(parent); m_spriteTexture.save(e); m_spriteAlpha.save(e); return e; } void KRSprite::loadXML(tinyxml2::XMLElement* e) { KRNode::loadXML(e); m_spriteTexture.load(e); m_spriteAlpha.load(e); } void KRSprite::setSpriteTexture(std::string sprite_texture) { m_spriteTexture.val.set(sprite_texture); } 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::getResourceBindings(std::list& bindings) { KRNode::getResourceBindings(bindings); bindings.push_back(&m_spriteTexture.val); } void KRSprite::render(RenderInfo& ri) { KRNode::render(ri); if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_ADDITIVE_PARTICLES) { if (m_spriteAlpha > 0.0f) { if (m_spriteTexture.val.isBound()) { // 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); if (pShader) { pShader->setImageBinding("diffuseTexture", m_spriteTexture.val.get(), m_pContext->getSamplerManager()->DEFAULT_CLAMPED_SAMPLER); if (pShader->bind(ri, getModelMatrix())) { m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f); vkCmdDraw(ri.commandBuffer, 4, 1, 0, 0); } } } } } } bool KRSprite::getShaderValue(ShaderValue value, float* output) const { switch (value) { default: return KRNode::getShaderValue(value, output); } }