149 lines
4.8 KiB
C++
Executable File
149 lines
4.8 KiB
C++
Executable File
//
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// KRSprite.cpp
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// KREngine
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//
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// Created by Kearwood Gilbert on 12-04-05.
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// Copyright (c) 2012 Kearwood Software. All rights reserved.
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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 "KRStockGeometry.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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/* 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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}
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std::string KRSprite::getElementName() {
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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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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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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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return AABB::Create(-Vector3::One() * 0.5f, Vector3::One() * 0.5f, getModelMatrix());
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}
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void KRSprite::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass) {
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if(m_lod_visible >= LOD_VISIBILITY_PRESTREAM && renderPass == KRNode::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(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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if(renderPass == KRNode::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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/*
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// Enable additive blending
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GLDEBUG(glEnable(GL_BLEND));
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GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
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// Disable z-buffer write
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GLDEBUG(glDepthMask(GL_FALSE));
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*/
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// TODO - Sprites are currently additive only. Need to expose this and allow for multiple blending modes
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// Enable z-buffer test
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GLDEBUG(glEnable(GL_DEPTH_TEST));
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GLDEBUG(glDepthFunc(GL_LEQUAL));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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// Render light sprite on transparency pass
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KRPipeline *pShader = getContext().getPipelineManager()->getPipeline("sprite", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getPipelineManager()->selectPipeline(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_MATERIAL_ALPHA, m_spriteAlpha);
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m_pContext->getTextureManager()->selectTexture(0, m_pSpriteTexture, 0.0f, KRTexture::TEXTURE_USAGE_SPRITE);
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m_pContext->getMeshManager()->bindVBO(&m_pContext->getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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}
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}
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}
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}
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