Files
kraken/kraken/KRSprite.cpp
Kearwood Kip Gilbert 5362bbd526 /s/KRAABB/AABB/g
Cleanup, new hash<> functions
2017-07-29 19:23:21 -07:00

142 lines
4.7 KiB
C++
Executable File

//
// KRSprite.cpp
// KREngine
//
// Created by Kearwood Gilbert on 12-04-05.
// Copyright (c) 2012 Kearwood Software. All rights reserved.
//
#include "KREngine-common.h"
#include "KRSprite.h"
#include "KRNode.h"
#include "KRCamera.h"
#include "KRContext.h"
#include "KRShaderManager.h"
#include "KRShader.h"
#include "KRStockGeometry.h"
#include "KRDirectionalLight.h"
#include "KRSpotLight.h"
#include "KRPointLight.h"
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(-Vector3::One() * 0.5f, Vector3::One() * 0.5f, getModelMatrix());
}
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) {
if(m_lod_visible >= LOD_VISIBILITY_PRESTREAM && 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(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
if(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) {
/*
// Enable additive blending
GLDEBUG(glEnable(GL_BLEND));
GLDEBUG(glBlendFunc(GL_ONE, GL_ONE));
// Disable z-buffer write
GLDEBUG(glDepthMask(GL_FALSE));
*/
// TODO - Sprites are currently additive only. Need to expose this and allow for multiple blending modes
// Enable z-buffer test
GLDEBUG(glEnable(GL_DEPTH_TEST));
GLDEBUG(glDepthFunc(GL_LEQUAL));
GLDEBUG(glDepthRangef(0.0, 1.0));
// Render light sprite on transparency pass
KRShader *pShader = getContext().getShaderManager()->getShader("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);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
pShader->setUniform(KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA, m_spriteAlpha);
m_pContext->getTextureManager()->selectTexture(0, m_pSpriteTexture, 0.0f, KRTexture::TEXTURE_USAGE_SPRITE);
m_pContext->getMeshManager()->bindVBO(&m_pContext->getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
}
}
}
}