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kraken/kraken/nodes/KRSprite.cpp

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//
// KRSprite.cpp
// Kraken Engine
//
// Copyright 2025 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 = 1.0f;
nodeInfo->sprite.texture = -1;
}
KRSprite::KRSprite(KRScene& scene, std::string name) : KRNode(scene, name)
{
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.getName().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.setName(szSpriteTexture);
} else {
m_spriteTexture.clear();
}
}
void KRSprite::setSpriteTexture(std::string sprite_texture)
{
m_spriteTexture.setName(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::preStream(const KRViewport& viewport)
{
KRNode::preStream(viewport);
// Pre-stream sprites, even if the alpha is zero
m_spriteTexture.load(&getContext());
if (m_spriteTexture.isLoaded()) {
m_spriteTexture.get()->resetPoolExpiry(0.0f, KRTexture::TEXTURE_USAGE_SPRITE);
}
}
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.isLoaded()) {
// 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->setImageBinding("diffuseTexture", m_spriteTexture.get(), m_pContext->getSamplerManager()->DEFAULT_CLAMPED_SAMPLER);
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) {
case ShaderValue::material_alpha:
*output = m_spriteAlpha;
return true;
}
return KRNode::getShaderValue(value, output);
}