| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Resources/BsResource.h" |
| 7 | #include "Math/BsVector2.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | /** @addtogroup Resources |
| 12 | * @{ |
| 13 | */ |
| 14 | |
| 15 | /** |
| 16 | * Descriptor that describes a simple sprite sheet animation. The parent texture is split into a grid of |
| 17 | * @p numRows x @p numColumns, each representing one frame of the animation. Every frame is of equal size. Frames are |
| 18 | * sequentially evaluated starting from the top-most row, iterating over all columns in a row and then moving to next |
| 19 | * row, up to @p count frames. Frames in rows/colums past @p count. @p fps frames are evaluated every second, allowing |
| 20 | * you to control animation speed. |
| 21 | */ |
| 22 | struct BS_SCRIPT_EXPORT(m:Rendering,pl:true) SpriteSheetGridAnimation |
| 23 | { |
| 24 | SpriteSheetGridAnimation() = default; |
| 25 | SpriteSheetGridAnimation(UINT32 numRows, UINT32 numColumns, UINT32 count, UINT32 fps) |
| 26 | : numRows(numRows), numColumns(numColumns), count(count), fps(fps) |
| 27 | { } |
| 28 | |
| 29 | /** |
| 30 | * Number of rows to divide the parent's texture area. Determines height of the individual frame (depends on |
| 31 | * parent texture size). |
| 32 | */ |
| 33 | UINT32 numRows = 1; |
| 34 | |
| 35 | /** |
| 36 | * Number of columns to divide the parent's texture area. Determines column of the individual frame (depends on |
| 37 | * parent texture size). |
| 38 | */ |
| 39 | UINT32 numColumns = 1; |
| 40 | |
| 41 | /** Number of frames in the animation. Must be less or equal than @p numRows * @p numColumns. */ |
| 42 | UINT32 count = 1; |
| 43 | |
| 44 | /** How many frames to evaluate each second. Determines the animation speed. */ |
| 45 | UINT32 fps = 8; |
| 46 | }; |
| 47 | |
| 48 | /** Type of playback to use for an animation of a SpriteTexture. */ |
| 49 | enum class BS_SCRIPT_EXPORT(m:Rendering) SpriteAnimationPlayback |
| 50 | { |
| 51 | /** Do not animate. */ |
| 52 | None, |
| 53 | /** Animate once until the end of the animation is reached. */ |
| 54 | Normal, |
| 55 | /** Animate to the end of the animation then loop around. */ |
| 56 | Loop, |
| 57 | /** Loop the animation but reverse playback when the end is reached. */ |
| 58 | PingPong |
| 59 | }; |
| 60 | |
| 61 | /** @} */ |
| 62 | |
| 63 | /** @addtogroup Implementation |
| 64 | * @{ |
| 65 | */ |
| 66 | |
| 67 | /** Base class used for both sim and core thread SpriteTexture implementations. */ |
| 68 | class BS_CORE_EXPORT SpriteTextureBase |
| 69 | { |
| 70 | public: |
| 71 | SpriteTextureBase(const Vector2& uvOffset, const Vector2& uvScale) |
| 72 | :mUVOffset(uvOffset), mUVScale(uvScale) |
| 73 | { } |
| 74 | virtual ~SpriteTextureBase() = default; |
| 75 | |
| 76 | /** |
| 77 | * Determines the offset into the referenced texture where the sprite starts. The offset is in UV coordinates, |
| 78 | * in range [0, 1]. |
| 79 | */ |
| 80 | BS_SCRIPT_EXPORT(n:Offset,pr:setter) |
| 81 | void setOffset(const Vector2& offset) { mUVOffset = offset; _markCoreDirty(); } |
| 82 | |
| 83 | /** @copydoc setOffset() */ |
| 84 | BS_SCRIPT_EXPORT(n:Offset,pr:getter) |
| 85 | Vector2 getOffset() const { return mUVOffset; } |
| 86 | |
| 87 | /** Determines the size of the sprite in the referenced texture. Size is in UV coordinates, range [0, 1]. */ |
| 88 | BS_SCRIPT_EXPORT(n:Scale,pr:setter) |
| 89 | void setScale(const Vector2& scale) { mUVScale = scale; _markCoreDirty(); } |
| 90 | |
| 91 | /** @copydoc setScale() */ |
| 92 | BS_SCRIPT_EXPORT(n:Scale,pr:getter) |
| 93 | Vector2 getScale() const { return mUVScale; } |
| 94 | |
| 95 | /** Transforms wanted UV coordinates into coordinates you can use for sampling the internal texture. */ |
| 96 | Vector2 transformUV(const Vector2& uv) const { return mUVOffset + uv * mUVScale; } |
| 97 | |
| 98 | /** |
| 99 | * Evaluates the UV coordinate offset and size to use at the specified time. If the sprite texture doesn't |
| 100 | * have animation playback enabled then just the default offset and size will be provided, otherwise the |
| 101 | * animation will be evaluated and appropriate UV returned. |
| 102 | */ |
| 103 | Rect2 evaluate(float t) const; |
| 104 | |
| 105 | /** Returns the row and column of the current animation frame for time @p t. */ |
| 106 | void getAnimationFrame(float t, UINT32& row, UINT32& column) const; |
| 107 | |
| 108 | /** |
| 109 | * Sets properties describing sprite animation. The animation splits the sprite area into a grid of sub-images |
| 110 | * which can be evaluated over time. In order to view the animation you must also enable playback through |
| 111 | * setAnimationPlayback(). |
| 112 | */ |
| 113 | BS_SCRIPT_EXPORT(n:Animation,pr:setter) |
| 114 | void setAnimation(const SpriteSheetGridAnimation& anim) { mAnimation = anim; _markCoreDirty(); } |
| 115 | |
| 116 | /** @copydoc setAnimation */ |
| 117 | BS_SCRIPT_EXPORT(n:Animation,pr:getter) |
| 118 | const SpriteSheetGridAnimation& getAnimation() const { return mAnimation; } |
| 119 | |
| 120 | /** Determines if and how should the sprite animation play. */ |
| 121 | BS_SCRIPT_EXPORT(n:AnimationPlayback,pr:setter) |
| 122 | void setAnimationPlayback(SpriteAnimationPlayback playback) { mPlayback = playback; _markCoreDirty(); } |
| 123 | |
| 124 | /** @copydoc setAnimationPlayback */ |
| 125 | BS_SCRIPT_EXPORT(n:AnimationPlayback,pr:getter) |
| 126 | SpriteAnimationPlayback getAnimationPlayback() const { return mPlayback; }; |
| 127 | |
| 128 | protected: |
| 129 | /** Marks the contents of the sim thread object as dirty, causing it to sync with its core thread counterpart. */ |
| 130 | virtual void _markCoreDirty() { } |
| 131 | |
| 132 | Vector2 mUVOffset; |
| 133 | Vector2 mUVScale; |
| 134 | |
| 135 | SpriteAnimationPlayback mPlayback = SpriteAnimationPlayback::None; |
| 136 | SpriteSheetGridAnimation mAnimation; |
| 137 | }; |
| 138 | |
| 139 | /** Templated base class used for both sim and core thread SpriteTexture implementations. */ |
| 140 | template<bool Core> |
| 141 | class BS_CORE_EXPORT TSpriteTexture : public SpriteTextureBase |
| 142 | { |
| 143 | public: |
| 144 | using TextureType = CoreVariantHandleType<Texture, Core>; |
| 145 | |
| 146 | TSpriteTexture(const Vector2& uvOffset, const Vector2& uvScale, TextureType atlasTexture) |
| 147 | :SpriteTextureBase(uvOffset, uvScale), mAtlasTexture(std::move(atlasTexture)) |
| 148 | { } |
| 149 | |
| 150 | virtual ~TSpriteTexture() = default; |
| 151 | |
| 152 | /** Enumerates all the fields in the type and executes the specified processor action for each field. */ |
| 153 | template<class P> |
| 154 | void rttiEnumFields(P p); |
| 155 | |
| 156 | protected: |
| 157 | TextureType mAtlasTexture; |
| 158 | }; |
| 159 | |
| 160 | /** @} */ |
| 161 | /** @addtogroup Resources |
| 162 | * @{ |
| 163 | */ |
| 164 | |
| 165 | |
| 166 | /** |
| 167 | * Texture that references a part of a larger texture by specifying an UV subset. When the sprite texture is rendererd |
| 168 | * only the portion of the texture specified by the UV subset will be rendered. This allows you to use the same texture |
| 169 | * for multiple sprites (texture atlasing). Sprite textures also allow you to specify sprite sheet animation by varying |
| 170 | * which portion of the UV is selected over time. |
| 171 | */ |
| 172 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering) SpriteTexture : public Resource, public TSpriteTexture<false> |
| 173 | { |
| 174 | public: |
| 175 | /** Determines the internal texture that the sprite texture references. */ |
| 176 | BS_SCRIPT_EXPORT(n:Texture,pr:setter) |
| 177 | void setTexture(const HTexture& texture); |
| 178 | |
| 179 | /** @copydoc setTexture() */ |
| 180 | BS_SCRIPT_EXPORT(n:Texture,pr:getter) |
| 181 | const HTexture& getTexture() const { return mAtlasTexture; } |
| 182 | |
| 183 | /** Returns width of the sprite texture in pixels. */ |
| 184 | BS_SCRIPT_EXPORT(n:Width,pr:getter) |
| 185 | UINT32 getWidth() const; |
| 186 | |
| 187 | /** Returns height of the sprite texture in pixels. */ |
| 188 | BS_SCRIPT_EXPORT(n:Height,pr:getter) |
| 189 | UINT32 getHeight() const; |
| 190 | |
| 191 | /** |
| 192 | * Returns width of a single animation frame sprite texture in pixels. If the texture has no animation this |
| 193 | * is the same as getWidth(). |
| 194 | */ |
| 195 | BS_SCRIPT_EXPORT(n:FrameWidth,pr:getter) |
| 196 | UINT32 getFrameWidth() const; |
| 197 | |
| 198 | /** |
| 199 | * Returns height of a single animation frame sprite texture in pixels. If the texture has no animation this |
| 200 | * is the same as getHeight(). |
| 201 | */ |
| 202 | BS_SCRIPT_EXPORT(n:FrameHeight,pr:getter) |
| 203 | UINT32 getFrameHeight() const; |
| 204 | |
| 205 | /** Retrieves a core implementation of a sprite texture usable only from the core thread. */ |
| 206 | SPtr<ct::SpriteTexture> getCore() const; |
| 207 | |
| 208 | /** Creates a new sprite texture that references the entire area of the provided texture. */ |
| 209 | BS_SCRIPT_EXPORT(ec:SpriteTexture) |
| 210 | static HSpriteTexture create(const HTexture& texture); |
| 211 | |
| 212 | /** Creates a new sprite texture that references a sub-area of the provided texture. */ |
| 213 | BS_SCRIPT_EXPORT(ec:SpriteTexture) |
| 214 | static HSpriteTexture create(const Vector2& uvOffset, const Vector2& uvScale, const HTexture& texture); |
| 215 | |
| 216 | /** Checks if the sprite texture and its internal texture have been loaded. */ |
| 217 | static bool checkIsLoaded(const HSpriteTexture& tex); |
| 218 | |
| 219 | /** Returns a dummy sprite texture. */ |
| 220 | static const HSpriteTexture& dummy(); |
| 221 | |
| 222 | /** @name Internal |
| 223 | * @{ |
| 224 | */ |
| 225 | |
| 226 | /** Creates a new SpriteTexture without a resource handle. Use create() for normal use. */ |
| 227 | static SPtr<SpriteTexture> _createPtr(const HTexture& texture); |
| 228 | |
| 229 | /** Creates a new SpriteTexture without a resource handle. Use create() for normal use. */ |
| 230 | static SPtr<SpriteTexture> _createPtr(const Vector2& uvOffset, const Vector2& uvScale, const HTexture& texture); |
| 231 | |
| 232 | /** @copydoc SpriteTextureBase::_markCoreDirty */ |
| 233 | void _markCoreDirty() override; |
| 234 | |
| 235 | /** @} */ |
| 236 | private: |
| 237 | friend class SpriteTextureRTTI; |
| 238 | |
| 239 | /** @copydoc create(const Vector2&, const Vector2&, const HTexture&) */ |
| 240 | SpriteTexture(const Vector2& uvOffset, const Vector2& uvScale, const HTexture& texture); |
| 241 | |
| 242 | /** @copydoc CoreObject::initialize */ |
| 243 | void initialize() override; |
| 244 | |
| 245 | /** @copydoc CoreObject::createCore */ |
| 246 | SPtr<ct::CoreObject> createCore() const override; |
| 247 | |
| 248 | /** @copydoc CoreObject::syncToCore */ |
| 249 | CoreSyncData syncToCore(FrameAlloc* allocator) override; |
| 250 | |
| 251 | /** @copydoc CoreObject::getCoreDependencies */ |
| 252 | void getCoreDependencies(Vector<CoreObject*>& dependencies) override; |
| 253 | |
| 254 | /************************************************************************/ |
| 255 | /* RTTI */ |
| 256 | /************************************************************************/ |
| 257 | |
| 258 | /** Creates a new empty and uninitialized sprite texture. */ |
| 259 | static SPtr<SpriteTexture> createEmpty(); |
| 260 | public: |
| 261 | friend class SpriteTextureRTTI; |
| 262 | static RTTITypeBase* getRTTIStatic(); |
| 263 | RTTITypeBase* getRTTI() const override; |
| 264 | }; |
| 265 | |
| 266 | /** @} */ |
| 267 | |
| 268 | namespace ct |
| 269 | { |
| 270 | /** @addtogroup Resources-Internal |
| 271 | * @{ |
| 272 | */ |
| 273 | |
| 274 | /** |
| 275 | * Core thread version of a bs::SpriteTexture. |
| 276 | * |
| 277 | * @note Core thread. |
| 278 | */ |
| 279 | class BS_CORE_EXPORT SpriteTexture : public CoreObject, public TSpriteTexture<true> |
| 280 | { |
| 281 | public: |
| 282 | /** Determines the internal texture that the sprite texture references. */ |
| 283 | void setTexture(const SPtr<ct::Texture>& texture) { mAtlasTexture = texture; } |
| 284 | |
| 285 | /** @copydoc setTexture() */ |
| 286 | const SPtr<ct::Texture>& getTexture() const { return mAtlasTexture; } |
| 287 | |
| 288 | private: |
| 289 | friend class bs::SpriteTexture; |
| 290 | |
| 291 | SpriteTexture(const Vector2& uvOffset, const Vector2& uvScale, SPtr<Texture> texture, |
| 292 | const SpriteSheetGridAnimation& anim, SpriteAnimationPlayback playback); |
| 293 | |
| 294 | /** @copydoc CoreObject::syncToCore */ |
| 295 | void syncToCore(const CoreSyncData& data) override; |
| 296 | }; |
| 297 | |
| 298 | /** @} */ |
| 299 | } |
| 300 | } |