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