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 "BsPrerequisites.h" |
6 | #include "2D/BsSpriteMaterial.h" |
7 | #include "Math/BsVector2I.h" |
8 | #include "Math/BsRect2I.h" |
9 | #include "Image/BsColor.h" |
10 | |
11 | namespace bs |
12 | { |
13 | /** @addtogroup 2D-Internal |
14 | * @{ |
15 | */ |
16 | |
17 | /** Determines position of the sprite in its bounds. */ |
18 | enum SpriteAnchor |
19 | { |
20 | SA_TopLeft, |
21 | SA_TopCenter, |
22 | SA_TopRight, |
23 | SA_MiddleLeft, |
24 | SA_MiddleCenter, |
25 | SA_MiddleRight, |
26 | SA_BottomLeft, |
27 | SA_BottomCenter, |
28 | SA_BottomRight |
29 | }; |
30 | |
31 | /** Contains information about a single sprite render element, including its geometry and material. */ |
32 | struct SpriteRenderElement |
33 | { |
34 | SpriteRenderElement() = default; |
35 | |
36 | Vector2* vertices = nullptr; |
37 | Vector2* uvs = nullptr; |
38 | UINT32* indexes = nullptr; |
39 | UINT32 numQuads = 0; |
40 | SpriteMaterialInfo matInfo; |
41 | SpriteMaterial* material = nullptr; |
42 | }; |
43 | |
44 | /** Generates geometry and contains information needed for rendering a two dimensional element. */ |
45 | class BS_EXPORT Sprite |
46 | { |
47 | public: |
48 | Sprite() = default; |
49 | virtual ~Sprite() = default; |
50 | |
51 | /** |
52 | * Returns clipped bounds of the sprite. |
53 | * |
54 | * @param[in] offset Offset that will be added to the returned bounds. |
55 | * @param[in] clipRect Local clip rect that is used for clipping the sprite bounds. (Clipping is done before |
56 | * the offset is applied). If clip rect width or height is zero, no clipping is done. |
57 | * |
58 | * @return Clipped sprite bounds. |
59 | */ |
60 | Rect2I getBounds(const Vector2I& offset, const Rect2I& clipRect) const; |
61 | |
62 | /** |
63 | * Returns the number of separate render elements in the sprite. Normally this is 1, but some sprites may consist |
64 | * of multiple materials, in which case each will require its own mesh (render element) |
65 | * |
66 | * @return The number render elements. |
67 | */ |
68 | UINT32 getNumRenderElements() const; |
69 | |
70 | /** |
71 | * Gets material information required for rendering the element at the specified index. |
72 | * |
73 | * @see getNumRenderElements() |
74 | */ |
75 | const SpriteMaterialInfo& getMaterialInfo(UINT32 renderElementIdx) const; |
76 | |
77 | /** |
78 | * Gets the material that will be used for rendering the element at the specified index. |
79 | * |
80 | * @see getNumRenderElements() |
81 | */ |
82 | SpriteMaterial* getMaterial(UINT32 renderElementIdx) const; |
83 | |
84 | /** |
85 | * Returns the number of quads that the specified render element will use. You will need this value when creating |
86 | * the buffers before calling fillBuffer(). |
87 | * |
88 | * @return Number of quads for the specified render element. |
89 | * |
90 | * @note Number of vertices = Number of quads * 4 |
91 | * Number of indices = Number of quads * 6 |
92 | * |
93 | * @see getNumRenderElements() |
94 | * @see fillBuffer() |
95 | */ |
96 | UINT32 getNumQuads(UINT32 renderElementIdx) const; |
97 | |
98 | /** |
99 | * Fill the pre-allocated vertex, uv and index buffers with the mesh data for the specified render element. |
100 | * |
101 | * @param[out] vertices Previously allocated buffer where to store the vertices. |
102 | * @param[out] uv Previously allocated buffer where to store the uv coordinates. |
103 | * @param[out] indices Previously allocated buffer where to store the indices. |
104 | * @param[in] vertexOffset At which vertex should the method start filling the buffer. |
105 | * @param[in] indexOffset At which index should the method start filling the buffer. |
106 | * @param[in] maxNumVerts Total number of vertices the buffers were allocated for. Used only for memory |
107 | * safety. |
108 | * @param[in] maxNumIndices Total number of indices the buffers were allocated for. Used only for memory |
109 | * safety. |
110 | * @param[in] vertexStride Number of bytes between of vertices in the provided vertex and uv data. |
111 | * @param[in] indexStride Number of bytes between two indexes in the provided index data. |
112 | * @param[in] renderElementIdx Zero-based index of the render element. |
113 | * @param[in] offset Position offset to apply to all vertices, after clipping. |
114 | * @param[in] clipRect Rectangle to clip the vertices to. |
115 | * @param[in] clip Should the vertices be clipped to the provided @p clipRect. |
116 | * |
117 | * @see getNumRenderElements() |
118 | * @see getNumQuads() |
119 | */ |
120 | UINT32 fillBuffer(UINT8* vertices, UINT8* uv, UINT32* indices, UINT32 vertexOffset, UINT32 indexOffset, |
121 | UINT32 maxNumVerts, UINT32 maxNumIndices, UINT32 vertexStride, UINT32 indexStride, UINT32 renderElementIdx, |
122 | const Vector2I& offset, const Rect2I& clipRect, bool clip = true) const; |
123 | |
124 | /** |
125 | * Clips the provided 2D vertices to the provided clip rectangle. The vertices must form axis aligned quads. |
126 | * |
127 | * @param[in, out] vertices Pointer to the start of the buffer containing vertex positions. |
128 | * @param[in, out] uv Pointer to the start of the buffer containing UV coordinates. |
129 | * @param[in] numQuads Number of quads in the provided buffer pointers. |
130 | * @param[in] vertStride Number of bytes to skip when going to the next vertex. This assumes both position |
131 | * and uv coordinates have the same stride (as they are likely pointing to the same |
132 | * buffer). |
133 | * @param[in] clipRect Rectangle to clip the geometry to. |
134 | */ |
135 | static void clipQuadsToRect(UINT8* vertices, UINT8* uv, UINT32 numQuads, UINT32 vertStride, const Rect2I& clipRect); |
136 | |
137 | /** |
138 | * Clips the provided 2D vertices to the provided clip rectangle. The vertices can be arbitrary triangles. |
139 | * |
140 | * @param[in] vertices Pointer to the start of the buffer containing vertex positions. |
141 | * @param[in] uv Pointer to the start of the buffer containing UV coordinates. Can be null if UV is |
142 | * not needed. |
143 | * @param[in] numTris Number of triangles in the provided buffer pointers. |
144 | * @param[in] vertStride Number of bytes to skip when going to the next vertex. This assumes both position |
145 | * and uv coordinates have the same stride (as they are likely pointing to the same |
146 | * buffer). |
147 | * @param[in] clipRect Rectangle to clip the geometry to. |
148 | * @param[in] writeCallback Callback that will be triggered when clipped vertices and UV coordinates are |
149 | * generated and need to be stored. Vertices are always generate in tuples of three, |
150 | * forming a single triangle. |
151 | */ |
152 | static void clipTrianglesToRect(UINT8* vertices, UINT8* uv, UINT32 numTris, UINT32 vertStride, |
153 | const Rect2I& clipRect, const std::function<void(Vector2*, Vector2*, UINT32)>& writeCallback); |
154 | protected: |
155 | /** Returns the offset needed to move the sprite in order for it to respect the provided anchor. */ |
156 | static Vector2I getAnchorOffset(SpriteAnchor anchor, UINT32 width, UINT32 height); |
157 | |
158 | /** Calculates the bounds of all sprite vertices. */ |
159 | void updateBounds() const; |
160 | |
161 | mutable Rect2I mBounds; |
162 | mutable Vector<SpriteRenderElement> mCachedRenderElements; |
163 | }; |
164 | |
165 | /** @} */ |
166 | } |