Moved sprite functions to separate header
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@@ -618,4 +618,199 @@ void printIrrMatrix(irr::core::matrix4 m)
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std::cout << "[ " << m[i*4] << ", " << m[i*4+1] << ", " << m[i*4+2] << ", " << m[i*4+3] << " ]" << std::endl;
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}
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struct rc_image_obj
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{
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irr::video::ITexture* image;
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Uint8 alpha = 255;
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irr::video::SColor color_mod = irr::video::SColor(255,255,255,255);
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};
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irr::core::array<rc_image_obj> rc_image;
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irr::video::E_BLEND_OPERATION rc_blend_mode = irr::video::EBO_ADD;
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bool rc_bilinear_filter = false;
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void draw2DImage(irr::video::IVideoDriver *driver, irr::video::ITexture* texture, irr::core::rect<irr::s32> sourceRect, irr::core::position2d<irr::s32> position, irr::core::position2d<irr::s32> rotationPoint, irr::f32 rotation, irr::core::vector2df scale, bool useAlphaChannel, irr::video::SColor color, irr::core::vector2d<irr::f32> screenSize)
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{
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if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
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return;
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// Store and clear the projection matrix
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irr::core::matrix4 oldProjMat = driver->getTransform(irr::video::ETS_PROJECTION);
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driver->setTransform(irr::video::ETS_PROJECTION,irr::core::matrix4());
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// Store and clear the view matrix
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irr::core::matrix4 oldViewMat = driver->getTransform(irr::video::ETS_VIEW);
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driver->setTransform(irr::video::ETS_VIEW,irr::core::matrix4());
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// Store and clear the world matrix
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irr::core::matrix4 oldWorldMat = driver->getTransform(irr::video::ETS_WORLD);
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driver->setTransform(irr::video::ETS_WORLD,irr::core::matrix4());
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// Find horizontal and vertical axes after rotation
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irr::f32 c = cos(-rotation*irr::core::DEGTORAD);
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irr::f32 s = sin(-rotation*irr::core::DEGTORAD);
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irr::core::vector2df horizontalAxis(c,s);
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irr::core::vector2df verticalAxis(s,-c);
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// First, we'll find the offset of the center and then where the center would be after rotation
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irr::core::vector2df centerOffset(position.X+sourceRect.getWidth()/2.0f*scale.X-rotationPoint.X,position.Y+sourceRect.getHeight()/2.0f*scale.Y-rotationPoint.Y);
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irr::core::vector2df center = centerOffset.X*horizontalAxis - centerOffset.Y*verticalAxis;
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center.X += rotationPoint.X;
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center.Y += rotationPoint.Y;
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// Now find the corners based off the center
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irr::core::vector2df cornerOffset(sourceRect.getWidth()*scale.X/2.0f,sourceRect.getHeight()*scale.Y/2.0f);
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verticalAxis *= cornerOffset.Y;
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horizontalAxis *= cornerOffset.X;
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irr::core::vector2df corner[4];
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corner[0] = center + verticalAxis - horizontalAxis;
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corner[1] = center + verticalAxis + horizontalAxis;
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corner[2] = center - verticalAxis - horizontalAxis;
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corner[3] = center - verticalAxis + horizontalAxis;
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// Find the uv coordinates of the sourceRect
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irr::core::vector2df textureSize(texture->getSize().Width, texture->getSize().Height);
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irr::core::vector2df uvCorner[4];
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uvCorner[0] = irr::core::vector2df(sourceRect.UpperLeftCorner.X,sourceRect.UpperLeftCorner.Y);
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uvCorner[1] = irr::core::vector2df(sourceRect.LowerRightCorner.X,sourceRect.UpperLeftCorner.Y);
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uvCorner[2] = irr::core::vector2df(sourceRect.UpperLeftCorner.X,sourceRect.LowerRightCorner.Y);
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uvCorner[3] = irr::core::vector2df(sourceRect.LowerRightCorner.X,sourceRect.LowerRightCorner.Y);
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for (irr::s32 i = 0; i < 4; i++)
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uvCorner[i] /= textureSize;
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// Vertices for the image
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irr::video::S3DVertex vertices[4];
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irr::u16 indices[6] = { 0, 1, 2, 3 ,2 ,1 };
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// Convert pixels to world coordinates
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//irr::core::vector2df screenSize(rc_canvas[rc_active_canvas].dimension.Width, rc_canvas[rc_active_canvas].dimension.Height);
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for (irr::s32 i = 0; i < 4; i++) {
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vertices[i].Pos = irr::core::vector3df(((corner[i].X/screenSize.X)-0.5f)*2.0f,((corner[i].Y/screenSize.Y)-0.5f)*-2.0f,1);
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vertices[i].TCoords = uvCorner[i];
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vertices[i].Color = color;
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}
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// Create the material
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// IMPORTANT: For irrlicht 1.8 and above you MUST ADD THIS LINE:
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// material.BlendOperation = irr::video::EBO_ADD;
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irr::video::SMaterial material;
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material.Lighting = false;
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material.ZWriteEnable = irr::video::EZW_OFF;
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material.ZBuffer = false;
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material.BackfaceCulling = false;
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material.TextureLayer[0].Texture = texture;
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material.TextureLayer[0].BilinearFilter = rc_bilinear_filter;
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material.MaterialTypeParam = irr::video::pack_textureBlendFunc(irr::video::EBF_SRC_ALPHA, irr::video::EBF_ONE_MINUS_SRC_ALPHA, irr::video::EMFN_MODULATE_1X, irr::video::EAS_TEXTURE | irr::video::EAS_VERTEX_COLOR);
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material.BlendOperation = rc_blend_mode;
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//material.BlendOperation = irr::video::EBO_ADD;
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if (useAlphaChannel)
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material.MaterialType = irr::video::EMT_ONETEXTURE_BLEND;
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else
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material.MaterialType = irr::video::EMT_SOLID;
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driver->setMaterial(material);
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driver->drawIndexedTriangleList(&vertices[0],4,&indices[0],2);
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// Restore projection, world, and view matrices
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driver->setTransform(irr::video::ETS_PROJECTION,oldProjMat);
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driver->setTransform(irr::video::ETS_VIEW,oldViewMat);
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driver->setTransform(irr::video::ETS_WORLD,oldWorldMat);
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}
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void draw2DImage2(irr::video::IVideoDriver *driver, irr::video::ITexture* texture, irr::core::rect<irr::s32> sourceRect, irr::core::rect<irr::s32> destRect, irr::core::position2d<irr::s32> rotationPoint, irr::f32 rotation, bool useAlphaChannel, irr::video::SColor color, irr::core::vector2d<irr::f32> screenSize )
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{
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if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
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return;
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// Store and clear the projection matrix
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irr::core::matrix4 oldProjMat = driver->getTransform(irr::video::ETS_PROJECTION);
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driver->setTransform(irr::video::ETS_PROJECTION,irr::core::matrix4());
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// Store and clear the view matrix
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irr::core::matrix4 oldViewMat = driver->getTransform(irr::video::ETS_VIEW);
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driver->setTransform(irr::video::ETS_VIEW,irr::core::matrix4());
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// Store and clear the world matrix
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irr::core::matrix4 oldWorldMat = driver->getTransform(irr::video::ETS_WORLD);
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driver->setTransform(irr::video::ETS_WORLD,irr::core::matrix4());
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// Find horizontal and vertical axes after rotation
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irr::f32 c = cos(-rotation*irr::core::DEGTORAD);
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irr::f32 s = sin(-rotation*irr::core::DEGTORAD);
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irr::core::vector2df horizontalAxis(c,s);
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irr::core::vector2df verticalAxis(s,-c);
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// First, we'll find the offset of the center and then where the center would be after rotation
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irr::core::vector2df centerOffset(destRect.UpperLeftCorner.X+destRect.getWidth()/2.0f-rotationPoint.X,destRect.UpperLeftCorner.Y+destRect.getHeight()/2.0f-rotationPoint.Y);
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irr::core::vector2df center = centerOffset.X*horizontalAxis - centerOffset.Y*verticalAxis;
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center.X += rotationPoint.X;
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center.Y += rotationPoint.Y;
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// Now find the corners based off the center
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irr::core::vector2df cornerOffset(destRect.getWidth()/2.0f,destRect.getHeight()/2.0f);
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verticalAxis *= cornerOffset.Y;
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horizontalAxis *= cornerOffset.X;
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irr::core::vector2df corner[4];
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corner[0] = center + verticalAxis - horizontalAxis;
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corner[1] = center + verticalAxis + horizontalAxis;
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corner[2] = center - verticalAxis - horizontalAxis;
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corner[3] = center - verticalAxis + horizontalAxis;
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// Find the uv coordinates of the sourceRect
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irr::core::vector2df textureSize(texture->getSize().Width, texture->getSize().Height);
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irr::core::vector2df uvCorner[4];
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uvCorner[0] = irr::core::vector2df(sourceRect.UpperLeftCorner.X,sourceRect.UpperLeftCorner.Y);
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uvCorner[1] = irr::core::vector2df(sourceRect.LowerRightCorner.X,sourceRect.UpperLeftCorner.Y);
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uvCorner[2] = irr::core::vector2df(sourceRect.UpperLeftCorner.X,sourceRect.LowerRightCorner.Y);
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uvCorner[3] = irr::core::vector2df(sourceRect.LowerRightCorner.X,sourceRect.LowerRightCorner.Y);
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for (irr::s32 i = 0; i < 4; i++)
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uvCorner[i] /= textureSize;
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// Vertices for the image
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irr::video::S3DVertex vertices[4];
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irr::u16 indices[6] = { 0, 1, 2, 3 ,2 ,1 };
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// Convert pixels to world coordinates
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//irr::core::vector2df screenSize(rc_canvas[rc_active_canvas].dimension.Width, rc_canvas[rc_active_canvas].dimension.Height);
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for (irr::s32 i = 0; i < 4; i++) {
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vertices[i].Pos = irr::core::vector3df(((corner[i].X/screenSize.X)-0.5f)*2.0f,((corner[i].Y/screenSize.Y)-0.5f)*-2.0f,1);
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vertices[i].TCoords = uvCorner[i];
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vertices[i].Color = color;
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}
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// Create the material
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// IMPORTANT: For irrlicht 1.8 and above you MUST ADD THIS LINE:
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// material.BlendOperation = irr::video::EBO_ADD;
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irr::video::SMaterial material;
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material.Lighting = false;
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material.ZWriteEnable = irr::video::EZW_OFF;
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material.ZBuffer = false;
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material.BackfaceCulling = false;
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material.TextureLayer[0].Texture = texture;
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material.TextureLayer[0].BilinearFilter = rc_bilinear_filter; //TODO: Add option to switch this on/off
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material.BlendOperation = rc_blend_mode;
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material.MaterialTypeParam = irr::video::pack_textureBlendFunc(irr::video::EBF_SRC_ALPHA, irr::video::EBF_ONE_MINUS_SRC_ALPHA, irr::video::EMFN_MODULATE_1X, irr::video::EAS_TEXTURE | irr::video::EAS_VERTEX_COLOR);
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//material.AntiAliasing = irr::video::EAAM_OFF;
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if (useAlphaChannel)
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material.MaterialType = irr::video::EMT_ONETEXTURE_BLEND;
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else
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material.MaterialType = irr::video::EMT_SOLID;
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driver->setMaterial(material);
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driver->drawIndexedTriangleList(&vertices[0],4,&indices[0],2);
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// Restore projection, world, and view matrices
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driver->setTransform(irr::video::ETS_PROJECTION,oldProjMat);
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driver->setTransform(irr::video::ETS_VIEW,oldViewMat);
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driver->setTransform(irr::video::ETS_WORLD,oldWorldMat);
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}
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#endif // RC_GFX_CORE_H_INCLUDED
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