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Sprites.cpp
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Sprites.cpp
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#include "Sprites.hpp"
#include "ColorTextureProgram.hpp"
#include "gl_errors.hpp"
#include "load_save_png.hpp"
#include "data_path.hpp"
#include <iostream>
#include <fstream>
#include <string>
SpriteMap* load_func(std::string png, std::string filename, GLint interpolation=GL_NEAREST) {
glm::uvec2 size;
std::vector < glm::u8vec4 > data;
std::ifstream data_in(data_path("sprites/" + filename));
load_png(data_path("sprites/" + png), &size, &data, LowerLeftOrigin);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
//set filtering and wrapping parameters:
//(it's a bit silly to mipmap a 1x1 texture, but I'm doing it because you may want to use this code to load different sizes of texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, interpolation);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
GL_ERRORS();
SpriteMap *smap = new SpriteMap();
smap->tex = tex;
size_t sprite_size, num_row, num_col, num_anims;
data_in >> sprite_size >> num_row >> num_col >> num_anims;
if (num_row * sprite_size != size.y || num_col * sprite_size != size.x) {
std::cerr << "Issue with sprite layouts, file: " << filename << std::endl;
assert(false);
}
if (num_row <= 0 || num_col <= 0){
std::cerr << "columns and rows have to be positive." << std::endl;
assert(false);
}
constexpr float tex_eps = 0.0001f;
for(size_t i = 0; i < num_anims; i++) {
glm::vec2 sprite_center(0.f);
glm::vec2 sprite_radius(0.f);
std::string sprite_name;
data_in >> sprite_name;
smap->sprites[sprite_name] = Animation();
Animation ¤t_sprite = smap->sprites[sprite_name];
current_sprite.sprite_size = sprite_size;
data_in >> sprite_center.x
>> sprite_center.y
>> sprite_radius.x
>> sprite_radius.y;
float half_sprite = sprite_size / 2.f;
current_sprite.transform.translation = (1 / half_sprite) * sprite_center - glm::vec2(1.f);
current_sprite.transform.scale = glm::vec2(half_sprite / sprite_radius.x, half_sprite / sprite_radius.y);
//read in the sprites for the animation
size_t num_sprites;
data_in >> num_sprites;
current_sprite.anim.resize(num_sprites);
current_sprite.durations.resize(num_sprites);
for(size_t j = 0; j < num_sprites; j++) {
glm::vec2 sprite_location;
data_in >> sprite_location.y >> sprite_location.x >> current_sprite.durations[j];
assert(sprite_location.y <= num_row-1 && sprite_location.x <= num_col-1);
assert(sprite_location.x >= 0 && sprite_location.y >= 0);
if (j != 0)
current_sprite.durations[j] += current_sprite.durations[j-1];
current_sprite.anim[j] = TexRectangle((sprite_location.x + tex_eps) / num_col, (sprite_location.y + tex_eps) / num_row, (sprite_location.x + 1 - tex_eps) / num_col, (sprite_location.y + 1 - tex_eps) / num_row);
}
}
data_in.close();
return smap;
}
Load <SpriteMap> tile_sprites(LoadTagDefault, [](){ return load_func("tiles.png", "tiles.info"); });
Load <SpriteMap> item_sprites(LoadTagDefault, [](){ return load_func("items.png", "items.info"); });
Load <SpriteMap> player_sprites(LoadTagDefault, [](){ return load_func("player.png", "player.info"); });
Load <SpriteMap> enemy_sprites(LoadTagDefault, [](){ return load_func("enemies_gray.png", "enemies.info"); });
Load <SpriteMap> bullet_sprites(LoadTagDefault, [](){ return load_func("bullets.png", "bullets.info"); });
Load <SpriteMap> ui_sprites(LoadTagDefault, [](){ return load_func("ui.png", "ui.info"); });
Load <SpriteMap> main_menu_spritemap(LoadTagDefault, [](){ return load_func("mm_background.png", "mm_background.info", GL_LINEAR); });
void SpriteMap::vbuffer_to_GL(
std::vector<Vertex> &vertices,
ColorTextureProgram &color_texture_program,
GLuint vertex_buffer_for_color_texture_program,
GLuint vertex_buffer) const {
//use alpha blending:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//don't use the depth test:
glDisable(GL_DEPTH_TEST);
// add uniform to shader
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), vertices.data(), GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//color program
//set color_texture_program as current program:
glUseProgram(color_texture_program.program);
//use the mapping vertex_buffer_for_color_texture_program to fetch vertex data:
glBindVertexArray(vertex_buffer_for_color_texture_program);
// bind texture to shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
// run the OpenGL pipeline:
glDrawArrays(GL_TRIANGLES, 0, GLsizei(vertices.size()));
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glUseProgram(0);
vertices.clear();
GL_ERRORS();
}
TexRectangle::TexRectangle(float _x0, float _y0, float _x1, float _y1){
x0 = _x0; y0 = _y0; x1 = _x1; y1 = _y1;
}
TexRectangle::TexRectangle(){
x0=y0=x1=y1=0.f;
}
SpriteMap::SpriteMap(){
this->tex = 0;
}
SpriteMap::~SpriteMap(){
glDeleteTextures(1, &tex);
tex = 0;
}
Sprite::Sprite(const SpriteMap &s_map, const std::string &s_name, size_t index){
const Animation &sprite_col = s_map.sprites.at(s_name);
this->tex_coords = sprite_col.anim[index];
this->transform = sprite_col.transform;
}
Sprite::Sprite(){}
Sprite::~Sprite(){}
void Animation::draw(
float elapsed,
glm::vec2 camera_center,
glm::vec2 object_center,
glm::vec2 size,
float rotation,
glm::u8vec4 tint,
std::vector<Vertex> &rect
) {
glm::vec2 center = object_center - camera_center;
glm::vec2 radius = size * 0.5f * transform.scale;
glm::vec2 tot_trans = -transform.translation * radius;
#define WORLD_TO_SCREEN 2.f
int idx = 0;
for (; durations[idx] < elapsed; idx++);
TexRectangle tex_coords = anim[idx];
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y1));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y1));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y1));
}
void Sprite::draw(glm::vec2 camera_center,
glm::vec2 object_center,
glm::vec2 size,
float rotation,
glm::u8vec4 tint,
std::vector<Vertex> &rect){
glm::vec2 center = object_center - camera_center;
glm::vec2 radius = size * 0.5f * transform.scale;
glm::vec2 tot_trans = -transform.translation * radius;
#define WORLD_TO_SCREEN 2.f
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y1));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, -radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y0));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x1, tex_coords.y1));
rect.emplace_back(glm::vec3(center + glm::rotate(tot_trans + glm::vec2(-radius.x, radius.y), rotation), 0.0f) * WORLD_TO_SCREEN, tint, glm::vec2(tex_coords.x0, tex_coords.y1));
}