Files
WickedEngine/WickedEngine/wiSprite.h
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

108 lines
3.1 KiB
C++

#pragma once
#include "wiImage.h"
#include "wiGraphicsDevice.h"
#include "wiResourceManager.h"
#include "wiRandom.h"
#include <memory>
#include <string>
namespace wi
{
class Sprite
{
private:
enum FLAGS
{
EMPTY = 0,
HIDDEN = 1 << 0,
DISABLE_UPDATE = 1 << 1,
};
uint32_t _flags = EMPTY;
std::string textureName, maskName;
public:
Sprite(const std::string& newTexture = "", const std::string& newMask = "");
virtual void FixedUpdate();
virtual void Update(float dt);
virtual void Draw(wi::graphics::CommandList cmd) const;
constexpr void SetHidden(bool value = true) { if (value) { _flags |= HIDDEN; } else { _flags &= ~HIDDEN; } }
constexpr bool IsHidden() const { return _flags & HIDDEN; }
constexpr void SetDisableUpdate(bool value = true) { if (value) { _flags |= DISABLE_UPDATE; } else { _flags &= ~DISABLE_UPDATE; } }
constexpr bool IsDisableUpdate() const { return _flags & DISABLE_UPDATE; }
wi::image::Params params;
wi::Resource textureResource;
wi::Resource maskResource;
struct Anim
{
struct MovingTexAnim
{
float speedX = 0; // the speed of texture scrolling animation in horizontal direction
float speedY = 0; // the speed of texture scrolling animation in vertical direction
};
struct DrawRectAnim
{
float frameRate = 30; // target frame rate of the spritesheet animation (eg. 30, 60, etc.)
int frameCount = 1; // how many frames are in the animation in total
int horizontalFrameCount = 0; // how many horizontal frames there are (optional, use if the spritesheet contains multiple rows)
float _elapsedTime = 0; // internal use; you don't need to initialize
int _currentFrame = 0; // internal use; you don't need to initialize
};
struct WobbleAnim
{
XMFLOAT2 amount = XMFLOAT2(0, 0); // how much the sprite wobbles in X and Y direction
float speed = 1; // how fast the sprite wobbles
float corner_angles[4]; // internal use; you don't need to initialize
float corner_speeds[4]; // internal use; you don't need to initialize
float corner_angles2[4]; // internal use; you don't need to initialize
float corner_speeds2[4]; // internal use; you don't need to initialize
WobbleAnim()
{
for (int i = 0; i < 4; ++i)
{
corner_angles[i] = wi::random::GetRandom(0, 1000) / 1000.0f * XM_2PI;
corner_speeds[i] = wi::random::GetRandom(500, 1000) / 1000.0f;
if (wi::random::GetRandom(0, 1) == 0)
{
corner_speeds[i] *= -1;
}
corner_angles2[i] = wi::random::GetRandom(0, 1000) / 1000.0f * XM_2PI;
corner_speeds2[i] = wi::random::GetRandom(500, 1000) / 1000.0f;
if (wi::random::GetRandom(0, 1) == 0)
{
corner_speeds2[i] *= -1;
}
}
}
};
bool repeatable = false;
XMFLOAT3 vel = XMFLOAT3(0, 0, 0);
float rot = 0;
float scaleX = 0;
float scaleY = 0;
float opa = 0;
float fad = 0;
MovingTexAnim movingTexAnim;
DrawRectAnim drawRectAnim;
WobbleAnim wobbleAnim;
};
Anim anim;
const wi::graphics::Texture* getTexture() const
{
if (textureResource.IsValid())
{
return &textureResource.GetTexture();
}
return nullptr;
}
};
}