mirror of
https://github.com/mkxp-z/mkxp-z.git
synced 2025-07-04 15:45:16 +02:00

Instead of replicating the RGSS Disposable interface in C++ and merely binding it, redefine the 'disposed' state as the entire core object being deleted (and the binding object's private pointer being null). This makes the behavior more accurate in regard to RMXP. It is now for example possible to subclass disposable classes and access their 'dispose'/'disposed?' methods without initializing the base class first (because the internal pointer is simply null before initialization). Accessing any other base methods will still raise an exception. There are some quirks and irregular behavior in RMXP; eg. most nullable bitmap attributes of disposable classes (Sprite, Plane etc.) can still be queried afterwards, but some cannot (Tilemap#tileset), and disposing certain attributes crashes RMXP entirely (Tilemap#autotiles[n]). mkxp tries to behave as close possible, but will be more lenient some circumstances. To the core, disposed bitmap attributes will look identically to null, which slightly diverges from RMXP (where they're treated as still existing, but aren't drawn). The Disposable interface has been retained containing a single signal, for the binding to inform core when objects are disposed (so active attributes can be set to null).
583 lines
12 KiB
C++
583 lines
12 KiB
C++
/*
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** sprite.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "sprite.h"
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#include "sharedstate.h"
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#include "bitmap.h"
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#include "etc.h"
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#include "etc-internal.h"
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#include "util.h"
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#include "gl-util.h"
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#include "quad.h"
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#include "transform.h"
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#include "shader.h"
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#include "glstate.h"
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#include "quadarray.h"
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#include <math.h>
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#include <SDL_rect.h>
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#include <sigc++/connection.h>
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struct SpritePrivate
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{
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Bitmap *bitmap;
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DisposeWatch<SpritePrivate, Bitmap> bitmapWatch;
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Quad quad;
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Transform trans;
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Rect *srcRect;
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sigc::connection srcRectCon;
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bool mirrored;
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int bushDepth;
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float efBushDepth;
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NormValue bushOpacity;
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NormValue opacity;
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BlendType blendType;
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SDL_Rect sceneRect;
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/* Would this sprite be visible on
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* the screen if drawn? */
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bool isVisible;
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Color *color;
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Tone *tone;
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#ifdef RGSS2
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struct
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{
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int amp;
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int length;
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int speed;
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float phase;
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/* Wave effect is active (amp != 0) */
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bool active;
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/* qArray needs updating */
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bool dirty;
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SimpleQuadArray qArray;
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} wave;
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#endif
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EtcTemps tmp;
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sigc::connection prepareCon;
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SpritePrivate()
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: bitmap(0),
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bitmapWatch(this, bitmap),
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srcRect(&tmp.rect),
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mirrored(false),
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bushDepth(0),
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efBushDepth(0),
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bushOpacity(128),
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opacity(255),
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blendType(BlendNormal),
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isVisible(false),
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color(&tmp.color),
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tone(&tmp.tone)
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{
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sceneRect.x = sceneRect.y = 0;
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updateSrcRectCon();
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prepareCon = shState->prepareDraw.connect
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(sigc::mem_fun(this, &SpritePrivate::prepare));
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#ifdef RGSS2
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wave.amp = 0;
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wave.length = 180;
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wave.speed = 360;
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wave.phase = 0.0;
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#endif
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}
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~SpritePrivate()
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{
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srcRectCon.disconnect();
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prepareCon.disconnect();
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}
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void recomputeBushDepth()
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{
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if (!bitmap)
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return;
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/* Calculate effective (normalized) bush depth */
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float texBushDepth = (bushDepth / trans.getScale().y) -
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(srcRect->y + srcRect->height) +
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bitmap->height();
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efBushDepth = 1.0 - texBushDepth / bitmap->height();
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}
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void onSrcRectChange()
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{
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if (mirrored)
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quad.setTexRect(srcRect->toFloatRect().hFlipped());
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else
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quad.setTexRect(srcRect->toFloatRect());
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quad.setPosRect(IntRect(0, 0, srcRect->width, srcRect->height));
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recomputeBushDepth();
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#ifdef RGSS2
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wave.dirty = true;
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#endif
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}
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void updateSrcRectCon()
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{
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/* Cut old connection */
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srcRectCon.disconnect();
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/* Create new one */
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srcRectCon = srcRect->valueChanged.connect
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(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
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}
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void updateVisibility()
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{
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isVisible = false;
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if (!bitmap)
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return;
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if (!opacity)
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return;
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#ifdef RGSS2
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if (wave.active)
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{
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/* Don't do expensive wave bounding box
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* calculations */
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isVisible = true;
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return;
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}
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#endif
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/* Compare sprite bounding box against the scene */
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/* If sprite is zoomed/rotated, just opt out for now
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* for simplicity's sake */
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const Vec2 &scale = trans.getScale();
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if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
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{
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isVisible = true;
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return;
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}
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SDL_Rect self;
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self.x = trans.getPosition().x - trans.getOrigin().x;
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self.y = trans.getPosition().y - trans.getOrigin().y;
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self.w = bitmap->width();
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self.h = bitmap->height();
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isVisible = SDL_HasIntersection(&self, &sceneRect);
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}
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#ifdef RGSS2
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void emitWaveChunk(SVertex *&vert, float phase, int width,
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float zoomY, int chunkY, int chunkLength)
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{
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float wavePos = phase + (chunkY / (float) wave.length) * M_PI * 2;
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float chunkX = sin(wavePos) * wave.amp;
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FloatRect tex(0, chunkY / zoomY, width, chunkLength / zoomY);
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FloatRect pos = tex;
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pos.x = chunkX;
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Quad::setTexPosRect(vert, tex, pos);
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vert += 4;
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}
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void updateWave()
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{
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if (!bitmap)
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return;
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if (wave.amp == 0)
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{
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wave.active = false;
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return;
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}
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wave.active = true;
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int width = srcRect->width;
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int height = srcRect->height;
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float zoomY = trans.getScale().y;
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if (wave.amp < -(width / 2))
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{
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wave.qArray.resize(0);
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wave.qArray.commit();
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return;
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}
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/* RMVX does this, and I have no fucking clue why */
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if (wave.amp < 0)
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{
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wave.qArray.resize(1);
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int x = -wave.amp;
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int w = width - x * 2;
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FloatRect tex(x, srcRect->y, w, srcRect->height);
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Quad::setTexPosRect(&wave.qArray.vertices[0], tex, tex);
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wave.qArray.commit();
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return;
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}
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/* The length of the sprite as it appears on screen */
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int visibleLength = height * zoomY;
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/* First chunk length (aligned to 8 pixel boundary */
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int firstLength = ((int) trans.getPosition().y) % 8;
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/* Amount of full 8 pixel chunks in the middle */
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int chunks = (visibleLength - firstLength) / 8;
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/* Final chunk length */
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int lastLength = (visibleLength - firstLength) % 8;
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wave.qArray.resize(!!firstLength + chunks + !!lastLength);
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SVertex *vert = &wave.qArray.vertices[0];
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float phase = (wave.phase * M_PI) / 180.f;
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if (firstLength > 0)
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emitWaveChunk(vert, phase, width, zoomY, 0, firstLength);
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for (int i = 0; i < chunks; ++i)
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emitWaveChunk(vert, phase, width, zoomY, firstLength + i * 8, 8);
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if (lastLength > 0)
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emitWaveChunk(vert, phase, width, zoomY, firstLength + chunks * 8, lastLength);
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wave.qArray.commit();
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}
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#endif
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void prepare()
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{
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#ifdef RGSS2
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if (wave.dirty)
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{
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updateWave();
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wave.dirty = false;
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}
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#endif
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updateVisibility();
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}
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};
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Sprite::Sprite(Viewport *viewport)
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: ViewportElement(viewport)
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{
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p = new SpritePrivate;
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onGeometryChange(scene->getGeometry());
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}
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Sprite::~Sprite()
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{
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unlink();
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delete p;
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}
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DEF_ATTR_RD_SIMPLE(Sprite, Bitmap, Bitmap*, p->bitmap)
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DEF_ATTR_RD_SIMPLE(Sprite, SrcRect, Rect*, p->srcRect)
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DEF_ATTR_RD_SIMPLE(Sprite, X, int, p->trans.getPosition().x)
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DEF_ATTR_RD_SIMPLE(Sprite, Y, int, p->trans.getPosition().y)
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DEF_ATTR_RD_SIMPLE(Sprite, OX, int, p->trans.getOrigin().x)
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DEF_ATTR_RD_SIMPLE(Sprite, OY, int, p->trans.getOrigin().y)
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DEF_ATTR_RD_SIMPLE(Sprite, ZoomX, float, p->trans.getScale().x)
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DEF_ATTR_RD_SIMPLE(Sprite, ZoomY, float, p->trans.getScale().y)
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DEF_ATTR_RD_SIMPLE(Sprite, Angle, float, p->trans.getRotation())
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DEF_ATTR_RD_SIMPLE(Sprite, Mirror, bool, p->mirrored)
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DEF_ATTR_RD_SIMPLE(Sprite, BushDepth, int, p->bushDepth)
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DEF_ATTR_RD_SIMPLE(Sprite, BlendType, int, p->blendType)
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DEF_ATTR_SIMPLE(Sprite, BushOpacity, int, p->bushOpacity)
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DEF_ATTR_SIMPLE(Sprite, Opacity, int, p->opacity)
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DEF_ATTR_SIMPLE(Sprite, Color, Color*, p->color)
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DEF_ATTR_SIMPLE(Sprite, Tone, Tone*, p->tone)
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#ifdef RGSS2
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DEF_ATTR_RD_SIMPLE(Sprite, Width, int, p->srcRect->width)
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DEF_ATTR_RD_SIMPLE(Sprite, Height, int, p->srcRect->height)
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DEF_ATTR_RD_SIMPLE(Sprite, WaveAmp, int, p->wave.amp)
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DEF_ATTR_RD_SIMPLE(Sprite, WaveLength, int, p->wave.length)
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DEF_ATTR_RD_SIMPLE(Sprite, WaveSpeed, int, p->wave.speed)
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DEF_ATTR_RD_SIMPLE(Sprite, WavePhase, float, p->wave.phase)
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#endif
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void Sprite::setBitmap(Bitmap *bitmap)
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{
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if (p->bitmap == bitmap)
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return;
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p->bitmap = bitmap;
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p->bitmapWatch.update(bitmap);
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if (!bitmap)
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return;
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bitmap->ensureNonMega();
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*p->srcRect = bitmap->rect();
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p->onSrcRectChange();
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p->quad.setPosRect(p->srcRect->toFloatRect());
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#ifdef RGSS2
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p->wave.dirty = true;
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#endif
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}
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void Sprite::setSrcRect(Rect *rect)
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{
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if (p->srcRect == rect)
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return;
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p->srcRect = rect;
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p->updateSrcRectCon();
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if (p->bitmap)
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p->onSrcRectChange();
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}
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void Sprite::setX(int value)
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{
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if (p->trans.getPosition().x == value)
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return;
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p->trans.setPosition(Vec2(value, getY()));
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}
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void Sprite::setY(int value)
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{
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if (p->trans.getPosition().y == value)
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return;
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p->trans.setPosition(Vec2(getX(), value));
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#ifdef RGSS2
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p->wave.dirty = true;
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#endif
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}
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void Sprite::setOX(int value)
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{
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if (p->trans.getOrigin().x == value)
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return;
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p->trans.setOrigin(Vec2(value, getOY()));
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}
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void Sprite::setOY(int value)
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{
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if (p->trans.getOrigin().y == value)
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return;
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p->trans.setOrigin(Vec2(getOX(), value));
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}
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void Sprite::setZoomX(float value)
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{
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if (p->trans.getScale().x == value)
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return;
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p->trans.setScale(Vec2(value, getZoomY()));
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}
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void Sprite::setZoomY(float value)
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{
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if (p->trans.getScale().y == value)
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return;
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p->trans.setScale(Vec2(getZoomX(), value));
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p->recomputeBushDepth();
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#ifdef RGSS2
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p->wave.dirty = true;
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#endif
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}
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void Sprite::setAngle(float value)
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{
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if (p->trans.getRotation() == value)
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return;
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p->trans.setRotation(value);
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}
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void Sprite::setMirror(bool mirrored)
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{
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if (p->mirrored == mirrored)
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return;
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p->mirrored = mirrored;
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p->onSrcRectChange();
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}
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void Sprite::setBushDepth(int value)
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{
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if (p->bushDepth == value)
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return;
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p->bushDepth = value;
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p->recomputeBushDepth();
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}
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void Sprite::setBlendType(int type)
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{
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switch (type)
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{
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default :
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case BlendNormal :
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p->blendType = BlendNormal;
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return;
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case BlendAddition :
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p->blendType = BlendAddition;
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return;
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case BlendSubstraction :
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p->blendType = BlendSubstraction;
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return;
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}
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}
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#ifdef RGSS2
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#define DEF_WAVE_SETTER(Name, name, type) \
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void Sprite::setWave##Name(type value) \
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{ \
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if (p->wave.name == value) \
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return; \
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p->wave.name = value; \
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p->wave.dirty = true; \
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}
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DEF_WAVE_SETTER(Amp, amp, int)
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DEF_WAVE_SETTER(Length, length, int)
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DEF_WAVE_SETTER(Speed, speed, int)
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DEF_WAVE_SETTER(Phase, phase, float)
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#undef DEF_WAVE_SETTER
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/* Flashable */
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void Sprite::update()
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{
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Flashable::update();
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p->wave.phase += p->wave.speed / 180;
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p->wave.dirty = true;
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}
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#endif
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/* SceneElement */
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void Sprite::draw()
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{
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if (!p->isVisible)
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return;
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if (emptyFlashFlag)
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return;
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ShaderBase *base;
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bool renderEffect = p->color->hasEffect() ||
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p->tone->hasEffect() ||
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p->opacity != 255 ||
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flashing ||
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p->bushDepth != 0;
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if (renderEffect)
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{
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SpriteShader &shader = shState->shaders().sprite;
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shader.bind();
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shader.applyViewportProj();
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shader.setSpriteMat(p->trans.getMatrix());
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shader.setTone(p->tone->norm);
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shader.setOpacity(p->opacity.norm);
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shader.setBushDepth(p->efBushDepth);
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shader.setBushOpacity(p->bushOpacity.norm);
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/* When both flashing and effective color are set,
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* the one with higher alpha will be blended */
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const Vec4 *blend = (flashing && flashColor.w > p->color->norm.w) ?
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&flashColor : &p->color->norm;
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shader.setColor(*blend);
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base = &shader;
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}
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else
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{
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SimpleSpriteShader &shader = shState->shaders().simpleSprite;
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shader.bind();
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shader.setSpriteMat(p->trans.getMatrix());
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shader.applyViewportProj();
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base = &shader;
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}
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glState.blendMode.pushSet(p->blendType);
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p->bitmap->bindTex(*base);
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#ifdef RGSS2
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if (p->wave.active)
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p->wave.qArray.draw();
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else
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p->quad.draw();
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#else
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p->quad.draw();
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#endif
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glState.blendMode.pop();
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}
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void Sprite::onGeometryChange(const Scene::Geometry &geo)
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{
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/* Offset at which the sprite will be drawn
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* relative to screen origin */
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int xOffset = geo.rect.x - geo.xOrigin;
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int yOffset = geo.rect.y - geo.yOrigin;
|
|
|
|
p->trans.setGlobalOffset(xOffset, yOffset);
|
|
|
|
p->sceneRect.w = geo.rect.w;
|
|
p->sceneRect.h = geo.rect.h;
|
|
}
|