Beispiel #1
0
	void TileMap::UpdateData(InstanceData* instanceData) const
	{
		std::size_t spriteCount = 0;
		for (const Layer& layer : m_layers)
			spriteCount += layer.tiles.size();

		instanceData->data.resize(4 * spriteCount * sizeof(VertexStruct_XYZ_Color_UV));
		VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(instanceData->data.data());

		spriteCount = 0;
		for (const Layer& layer : m_layers)
		{
			SparsePtr<Color> colorPtr(&vertices[4 * spriteCount].color, sizeof(VertexStruct_XYZ_Color_UV));
			SparsePtr<Vector3f> posPtr(&vertices[4 * spriteCount].position, sizeof(VertexStruct_XYZ_Color_UV));
			SparsePtr<Vector2f> texCoordPtr(&vertices[4 * spriteCount].uv, sizeof(VertexStruct_XYZ_Color_UV));

			for (std::size_t tileIndex : layer.tiles)
			{
				const Tile& tile = m_tiles[tileIndex];
				NazaraAssert(tile.enabled, "Tile specified for rendering is not enabled");

				std::size_t x = tileIndex % m_mapSize.x;
				std::size_t y = tileIndex / m_mapSize.x;

				Vector3f tileLeftCorner;
				if (m_isometricModeEnabled)
					tileLeftCorner.Set(x * m_tileSize.x + m_tileSize.x/2.f * (y % 2), y/2.f * -m_tileSize.y, 0.f);
				else
					tileLeftCorner.Set(x * m_tileSize.x, y * -m_tileSize.y, 0.f);

				*colorPtr++ = tile.color;
				*posPtr++ = instanceData->transformMatrix.Transform(tileLeftCorner);
				*texCoordPtr++ = tile.textureCoords.GetCorner(RectCorner_LeftTop);

				*colorPtr++ = tile.color;
				*posPtr++ = instanceData->transformMatrix.Transform(tileLeftCorner + m_tileSize.x * Vector3f::Right());
				*texCoordPtr++ = tile.textureCoords.GetCorner(RectCorner_RightTop);

				*colorPtr++ = tile.color;
				*posPtr++ = instanceData->transformMatrix.Transform(tileLeftCorner + m_tileSize.y * Vector3f::Down());
				*texCoordPtr++ = tile.textureCoords.GetCorner(RectCorner_LeftBottom);

				*colorPtr++ = tile.color;
				*posPtr++ = instanceData->transformMatrix.Transform(tileLeftCorner + m_tileSize.x * Vector3f::Right() + m_tileSize.y * Vector3f::Down());
				*texCoordPtr++ = tile.textureCoords.GetCorner(RectCorner_RightBottom);
			}
			spriteCount += layer.tiles.size();
		}
	}
Beispiel #2
0
	void TextSprite::UpdateData(InstanceData* instanceData) const
	{
		instanceData->data.resize(m_localVertices.size() * sizeof(VertexStruct_XYZ_Color_UV));
		VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(instanceData->data.data());

		SparsePtr<Color> colorPtr(&vertices[0].color, sizeof(VertexStruct_XYZ_Color_UV));
		SparsePtr<Vector3f> posPtr(&vertices[0].position, sizeof(VertexStruct_XYZ_Color_UV));
		SparsePtr<Vector2f> texCoordPtr(&vertices[0].uv, sizeof(VertexStruct_XYZ_Color_UV));

		// We will not initialize the final vertices (those send to the RenderQueue)
		// With the help of the coordinates axis, the matrix and our color attribute
		for (auto& pair : m_renderInfos)
		{
			RenderIndices& indices = pair.second;
			if (indices.count == 0)
				continue; //< Ignore empty render indices

			SparsePtr<Color> color = colorPtr + indices.first * 4;
			SparsePtr<Vector3f> pos = posPtr + indices.first * 4;
			SparsePtr<Vector2f> uv = texCoordPtr + indices.first * 4;
			VertexStruct_XY_Color_UV* localVertex = &m_localVertices[indices.first * 4];
			for (unsigned int i = 0; i < indices.count; ++i)
			{
				for (unsigned int j = 0; j < 4; ++j)
				{
					Vector3f localPos = localVertex->position.x*Vector3f::Right() + localVertex->position.y*Vector3f::Down();
					localPos *= m_scale;

					*pos++ = instanceData->transformMatrix->Transform(localPos);
					*color++ = m_color * localVertex->color;
					*uv++ = localVertex->uv;

					localVertex++;
				}
			}
		}
	}