Esempio n. 1
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    void create() {
        Texture::ptr texture = Texture::ptr(new Texture(1024,1024, Pixmap::Format::RGBA8888, Pixmap::Gdx2d));

        Pixmap::ptr pixmap = Pixmap::newFromRect(840, 480, Pixmap::Format::RGBA8888, Pixmap::Gdx2d);
        texture->setFilter(Texture::TextureFilter::Nearest, Texture::TextureFilter::Linear);
        texture->setWrap(Texture::TextureWrap::ClampToEdge, Texture::TextureWrap::ClampToEdge);
        pixmap->setColor(1.0f, 0.0f, 0.0f, 1.0f); // Red
        pixmap->drawLine(0, 0, 100, 100);
        
        pixmap->setColor(0.0f, 0.0f, 1.0f, 1.0f); // Blue
        pixmap->drawLine(100, 100, 200, 0);
        
        pixmap->setColor(0.0f, 1.0f, 0.0f, 1.0f); // Green
        pixmap->drawLine(100, 0, 100, 100);
        
        pixmap->setColor(1.0f, 1.0f, 1.0f, 1.0f); // White
        pixmap->drawCircle(400, 300, 100);

        texture->draw(*pixmap, 0, 0);
        region = new TextureRegion(texture, 0, 0, 800, 480);
        batch = new SpriteBatch();

        Pixmap::ptr px = Pixmap::newFromRect(512, 1024, Pixmap::Format::RGBA8888, Pixmap::Gdx2d);
        for (int y = 0; y < pixmap->getHeight(); y++) { // 1024
            for (int x = 0; x < pixmap->getWidth(); x++) { // 512
                                pixmap->getPixel(x, y);
                        }
        }
        px->dispose();
    }
Esempio n. 2
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void TextureManager::registerTexture(Texture::ptr& texture)
{
    if (this->registeredTextures.find(texture->getName()) == this->registeredTextures.end()) {
        this->registeredTextures[texture->getName()] = texture;
    } else {
        LogError("aready has key: {}", texture->getName());
    }
}
Esempio n. 3
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void SpriteCache::add (Texture::ptr texture, float x, float y, int srcX, int srcY, int srcWidth, int srcHeight) {
    float invTexWidth = 1.0f / texture->getWidth();
    float invTexHeight = 1.0f / texture->getHeight();
    float u = srcX * invTexWidth;
    float v = (srcY + srcHeight) * invTexHeight;
    float u2 = (srcX + srcWidth) * invTexWidth;
    float v2 = srcY * invTexHeight;
    float fx2 = x + srcWidth;
    float fy2 = y + srcHeight;

    tempVertices[0] = x;
    tempVertices[1] = y;
    tempVertices[2] = color;
    tempVertices[3] = u;
    tempVertices[4] = v;

    tempVertices[5] = x;
    tempVertices[6] = fy2;
    tempVertices[7] = color;
    tempVertices[8] = u;
    tempVertices[9] = v2;

    tempVertices[10] = fx2;
    tempVertices[11] = fy2;
    tempVertices[12] = color;
    tempVertices[13] = u2;
    tempVertices[14] = v2;

    if (mesh->getNumIndices() > 0) {
        tempVertices[15] = fx2;
        tempVertices[16] = y;
        tempVertices[17] = color;
        tempVertices[18] = u2;
        tempVertices[19] = v;
        add(texture, tempVertices, 30, 0, 20);
    } else {
        tempVertices[15] = fx2;
        tempVertices[16] = fy2;
        tempVertices[17] = color;
        tempVertices[18] = u2;
        tempVertices[19] = v2;

        tempVertices[20] = fx2;
        tempVertices[21] = y;
        tempVertices[22] = color;
        tempVertices[23] = u2;
        tempVertices[24] = v;

        tempVertices[25] = x;
        tempVertices[26] = y;
        tempVertices[27] = color;
        tempVertices[28] = u;
        tempVertices[29] = v;
        add(texture, tempVertices, 30, 0, 30);
    }
}
Esempio n. 4
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void SpriteCache::add ( Texture::ptr texture,float x,float y ) {
    float fx2 = x + texture->getWidth();
    float fy2 = y + texture->getHeight();

    tempVertices[0] = x;
    tempVertices[1] = y;
    tempVertices[2] = color;
    tempVertices[3] = 0;
    tempVertices[4] = 1;

    tempVertices[5] = x;
    tempVertices[6] = fy2;
    tempVertices[7] = color;
    tempVertices[8] = 0;
    tempVertices[9] = 0;

    tempVertices[10] = fx2;
    tempVertices[11] = fy2;
    tempVertices[12] = color;
    tempVertices[13] = 1;
    tempVertices[14] = 0;

    if ( mesh->getNumIndices() > 0 ) {
        tempVertices[15] = fx2;
        tempVertices[16] = y;
        tempVertices[17] = color;
        tempVertices[18] = 1;
        tempVertices[19] = 1;
        add ( texture, tempVertices, 30, 0, 20 );
    } else {
        tempVertices[15] = fx2;
        tempVertices[16] = fy2;
        tempVertices[17] = color;
        tempVertices[18] = 1;
        tempVertices[19] = 0;

        tempVertices[20] = fx2;
        tempVertices[21] = y;
        tempVertices[22] = color;
        tempVertices[23] = 1;
        tempVertices[24] = 1;

        tempVertices[25] = x;
        tempVertices[26] = y;
        tempVertices[27] = color;
        tempVertices[28] = 0;
        tempVertices[29] = 1;
        add ( texture, tempVertices, 30, 0, 30 );
    }
}
Esempio n. 5
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void SpriteBatch::draw (const TextureRegion& region,float x,float y,float width,float height) {
    if (!drawing)
        throw std::runtime_error("SpriteBatch.begin must be called before draw.");

    Texture::ptr texture = region.getTexture();
    if (texture.get() != lastTexture) {
        renderMesh();
        lastTexture = texture.get();
        invTexWidth = 1.0f / texture->getWidth();
        invTexHeight = 1.0f / texture->getHeight();
    } else if (idx == verticesSize) //
        renderMesh();

    float fx2 = x + width;
    float fy2 = y + height;
    float u = region.u;
    float v = region.v2;
    float u2 = region.u2;
    float v2 = region.v;

    utils::float_buffer& buffer = mesh->getVerticesBuffer();
    buffer.limit(buffer.position() + 20);

    vertices[idx++] = x;
    vertices[idx++] = y;
    vertices[idx++] = color;
    vertices[idx++] = u;
    vertices[idx++] = v;

    vertices[idx++] = x;
    vertices[idx++] = fy2;
    vertices[idx++] = color;
    vertices[idx++] = u;
    vertices[idx++] = v2;

    vertices[idx++] = fx2;
    vertices[idx++] = fy2;
    vertices[idx++] = color;
    vertices[idx++] = u2;
    vertices[idx++] = v2;

    vertices[idx++] = fx2;
    vertices[idx++] = y;
    vertices[idx++] = color;
    vertices[idx++] = u2;
    vertices[idx++] = v;
}
Esempio n. 6
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void SpriteBatch::draw (const TextureRegion& region,float x,float y,float originX,float originY,float width,float height,float scaleX,float scaleY,float rotation,bool clockwise) {
    if (!drawing)
        throw std::runtime_error("SpriteBatch.begin must be called before draw.");

    Texture::ptr texture = region.getTexture();
    if (texture.get() != lastTexture) {
        renderMesh();
        lastTexture = texture.get();
        invTexWidth = 1.0f / texture->getWidth();
        invTexHeight = 1.0f / texture->getHeight();
    } else if (idx == verticesSize) {
        renderMesh();
    }

    // bottom left and top right corner points relative to origin
    float worldOriginX = x + originX;
    float worldOriginY = y + originY;
    float fx = -originX;
    float fy = -originY;
    float fx2 = width - originX;
    float fy2 = height - originY;

    // scale
    if (scaleX != 1 || scaleY != 1) {
        fx *= scaleX;
        fy *= scaleY;
        fx2 *= scaleX;
        fy2 *= scaleY;
    }

    // construct corner points, start from top left and go counter clockwise
    float p1x = fx;
    float p1y = fy;
    float p2x = fx;
    float p2y = fy2;
    float p3x = fx2;
    float p3y = fy2;
    float p4x = fx2;
    float p4y = fy;

    float x1;
    float y1;
    float x2;
    float y2;
    float x3;
    float y3;
    float x4;
    float y4;

    // rotate
    if (rotation != 0) {
        float cos = math::utils::cosDeg(rotation);
        float sin = math::utils::sinDeg(rotation);

        x1 = cos * p1x - sin * p1y;
        y1 = sin * p1x + cos * p1y;

        x2 = cos * p2x - sin * p2y;
        y2 = sin * p2x + cos * p2y;

        x3 = cos * p3x - sin * p3y;
        y3 = sin * p3x + cos * p3y;

        x4 = x1 + (x3 - x2);
        y4 = y3 - (y2 - y1);
    } else {
        x1 = p1x;
        y1 = p1y;

        x2 = p2x;
        y2 = p2y;

        x3 = p3x;
        y3 = p3y;

        x4 = p4x;
        y4 = p4y;
    }

    x1 += worldOriginX;
    y1 += worldOriginY;
    x2 += worldOriginX;
    y2 += worldOriginY;
    x3 += worldOriginX;
    y3 += worldOriginY;
    x4 += worldOriginX;
    y4 += worldOriginY;

    float u1, v1, u2, v2, u3, v3, u4, v4;
    if (clockwise) {
        u1 = region.u2;
        v1 = region.v2;
        u2 = region.u;
        v2 = region.v2;
        u3 = region.u;
        v3 = region.v;
        u4 = region.u2;
        v4 = region.v;
    } else {
        u1 = region.u;
        v1 = region.v;
        u2 = region.u2;
        v2 = region.v;
        u3 = region.u2;
        v3 = region.v2;
        u4 = region.u;
        v4 = region.v2;
    }

    vertices[idx++] = x1;
    vertices[idx++] = y1;
    vertices[idx++] = color;
    vertices[idx++] = u1;
    vertices[idx++] = v1;

    vertices[idx++] = x2;
    vertices[idx++] = y2;
    vertices[idx++] = color;
    vertices[idx++] = u2;
    vertices[idx++] = v2;

    vertices[idx++] = x3;
    vertices[idx++] = y3;
    vertices[idx++] = color;
    vertices[idx++] = u3;
    vertices[idx++] = v3;

    vertices[idx++] = x4;
    vertices[idx++] = y4;
    vertices[idx++] = color;
    vertices[idx++] = u4;
    vertices[idx++] = v4;
}
Esempio n. 7
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void SpriteCache::add ( Texture::ptr texture,float x,float y,float originX,float originY,float width,float height,float scaleX,float scaleY,float rotation,int srcX,int srcY,int srcWidth,int srcHeight,bool flipX,bool flipY ) {

    // bottom left and top right corner points relative to origin
    float worldOriginX = x + originX;
    float worldOriginY = y + originY;
    float fx = -originX;
    float fy = -originY;
    float fx2 = width - originX;
    float fy2 = height - originY;

    // scale
    if ( scaleX != 1 || scaleY != 1 ) {
        fx *= scaleX;
        fy *= scaleY;
        fx2 *= scaleX;
        fy2 *= scaleY;
    }

    // construct corner points, start from top left and go counter clockwise
    float p1x = fx;
    float p1y = fy;
    float p2x = fx;
    float p2y = fy2;
    float p3x = fx2;
    float p3y = fy2;
    float p4x = fx2;
    float p4y = fy;

    float x1;
    float y1;
    float x2;
    float y2;
    float x3;
    float y3;
    float x4;
    float y4;

    // rotate
    if ( rotation != 0 ) {
        float cos = cosDeg ( rotation );
        float sin = sinDeg ( rotation );

        x1 = cos * p1x - sin * p1y;
        y1 = sin * p1x + cos * p1y;

        x2 = cos * p2x - sin * p2y;
        y2 = sin * p2x + cos * p2y;

        x3 = cos * p3x - sin * p3y;
        y3 = sin * p3x + cos * p3y;

        x4 = x1 + ( x3 - x2 );
        y4 = y3 - ( y2 - y1 );
    } else {
        x1 = p1x;
        y1 = p1y;

        x2 = p2x;
        y2 = p2y;

        x3 = p3x;
        y3 = p3y;

        x4 = p4x;
        y4 = p4y;
    }

    x1 += worldOriginX;
    y1 += worldOriginY;
    x2 += worldOriginX;
    y2 += worldOriginY;
    x3 += worldOriginX;
    y3 += worldOriginY;
    x4 += worldOriginX;
    y4 += worldOriginY;

    float invTexWidth = 1.0f / texture->getWidth();
    float invTexHeight = 1.0f / texture->getHeight();
    float u = srcX * invTexWidth;
    float v = ( srcY + srcHeight ) * invTexHeight;
    float u2 = ( srcX + srcWidth ) * invTexWidth;
    float v2 = srcY * invTexHeight;

    if ( flipX ) {
        float tmp = u;
        u = u2;
        u2 = tmp;
    }

    if ( flipY ) {
        float tmp = v;
        v = v2;
        v2 = tmp;
    }

    tempVertices[0] = x1;
    tempVertices[1] = y1;
    tempVertices[2] = color;
    tempVertices[3] = u;
    tempVertices[4] = v;

    tempVertices[5] = x2;
    tempVertices[6] = y2;
    tempVertices[7] = color;
    tempVertices[8] = u;
    tempVertices[9] = v2;

    tempVertices[10] = x3;
    tempVertices[11] = y3;
    tempVertices[12] = color;
    tempVertices[13] = u2;
    tempVertices[14] = v2;

    if ( mesh->getNumIndices() > 0 ) {
        tempVertices[15] = x4;
        tempVertices[16] = y4;
        tempVertices[17] = color;
        tempVertices[18] = u2;
        tempVertices[19] = v;
        add ( texture, tempVertices, 30, 0, 20 );
    } else {
        tempVertices[15] = x3;
        tempVertices[16] = y3;
        tempVertices[17] = color;
        tempVertices[18] = u2;
        tempVertices[19] = v2;

        tempVertices[20] = x4;
        tempVertices[21] = y4;
        tempVertices[22] = color;
        tempVertices[23] = u2;
        tempVertices[24] = v;

        tempVertices[25] = x1;
        tempVertices[26] = y1;
        tempVertices[27] = color;
        tempVertices[28] = u;
        tempVertices[29] = v;
        add ( texture, tempVertices, 30, 0, 30 );
    }
}
Esempio n. 8
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Sprite::Sprite(const Texture::ptr& texture) :
 color(1,1,1,1)
{
    initialize(texture, 0, 0, texture->getWidth(), texture->getHeight());
}