Image* HeightmapEditorSystem::CreateToolImage(int32 sideSize, const FilePath& filePath)
{
	Sprite *dstSprite = Sprite::CreateAsRenderTarget((float32)sideSize, (float32)sideSize, FORMAT_RGBA8888);
	Texture *srcTex = Texture::CreateFromFile(filePath);
	Sprite *srcSprite = Sprite::CreateFromTexture(srcTex, 0, 0, (float32)srcTex->GetWidth(), (float32)srcTex->GetHeight());
	
	RenderManager::Instance()->SetRenderTarget(dstSprite);
	
	RenderManager::Instance()->ClearWithColor(0.f, 0.f, 0.f, 0.f);
	
	RenderManager::Instance()->SetBlendMode(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
	RenderManager::Instance()->SetColor(Color::White());
	
	srcSprite->SetScaleSize((float32)sideSize, (float32)sideSize);
	srcSprite->SetPosition(Vector2((dstSprite->GetTexture()->GetWidth() - sideSize)/2.0f,
								   (dstSprite->GetTexture()->GetHeight() - sideSize)/2.0f));
	srcSprite->Draw();
	RenderManager::Instance()->RestoreRenderTarget();
	
	Image *retImage = dstSprite->GetTexture()->CreateImageFromMemory();
	
	SafeRelease(srcSprite);
	SafeRelease(srcTex);
	SafeRelease(dstSprite);
	
	return retImage;
}
Image *LandscapeEditorHeightmap::CreateToolImage(int32 sideSize)
{
    RenderManager::Instance()->LockNonMain();
    
    Image *image = currentTool->image;
    Sprite *dstSprite = Sprite::CreateAsRenderTarget((float32)sideSize, (float32)sideSize, FORMAT_RGBA8888);
    Texture *srcTex = Texture::CreateFromData(image->GetPixelFormat(), image->GetData(), 
                                              image->GetWidth(), image->GetHeight(), false);
    Sprite *srcSprite = Sprite::CreateFromTexture(srcTex, 0, 0, (float32)image->GetWidth(), (float32)image->GetHeight());
    
    RenderManager::Instance()->SetRenderTarget(dstSprite);
    
    RenderManager::Instance()->SetColor(Color::Black());
    RenderHelper::Instance()->FillRect(Rect(0, 0, (float32)dstSprite->GetTexture()->GetWidth(), (float32)dstSprite->GetTexture()->GetHeight()));
    
    RenderManager::Instance()->SetBlendMode(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
    RenderManager::Instance()->SetColor(Color::White());
    
    srcSprite->SetScaleSize((float32)sideSize, (float32)sideSize);
    srcSprite->SetPosition(Vector2((dstSprite->GetTexture()->GetWidth() - sideSize)/2.0f, 
                                   (dstSprite->GetTexture()->GetHeight() - sideSize)/2.0f));
    srcSprite->Draw();
    RenderManager::Instance()->RestoreRenderTarget();
    
    Image *retImage = dstSprite->GetTexture()->CreateImageFromMemory();
    
    SafeRelease(srcSprite);
    SafeRelease(srcTex);
    SafeRelease(dstSprite);
    
    RenderManager::Instance()->UnlockNonMain();
    
    return retImage;
}
Exemplo n.º 3
0
void
Game::SpawnExplosion(int x, int y)
{
	Sprite* aS = m_pBackBuffer->CreateSprite("assets\\explosion.png");
	// create an explosion object
	Explosion* explosion = new Explosion();

	// initialize the texture
	if (!explosion->Initialise(*aS->GetTexture())) {
		LogManager::GetInstance().Log("Explosion Init Fail!");
		return;
	}

	
	// set the width and speed of the animation
	int fw = aS->GetWidth() / 5;
	explosion->SetFrameWidth(fw);	// 5 frames in the animation
	explosion->SetFrameSpeed(0.1f);
	for (int i = 0; i < 5; i++) {
		explosion->AddFrame(i * fw);
	}

	// set the center points for visual alignment
	explosion->SetCenter(fw / 2, aS->GetHeight() / 2);

	// set the x and y
	explosion->SetX(x - explosion->GetCenterX() / 2);
	explosion->SetY(y - explosion->GetCenterY() / 2);
	
	// add to the explosion container
	m_explosion.push_back(explosion);

}
Exemplo n.º 4
0
void CustomColorsSystem::UpdateBrushTool(float32 timeElapsed)
{
	Sprite* colorSprite = drawSystem->GetCustomColorsProxy()->GetSprite();
	
	RenderManager::Instance()->SetRenderTarget(colorSprite);

	RenderManager::Instance()->SetColor(drawColor);

	Vector2 spriteSize = Vector2(cursorSize, cursorSize);
	Vector2 spritePos = cursorPosition - spriteSize / 2.f;
	
    Sprite::DrawState drawState;
	drawState.SetScaleSize(spriteSize.x / Core::GetVirtualToPhysicalFactor(),
                           spriteSize.y / Core::GetVirtualToPhysicalFactor(),
                           toolImageSprite->GetWidth(),
                           toolImageSprite->GetHeight());
	drawState.SetPosition(spritePos / Core::GetVirtualToPhysicalFactor());
	toolImageSprite->Draw(&drawState);
	
	RenderManager::Instance()->RestoreRenderTarget();
	RenderManager::Instance()->SetColor(Color::White);
	
	drawSystem->GetLandscapeProxy()->SetCustomColorsTexture(colorSprite->GetTexture());
	
	Rect updatedRect;
	updatedRect.SetCenter(spritePos);
	updatedRect.SetSize(spriteSize);
    
	AddRectToAccumulator(updatedRect);
}
Exemplo n.º 5
0
void UIStaticText::PrepareSpriteInternal(DAVA::BaseObject *caller, void *param, void *callerData)
{
    if (textBlock->IsSpriteReady())
    {
        Sprite *sprite = textBlock->GetSprite();
        shadowBg->SetSprite(sprite, 0);
        textBg->SetSprite(sprite, 0);

        Texture *tex = sprite->GetTexture();
        if(tex && tex->GetFormat() == FORMAT_A8)
        {
            textBg->SetShader(RenderManager::TEXTURE_MUL_FLAT_COLOR_IMAGE_A8);
            shadowBg->SetShader(RenderManager::TEXTURE_MUL_FLAT_COLOR_IMAGE_A8);
        }
        else
        {
            textBg->SetShader(RenderManager::TEXTURE_MUL_FLAT_COLOR);
            shadowBg->SetShader(RenderManager::TEXTURE_MUL_FLAT_COLOR);
        }
    }
    else
    {
        shadowBg->SetSprite(NULL, 0);
        textBg->SetSprite(NULL, 0);
    }
}
void ModifyTilemaskCommand::Redo()
{
	ApplyImageToSprite(redoImageMask, landscapeProxy->GetTilemaskSprite(LandscapeProxy::TILEMASK_SPRITE_SOURCE));

	Texture* maskTexture = landscapeProxy->GetLandscapeTexture(Landscape::TEXTURE_TILE_MASK);

	Sprite* sprite;
	sprite = ApplyImageToTexture(redoImageMask, maskTexture);
	sprite->GetTexture()->GenerateMipmaps();
	landscapeProxy->SetTilemaskTexture(sprite->GetTexture());
	SafeRelease(sprite);

	landscapeProxy->UpdateFullTiledTexture();
	landscapeProxy->IncreaseTilemaskChanges();

	Rect r = Rect(Vector2(0, 0), Vector2(redoImageMask->GetWidth(), redoImageMask->GetHeight()));
	Image* mask = landscapeProxy->GetTilemaskImageCopy();
	mask->InsertImage(redoImageMask, updatedRect.GetPosition(), r);
}
Exemplo n.º 7
0
void BackBuffer::DrawSprite(Sprite& sprite)
{
	SDL_Rect dest;

	dest.x = sprite.GetX();
	dest.y = sprite.GetY();
	dest.w = sprite.GetWidth();
	dest.h = sprite.GetHeight();

	SDL_RenderCopy(m_pRenderer, sprite.GetTexture()->GetTexture(), 0, &dest);
}
Exemplo n.º 8
0
void CustomColorsSystem::SaveTexture(const DAVA::FilePath &filePath)
{
	if(filePath.IsEmpty())
		return;

	Sprite* customColorsSprite = drawSystem->GetCustomColorsProxy()->GetSprite();
	Texture* customColorsTexture = customColorsSprite->GetTexture();

	Image* image = customColorsTexture->CreateImageFromMemory(RenderState::RENDERSTATE_2D_BLEND);
    ImageSystem::Instance()->Save(filePath, image);
	SafeRelease(image);

	StoreSaveFileName(filePath);
	drawSystem->GetCustomColorsProxy()->ResetChanges();
}
Exemplo n.º 9
0
void renderFrame(void)
{
	//glViewport(0, 0, 600, 800);
	// Get parameters from Effect
	Effect* effect = sprite.GetEffect();
	GLint u_MVPMatrix_handle = glGetUniformLocation(effect->GetProgramHandle(),"u_MVPMatrix");
	GLint a_Position_handle = glGetAttribLocation(effect->GetProgramHandle(), "a_Position");
	GLint a_TexCoordinate = glGetAttribLocation(effect->GetProgramHandle(), "a_TexCoordinate");
	GLint mTextureUniformHandle = glGetUniformLocation(effect->GetProgramHandle(), "u_Texture");

	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	glEnable (GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_TEXTURE_2D);

	glUseProgram(sprite.GetEffect()->GetProgramHandle());

	glActiveTexture(GL_TEXTURE0);
	// Bind the texture to this unit.
	Texture* texture = (Texture*)sprite.GetTexture();
	const GLuint thandle = texture->GetTextureHandle();
	glBindTexture(GL_TEXTURE_2D, thandle);  //sprite.GetTexture()->GetTextureHandle());
	// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
	glUniform1i(mTextureUniformHandle, 0);



	// Set position attribute and MVP matrix uniform
	glVertexAttribPointer(a_Position_handle, 3, GL_FLOAT, false, 0, Sprite::GetVertexPosStatic());
	glEnableVertexAttribArray(a_Position_handle);

	glVertexAttribPointer(a_TexCoordinate, 2, GL_FLOAT, false, 0, Sprite::GetVertexTexStatic());
	glEnableVertexAttribArray(a_TexCoordinate);
	const Matrix *proj;
	proj = camera.GetProjection();
	std::string s;

	Matrix projworld;
	Matrix world;

	world = Matrix::Translation(0,0,zoom);
	Matrix::Multiply(*proj,world, projworld);
	glUniformMatrix4fv(u_MVPMatrix_handle, 1, false, projworld.Data());

	std::cout << std::flush;
	glDrawArrays(GL_TRIANGLES, 0, 6);
	//glFlush();
}
void LandscapeEditorCustomColors::PerformLandscapeDraw()
{
	Sprite* sprLandscape = Sprite::CreateFromTexture(texSurf, 0, 0, texSurf->GetWidth(), texSurf->GetHeight());
	Sprite* sprTargetSurf = Sprite::CreateAsRenderTarget(texSurf->width, texSurf->height, FORMAT_RGBA8888);
	//render original and color layer to final container 
    RenderManager::Instance()->SetRenderTarget(sprTargetSurf);
	sprLandscape->Draw();
	RenderManager::Instance()->SetColor(1.f, 1.f, 1.f, .5f);
    colorSprite->Draw();
	RenderManager::Instance()->SetColor(Color::White());
    texSurf->GenerateMipmaps();
    RenderManager::Instance()->RestoreRenderTarget();

	workingLandscape->SetTexture(Landscape::TEXTURE_TILE_FULL, sprTargetSurf->GetTexture());
	
	SafeRelease(sprTargetSurf);
	SafeRelease(sprLandscape);
	
}
Exemplo n.º 11
0
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int	fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
	//
	// Draw the bottom cap (always wavy)
	//
	StripBuffer queue;

	Sprite* pBottomCap = GetHoldBottomCapSprite( NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );

	pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );

	// draw manually in small segments
	RageTexture* pTexture = pBottomCap->GetTexture();
	const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
	DISPLAY->ClearAllTextures();
	DISPLAY->SetTexture( 0, pTexture );
	DISPLAY->SetBlendMode( BLEND_NORMAL );
	DISPLAY->SetCullMode( CULL_NONE );
	DISPLAY->SetTextureWrapping(false);

	const float fFrameWidth		= pBottomCap->GetZoomedWidth();
	const float fFrameHeight	= pBottomCap->GetZoomedHeight();
	const float fYCapTop		= fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
	const float fYCapBottom		= fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;

	bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;

	if( bGlow )
		fColorScale = 1;

	float fDrawYCapTop;
	float fDrawYCapBottom;
	{
		float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
		float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
		fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
		fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
	}

	bool bAllAreTransparent = true;
	bool bLast = false;
	// don't draw any part of the tail that is before the middle of the head
	float fY=max( fDrawYCapTop, fYHead );
	for( ; !bLast; fY += fYStep )
	{
		if( fY >= fDrawYCapBottom )
		{
			fY = fDrawYCapBottom;
			bLast = true;
		}

		const float fYOffset		= ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
		const float fX			= ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
		const float fZ			= ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );

		// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
		const float fRotationY		= ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;

		// if we're rotating, we need to modify the X and Z coords for the outer edges.
		const float fRotOffsetX		= fFrameWidth/2 * RageFastCos(fRotationY);
		const float fRotOffsetZ		= fFrameWidth/2 * RageFastSin(fRotationY);
		const float fXLeft		= fX - fRotOffsetX;
		const float fXRight		= fX + fRotOffsetX;
		const float fZLeft		= fZ - fRotOffsetZ;
		const float fZRight		= fZ + fRotOffsetZ;

		const float fTopDistFromTail	= fY - fYCapTop;
		const float fTexCoordTop	= SCALE( fTopDistFromTail,    0, fFrameHeight, pRect->top, pRect->bottom );
		const float fTexCoordLeft	= pRect->left;
		const float fTexCoordRight	= pRect->right;
		const float	fAlpha		= ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
		const RageColor color		= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);

		if( fAlpha > 0 )
			bAllAreTransparent = false;

		queue.v[0].p = RageVector3(fXLeft,  fY, fZLeft);	queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft,  fTexCoordTop);
		queue.v[1].p = RageVector3(fXRight, fY, fZRight);	queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);

		queue.v+=2;
		if( queue.Free() < 2 )
		{
			/* The queue is full.  Render it, clear the buffer, and move back a step to
			 * start off the quad strip again. */
			if( !bAllAreTransparent )
				queue.Draw();
			queue.Init();
			bAllAreTransparent = true;
			fY -= fYStep;
		}
	}
	if( !bAllAreTransparent )
		queue.Draw();
}
Exemplo n.º 12
0
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
							   float fYStartOffset, float fYEndOffset )
{
	//
	// Draw the body (always wavy)
	//
	StripBuffer queue;

	Sprite* pSprBody = GetHoldBodySprite( NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );

	pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );

	// draw manually in small segments
	RageTexture* pTexture = pSprBody->GetTexture();
	const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
	DISPLAY->ClearAllTextures();
	DISPLAY->SetTexture( 0, pTexture );
	DISPLAY->SetBlendMode( BLEND_NORMAL );
	DISPLAY->SetCullMode( CULL_NONE );
	DISPLAY->SetTextureWrapping( true );


	const float fFrameWidth  = pSprBody->GetZoomedWidth();
	const float fFrameHeight = pSprBody->GetZoomedHeight();
	const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
	const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;

	const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
	bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;

	if( bGlow )
		fColorScale = 1;

	/* Only draw the section that's within the range specified.  If a hold note is
	 * very long, don't process or draw the part outside of the range.  Don't change
	 * fYBodyTop or fYBodyBottom; they need to be left alone to calculate texture
	 * coordinates. */
	float fDrawYBodyTop;
	float fDrawYBodyBottom;
	{
		float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
		float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );

		fDrawYBodyTop = max( fYBodyTop, bReverse ? fYEndPos : fYStartPos );
		fDrawYBodyBottom = min( fYBodyBottom, bReverse ? fYStartPos : fYEndPos );
	}

	// top to bottom
	bool bAllAreTransparent = true;
	bool bLast = false;
	float fVertTexCoordOffset = 0;
	for( float fY = fDrawYBodyTop; !bLast; fY += fYStep )
	{
		if( fY >= fDrawYBodyBottom )
		{
			fY = fDrawYBodyBottom;
			bLast = true;
		}

		const float fYOffset		= ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
		const float fX			= ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
		const float fZ			= ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );

		// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
		const float fRotationY		= ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;

		// if we're rotating, we need to modify the X and Z coords for the outer edges.
		const float fRotOffsetX		= fFrameWidth/2 * RageFastCos(fRotationY);
		const float fRotOffsetZ		= fFrameWidth/2 * RageFastSin(fRotationY);
		const float fXLeft		= fX - fRotOffsetX;
		const float fXRight		= fX + fRotOffsetX;
		const float fZLeft		= fZ - fRotOffsetZ;
		const float fZRight		= fZ + fRotOffsetZ;

		const float fDistFromBodyBottom	= fYBodyBottom - fY;
		const float fDistFromBodyTop	= fY - fYBodyTop;
		float fTexCoordTop		= SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom,    0, fFrameHeight, pRect->bottom, pRect->top );
		/* For very large hold notes, shift the texture coordinates to be near 0, so we
		 * don't send very large values to the renderer. */
		if( fY == fDrawYBodyTop ) // first
				fVertTexCoordOffset = floorf( fTexCoordTop );
		fTexCoordTop -= fVertTexCoordOffset;
		const float fTexCoordLeft		= pRect->left;
		const float fTexCoordRight		= pRect->right;
		const float	fAlpha				= ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
		const RageColor color			= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);

		if( fAlpha > 0 )
			bAllAreTransparent = false;

		queue.v[0].p = RageVector3(fXLeft,  fY, fZLeft);	queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft,  fTexCoordTop);
		queue.v[1].p = RageVector3(fXRight, fY, fZRight);	queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
		queue.v+=2;
		if( queue.Free() < 2 )
		{
			/* The queue is full.  Render it, clear the buffer, and move back a step to
			 * start off the quad strip again. */
			if( !bAllAreTransparent )
				queue.Draw();
			queue.Init();
			bAllAreTransparent = true;
			fY -= fYStep;
		}
	}

	if( !bAllAreTransparent )
		queue.Draw();
}