61 lines
2.2 KiB
C++
61 lines
2.2 KiB
C++
#include "StarDrawablePainter.hpp"
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namespace Star {
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DrawablePainter::DrawablePainter(RendererPtr renderer, AssetTextureGroupPtr textureGroup) {
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m_renderer = move(renderer);
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m_textureGroup = move(textureGroup);
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}
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void DrawablePainter::drawDrawable(Drawable const& drawable) {
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Vec4B color = drawable.color.toRgba();
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auto& primitives = m_renderer->immediatePrimitives();
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if (auto linePart = drawable.part.ptr<Drawable::LinePart>()) {
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auto line = linePart->line;
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line.translate(drawable.position);
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Vec2F left = Vec2F(vnorm(line.diff())).rot90() * linePart->width / 2.0f;
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float fullbright = drawable.fullbright ? 0.0f : 1.0f;
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(),
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line.min() + left,
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line.min() - left,
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line.max() - left,
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line.max() + left,
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color, fullbright);
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} else if (auto polyPart = drawable.part.ptr<Drawable::PolyPart>()) {
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PolyF poly = polyPart->poly;
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poly.translate(drawable.position);
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primitives.emplace_back(std::in_place_type_t<RenderPoly>(), poly.vertexes(), color, 0.0f);
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} else if (auto imagePart = drawable.part.ptr<Drawable::ImagePart>()) {
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TexturePtr texture = m_textureGroup->loadTexture(imagePart->image);
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Vec2F textureSize(texture->size());
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RectF imageRect(Vec2F(), textureSize);
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Mat3F transformation = Mat3F::translation(drawable.position) * imagePart->transformation;
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Vec2F lowerLeft = transformation.transformVec2(Vec2F(imageRect.xMin(), imageRect.yMin()));
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Vec2F lowerRight = transformation.transformVec2(Vec2F(imageRect.xMax(), imageRect.yMin()));
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Vec2F upperRight = transformation.transformVec2(Vec2F(imageRect.xMax(), imageRect.yMax()));
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Vec2F upperLeft = transformation.transformVec2(Vec2F(imageRect.xMin(), imageRect.yMax()));
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float param1 = drawable.fullbright ? 0.0f : 1.0f;
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), move(texture),
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lowerLeft, Vec2F{0, 0},
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lowerRight, Vec2F{textureSize[0], 0},
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upperRight, Vec2F{textureSize[0], textureSize[1]},
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upperLeft, Vec2F{0, textureSize[1]},
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color, param1);
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}
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}
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void DrawablePainter::cleanup(int64_t textureTimeout) {
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m_textureGroup->cleanup(textureTimeout);
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}
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}
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