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use crate::{ext::*, math::*, *}; use riddle_common::Color; ///////////////////////////////////////////////////////////////////////////// // struct Sprite ///////////////////////////////////////////////////////////////////////////// /// A renderable region of a texture. /// /// Multiple sprites can share a single texture. Sprites can either be built using /// [`SpriteBuilder`], or [`SpriteAtlasBuilder`]. /// /// Use [`SpriteRenderCommand`] for access to all supported paramters when rendering /// sprites, or use [`Sprite::render_at`] to specify only a location and use default /// arguments for everything else. /// /// Sprites store a reference to the [`Renderer`] which built it, which will keep /// the renderer alive as long as the sprite is alive. /// /// # Example /// /// ```no_run /// # use riddle::{common::Color, image::*, platform::*, renderer::*, math::*, *}; /// # fn main() -> Result<(), RiddleError> { /// # let rdl = RiddleLib::new()?; /// # let window = WindowBuilder::new().build(rdl.context())?; /// let renderer = Renderer::new_from_window(&window)?; /// /// // Load an image and create a sprite from it /// let png_bytes = include_bytes!("../../example_assets/image.png"); /// let img = Image::new_from_png(std::io::Cursor::new(&png_bytes[..]))?; /// let sprite = SpriteBuilder::new(img).build(&renderer)?; /// /// // Render the sprite at the top left corner of the screen /// let mut render_ctx = renderer.begin_render()?; /// render_ctx.clear(Color::WHITE); /// sprite.render_at(&mut render_ctx, vec2(0.0, 0.0))?; /// render_ctx.present()?; /// # Ok(()) } /// ``` pub struct Sprite { renderer: RendererHandle, texture: TextureHandle, source_rect: Rect<f32>, } impl Sprite { /// Construct a new sprite from an image. The image contents are copied to a texture /// in RGBA8 format. The entire image will be used pub(crate) fn new_from_image( renderer: &Renderer, img: image::Image, mag_filter: FilterMode, min_filter: FilterMode, ) -> Result<Sprite> { let texture = Texture::from_image( renderer.wgpu_device().device(), renderer.wgpu_device().queue(), img, mag_filter, min_filter, TextureType::Plain, )?; Self::from_texture(renderer, &texture) } pub(super) fn from_texture(renderer: &Renderer, texture: &Texture) -> Result<Sprite> { let dimensions = texture.dimensions.convert(); Self::from_texture_with_bounds( renderer, texture, Rect { location: Vector2 { x: 0.0, y: 0.0 }, dimensions, }, ) } pub(super) fn from_texture_with_bounds( renderer: &Renderer, texture: &Texture, source_rect: Rect<f32>, ) -> Result<Sprite> { Ok(Sprite { renderer: renderer.clone_handle(), texture: texture.clone_handle(), source_rect, }) } /// Build a sprite that shares the same underlying texture but represents a different portion /// of the texture. /// /// # Arguments /// /// * **source_rect** - The portion of the texture that the new sprite will render, relative to /// the current sprite's bounds. The bounds of the output sprite will be /// the intersection of the sprite's rect and the source_rect, so the dimensions /// of the output sprite may not match the `source_rect` dimensions. /// /// # Example /// /// ```no_run /// # use riddle::{common::Color, image::*, platform::*, renderer::*, math::*, *}; /// # fn main() -> Result<(), RiddleError> { /// # let rdl = RiddleLib::new()?; let window = WindowBuilder::new().build(rdl.context())?; /// let renderer = Renderer::new_from_window(&window)?; /// /// // Load an image and create a sprite from it /// let img = Image::new(100, 100); /// let sprite = SpriteBuilder::new(img).build(&renderer)?; /// /// // Take a portion of the sprite as a new sprite. /// let subsprite = sprite.subsprite(&Rect::new(vec2(75.0, 75.0), vec2(50.0, 50.0))); /// /// // The subsprite dimensions will be the size of the intersection between the /// // source sprite and the new bounds. /// assert_eq!(vec2(25.0, 25.0), subsprite.dimensions()); /// # Ok(()) } /// ``` pub fn subsprite(&self, source_rect: &Rect<f32>) -> Sprite { let mut translated_source = source_rect.clone(); translated_source.location = translated_source.location + self.source_rect.location; Sprite { renderer: self.renderer.clone(), texture: self.texture.clone(), source_rect: self .source_rect .intersect(&translated_source) .unwrap_or_else(|| Rect::new(self.source_rect.location, vec2(0.0, 0.0))), } } pub(crate) fn render( &self, render_ctx: &mut impl RenderContext, args: &SpriteRenderCommand, ) -> Result<()> { let rot: glam::Mat2 = glam::Mat2::from_angle(args.angle); let Vector2 { x: tex_width, y: tex_height, } = self.texture.dimensions; let location: glam::Vec2 = args.location.into(); let pivot: glam::Vec2 = args.pivot.into(); let scale = glam::Mat2::from_scale(args.scale.into()); let pos_topleft = glam::vec2(0.0, 0.0) - pivot; let pos_topright = pos_topleft + glam::vec2(self.source_rect.dimensions.x, 0.0); let pos_bottomleft = pos_topleft + glam::vec2(0.0, self.source_rect.dimensions.y); let pos_bottomright = pos_bottomleft + glam::vec2(self.source_rect.dimensions.x, 0.0); let uv_top = self.source_rect.location.y / (tex_height as f32); let uv_left = self.source_rect.location.x / (tex_width as f32); let uv_bottom = uv_top + (self.source_rect.dimensions.y / (tex_height as f32)); let uv_right = uv_left + (self.source_rect.dimensions.x / (tex_width as f32)); let color_arr: [f32; 4] = args.diffuse_color.clone().into(); let vertex_data = [ Vertex::ptc( location + (rot * (scale * pos_topleft)), [uv_left, uv_top], &color_arr, ), Vertex::ptc( location + (rot * (scale * pos_bottomleft)), [uv_left, uv_bottom], &color_arr, ), Vertex::ptc( location + (rot * (scale * pos_bottomright)), [uv_right, uv_bottom], &color_arr, ), Vertex::ptc( location + (rot * (scale * pos_topright)), [uv_right, uv_top], &color_arr, ), ]; let index_data: &[u16] = &[1, 2, 0, 2, 0, 3]; let renderable = RenderableDesc { texture: self.texture.clone(), shader: self.renderer.standard_res().default_shader.clone(), verts: &vertex_data[..], indices: index_data, }; render_ctx.render_internal(&renderable) } /// Utility function to simply render the sprite at a given location /// /// This is equivalent to `SpriteRenderCommand::new(location).render(&mut ctx, &sprite)?;`. /// See [`SpriteRenderCommand`] for how to render the sprite with more /// control. pub fn render_at<P: Into<Vector2<f32>>>( &self, render_ctx: &mut impl RenderContext, location: P, ) -> Result<()> { self.render( render_ctx, &SpriteRenderCommand { location: location.into(), ..Default::default() }, ) } /// Get the dimensions of the sprite /// /// # Example /// /// ```no_run /// # use riddle::{common::Color, image::*, platform::*, renderer::*, math::*, *}; /// # fn main() -> Result<(), RiddleError> { /// # let rdl = RiddleLib::new()?; let window = WindowBuilder::new().build(rdl.context())?; /// let renderer = Renderer::new_from_window(&window)?; /// /// // Load an image and create a sprite from it /// let img = Image::new(100, 100); /// let sprite = SpriteBuilder::new(img).build(&renderer)?; /// /// // The sprite dimensions will be the same of the source image /// assert_eq!(vec2(100.0, 100.0), sprite.dimensions()); /// # Ok(()) } /// ``` pub fn dimensions(&self) -> Vector2<f32> { self.source_rect.dimensions } } ///////////////////////////////////////////////////////////////////////////// // struct SpriteRenderCommand ///////////////////////////////////////////////////////////////////////////// /// Builder for a [`Sprite`] render call /// /// Defaults: /// /// * **Pivot**: `(0,0)` /// * **Scale**: `(1,1)` /// * **Angle**: `0` /// * **Diffuse Color**: `Color::WHITE` /// /// The location refers to the location of the pivot of the sprite. The pivot /// of the sprite is relative to the top left of the sprite. /// /// # Example /// /// ```no_run /// # use riddle::{common::Color, image::*, platform::*, renderer::*, math::*, *}; /// # fn main() -> Result<(), RiddleError> { /// # let rdl = RiddleLib::new()?; /// # let window = WindowBuilder::new().build(rdl.context())?; /// # let renderer = Renderer::new_from_window(&window)?; /// # let img = Image::new(100, 100); /// let sprite = SpriteBuilder::new(img).build(&renderer)?; /// /// let mut render_ctx = renderer.begin_render()?; /// render_ctx.clear(Color::WHITE)?; /// /// // Render the sprite /// SpriteRenderCommand::new(vec2(0.0, 0.0)) /// .with_scale(vec2(1.0, 2.0)) /// .with_color(Color::RED) /// .render(&mut render_ctx, &sprite)?; /// /// render_ctx.present()?; /// # Ok(()) } /// ``` #[derive(Clone, Debug)] pub struct SpriteRenderCommand { location: Vector2<f32>, pivot: Vector2<f32>, scale: Vector2<f32>, angle: f32, diffuse_color: Color<f32>, } impl SpriteRenderCommand { /// New render command with default args, at the specified location pub fn new<T: Into<Vector2<f32>>>(location: T) -> Self { let mut args = Self::default(); args.at(location); args } /// Set the location of the sprite, specifying where the pivot should /// be placed. #[inline] pub fn at<T: Into<Vector2<f32>>>(&mut self, location: T) -> &mut Self { self.location = location.into(); self } /// Set the pivot of the sprite, relative to the top left of the sprite #[inline] pub fn with_pivot<T: Into<Vector2<f32>>>(&mut self, pivot: T) -> &mut Self { self.pivot = pivot.into(); self } /// Set the scale at which the sprite will be rendered pub fn with_scale<T: Into<Vector2<f32>>>(&mut self, scale: T) -> &mut Self { self.scale = scale.into(); self } /// Set the angle at which the sprite will be rendered, in radians. pub fn with_angle(&mut self, angle: f32) -> &mut Self { self.angle = angle; self } /// Set the diffuse color of the sprite, which will be multiplied by the sprite /// colors. pub fn with_color(&mut self, color: Color<f32>) -> &mut Self { self.diffuse_color = color; self } /// Invoke the render command, for the given sprite, in the specified context pub fn render(&self, render_ctx: &mut impl RenderContext, sprite: &Sprite) -> Result<()> { sprite.render(render_ctx, self) } } impl Default for SpriteRenderCommand { fn default() -> Self { SpriteRenderCommand { location: [0.0, 0.0].into(), pivot: [0.0, 0.0].into(), angle: 0.0, scale: [1.0, 1.0].into(), diffuse_color: Color::WHITE, } } } ///////////////////////////////////////////////////////////////////////////// // struct SpriteBuilder ///////////////////////////////////////////////////////////////////////////// /// Builder to construct new [`Sprite`]s from `riddle_image::Image`s. /// /// # Example /// /// ```no_run /// # use riddle::{common::Color, image::*, platform::*, renderer::*, math::*, *}; /// # fn main() -> Result<(), RiddleError> { /// # let rdl = RiddleLib::new()?; /// # let window = WindowBuilder::new().build(rdl.context())?; /// let renderer = Renderer::new_from_window(&window)?; /// /// let img = Image::new(100, 100); /// let sprite = SpriteBuilder::new(img) /// .with_filter_modes(FilterMode::Linear, FilterMode::Linear) /// .build(&renderer)?; /// # Ok(()) } /// ``` pub struct SpriteBuilder { img: image::Image, mag_filter: FilterMode, min_filter: FilterMode, } impl SpriteBuilder { /// Create a new builder for the given image pub fn new(img: image::Image) -> Self { Self { img, mag_filter: Default::default(), min_filter: Default::default(), } } /// Specify the min and mag filters used when rendering the sprite pub fn with_filter_modes(mut self, mag_filter: FilterMode, min_filter: FilterMode) -> Self { self.mag_filter = mag_filter; self.min_filter = min_filter; self } /// Build the sprite for the given renderer pub fn build(self, renderer: &Renderer) -> Result<Sprite> { Sprite::new_from_image(renderer, self.img, self.mag_filter, self.min_filter) } }