OgreSprites
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Todo on this page:
- Add screenshot (maybe in forum?)
OgreSprites!
I've written this code, based primarily off the work done by H. Hernán Moraldo (Moraldo Games). I've adapted it for my use in a game I'm working on, and I thought it might be useful to someone else.
This code is obviously more complicated than the the SpriteManager2d class, and is intended to extend the original functionality should you desire it. If you're just after simplicity, the original class is much better. I tend to overdesign things ~_^
Because of the way this class draws (in a non-persistent fashion), you will likely not create the same amazing frame rates full 3d Ogre applications are used to. In other words, this is quite likely going to be relatively slow. If you really want to get good performance, implementing some sort of "dirty rectangle" system (or some such system) would greatly improve speed. Hopefully it runs fast enough to do what you're hoping for.
Lastly, I'm a novice, hobbyist coder. Please excuse any terrible violations of conventions, coding practices, unsightly gnomes, etc. Please let me know if I've done something terrible! I'm very open to constructive criticism. Sarcasm can be deposited in the bin at the back. Thanks! :)
(Very lastly, thanks to absolutely everyone involved with Ogre in any way. You've not only created an awesome graphics engine, you've created a welcoming and helpful community!)
Andrew C Lytle (alytle@___gmail.com)
See also
- Billboard
- Ogre Magic website
- forum thread
OgreSprites.h:
/*
OgreSprites
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Written by Andrew C Lytle, June 2007.
Developed based on code by H. Hernán Moraldo from Moraldo Games
www.hernan.moraldo.com.ar/pmenglish/field.php
*/
#ifndef __OGRE_SPRITES_H__
#define __OGRE_SPRITES_H__
#include <Ogre.h>
#include <OgreRenderQueueListener.h>
#include <string>
#include <list>
namespace OgreSprites {
/** Holds information about a single sprite each frame.
@remarks
Used internally.
*/
struct SpriteElement
{
float x1, y1, x2, y2;// sprite coordinates
float tx1, ty1, tx2, ty2;// texture coordinates
Ogre::ResourceHandle texHandle;// texture handle
float alpha;
};
/** Holds vertex information.
@remarks
Used internally.
*/
struct VertexChunk {
Ogre::ResourceHandle texHandle;
unsigned int vertexCount;
float alpha;
};
/** Available metrics.
@remarks
See SpriteManager notes for details.
*/
enum OSMetrics {
OSPRITE_METRIC_PIXELS,
OSPRITE_METRIC_RELATIVE,
OSPRITE_METRIC_OGRE
};
/** Rectangle class to represent either screen or texture space.
*/
struct Rect
{
/// Default contstructor
Rect()
{
x1 = y1 = x2 = y2 = 0.0f;
}
/// Copy constructor
Rect(Rect &r)
{
x1 = r.x1;
y1 = r.y1;
x2 = r.x2;
y2 = r.y2;
}
/// Parameter constructor
Rect(Ogre::Real px1, Ogre::Real py1, Ogre::Real px2, Ogre::Real py2)
{
x1 = px1;
y1 = py1;
x2 = px2;
y2 = py2;
}
/// Equality operator
bool operator==(Rect &r) {
if( (x1==r.x1) && (x2==r.x2) && (y1==r.y1) && (y2==r.y2) )
return true;
else
return false;
}
/// Inequality operator
bool operator!=(Rect &r) {
return !(operator==(r));
}
/// Left coordinate
Ogre::Real x1;
/// Top coordinate
Ogre::Real y1;
/// Right coordinate
Ogre::Real x2;
/// Bottom coordinate
Ogre::Real y2; // bottom
};
/// Macro typedef of a Rect representing the entire texture space of a sprite.
extern OgreSprites::Rect FULL_SPRITE;
/// Macro typedef of a Rect representing the entire screen space.
extern OgreSprites::Rect FULL_SCREEN;
/** Controls all sprite rendering operations.
@remarks
Usage:
SETUP:
1) Instantiate the OgreSprites::SpriteHandler object as usual with a standard new,
and leave it in a place that your program will be able to access the pointer later.
OgreSprites::SpriteHandler* spriteHandler = new OgreSprites::SpriteHandler();
2) Give the SpriteHandler a resource path, this *must* be done or you won't be able to load
any sprites. Naturally, change the path to match where you save your sprites.
spriteHandler->SetSpriteLocation("../sprites");
3) Load your sprites, manually. Notice we aren't using the standard Ogre::Material concept,
we're just loading regular old textures.
spriteHandler->LoadSprite("sprite.png");
spriteHandler->LoadSprite("sprite2.png");
spriteHandler->LoadSprite("folder/sprite3.png");
4) Initialize the library, giving it your current Ogre scene manager and viewport.
spriteHandler->Init(mSceneMgr, mWindow->getViewport(0));
METRICS:
- Decide on your metrics. The SpriteManager can interpret both screen values and sprite locations
in three different ways. If I've made this unreasonably complicated, just stick to the defaults
and you'll be fine.
- OSPRITE_METRIC_RELATIVE: This is the default screen metric. It considers the screen location from
(0.0, 0.0) -> (1.0, 1.0) going from top left to bottom right of the screen. For sprites, the same
locations represent the top left to bottom right of the sprite texture. Using this metric for your
screen values ensures that your sprites will always been drawn in the same relative screen
position, regardless of the size (or resolution) of your viewport. Using it for your sprites is not
recommended, since your sprite data is usually static, it is often better to use
OSPRITE_METRIC_PIXEL instead for sprites.
- OSPRITE_METRIC_OGRE: This metric is the default for Ogre's internal drawing system, and although
similar to OSPRITE_METRIC_RELATIVE, it goes from (-1, 1) to (1, -1) from top left to bottom right.
You can not use this metric for sprites.
- OSPRITE_METRIC_PIXELS: This is the default sprite metric. This metric works in actual pixel
locations. If you use this for your screen metric, you will always be drawing in the same pixel
locations, regardless of screen resolution. Since this is often undesireable, it is recommended you
use OSPRITE_METRIC_RELATIVE for screen metrics.
DRAWING:
- You can draw your sprites using whichever of the various DrawSprite methods suits your needs.
I've forced myself to contain my code bloat and keep them to only three. There's lots of room
to expand on them if you want specialized drawing concepts.
- Method 1: DrawSprite using fixed location and the entire sprite.
DrawSprite("spriteName", xLocation, yLocation, alphaValue);
- Method 2: DrawSprite using fixed destination size and partial sprite.
DrawSprite("spriteName", xLocation, yLocation, OgreSprites::Rect(spriteX1, spriteY1, spriteX2, spriteY2), alphaValue);
- Method 2: DrawSprite using arbitrary destination size and partial sprite.
DrawSprite("spriteName", OgreSprites::Rect(destX1, destY1, destX2, destY2), OgreSprites::Rect(spriteX1, spriteY1, spriteX2, spriteY2), alphaValue);
SHUTDOWN:
- Call spriteHandler->Shutdown() during program shutdown, and delete the pointer normally.
That's it!
*/
class SpriteHandler : public Ogre::RenderQueueListener
{
public:
/// Default constructor
SpriteHandler();
/// Destructor
virtual ~SpriteHandler();
/// Used internally by Ogre
virtual void renderQueueStarted(Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &skipThisInvocation);
/// Used internally by Ogre
virtual void renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &repeatThisInvocation);
/** Initialize the sprite system, and register it with Ogre.
@remarks
This method setups up the sprite system, and must be called only after the Ogre
Scene Manager has been created.
@param
sceneMan A pointer to the current scene manager.
@param
viewPort The Ogre viewport we should be rendering to.
@param
targetQueue The render queue that we are inserting this render operation into.
@param
afterQueue Should we render after this Render Queue? If not, we'll do it before.
*/
void Init(Ogre::SceneManager* sceneMan, Ogre::Viewport* viewPort, Ogre::uint8 targetQueue = Ogre::RENDER_QUEUE_OVERLAY, bool afterQueue = true);
/** Shutdown the sprite system.
@remarks
This will be done automatically by deleting the object, but can be done manually
should you desire it.
*/
void Shutdown(void);
/** Control screen metrics.
@remarks
The three available metrics for the screen are OSPRITE_METRIC_RELATIVE, OSPRITE_METRIC_PIXELS,
and OSPRITE_METRIC_OGRE. For the screen, RELATIVE means top-left origin, with bottom right as
(1,1). OGRE means (-1,1) to (1,-1). And PIXELS means (0,0) to (screenWidth, screenHeight).
The default value is OSPRITE_METRIC_RELATIVE.
@param
metric Which metric to use
*/
void SetScreenMetric(OSMetrics metric);
/** Control sprite metrics.
@remarks
The available metrics for the screen are OSPRITE_METRIC_RELATIVE, and OSPRITE_METRIC_PIXELS.
The function similar to screen metrics, with (0,0) always as the top-left of the texture.
The default value is OSPRITE_METRIC_PIXELS.
@param
metric Which metric to use
*/
void SetSpriteMetric(OSMetrics metric);
/** Set the folder location of the sprite data.
@remarks
This MUST be done before any sprites can be loaded. Failure to do so will cause
LoadSprite to fail with an exception.
@param
pathName The relative or absolute path to the sprite texture files.
*/
void SetSpriteLocation(const std::string& pathName);
/** Load a sprite into memory.
@remarks
This method will load a sprite from a texture file. You must do this with
each sprite you intend to draw later. This texture file must be found in the
path given by SetSpriteLocation previously.
@param
pathName The texture file name (with extension)
*/
void LoadSprite(const std::string& spriteName);
/** Render a sprite.
@remarks
This method will draw a sprite at a given location, with a given alpha. The entire
texture will be used to render the sprite.
@param
spriteName The file name that was loaded with LoadSprite (with extension).
@param
x The x coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
y The y coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
alpha The alpha value to used when drawing. 0.0 is totally transparent, 1.0 is completely solid.
*/
void DrawSprite(const std::string& spriteName, float x, float y, float alpha);
/** Render a sprite.
@remarks
This method will draw a portion of the sprite at a given location, with a given alpha.
The area specified in spriteRect will be be used to render the sprite.
@param
spriteName The file name that was loaded with LoadSprite (with extension).
@param
x The x coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
y The y coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
spriteRect A rectangle representing a 2D location in the texture (relative or pixel, based on metrics)
@param
alpha The alpha value to used when drawing. 0.0 is totally transparent, 1.0 is completely solid.
*/
void DrawSprite(const std::string& spriteName, float x, float y, OgreSprites::Rect& spriteRect, float alpha);
/** Render a sprite.
@remarks
This method will draw a portion of the sprite at a given location and given ending point,
with a given alpha. The area specified in spriteRect will be be used to render the sprite.
The area specified in destRect will be used to determine location and size of the final
drawing operation.
@param
spriteName The file name that was loaded with LoadSprite (with extension).
@param
x The x coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
y The y coordinate to begin drawing the sprite at (relative or pixel, based on metrics)
@param
spriteRect A rectangle representing a 2D location in the texture (relative or pixel, based on metrics)
@param
spriteRect A rectangle representing a 2D location in the texture (relative or pixel, based on metrics)
@param
alpha The alpha value to used when drawing. 0.0 is totally transparent, 1.0 is completely solid.
*/
void DrawSprite(const std::string& spriteName, OgreSprites::Rect& destRect, OgreSprites::Rect& spriteRect, float alpha);
private:
/// Render all the 2d data stored in the hardware buffers.
void renderBuffer();
/// Create a new hardware buffer
void createHardwareBuffer(unsigned int size);
/// Destroy the hardware buffer
void destroyHardwareBuffer();
/// Set Ogre for rendering
void prepareForRender();
/// Convert metrics
void convertScreenMetrics(OSMetrics metricFrom, const float sx, const float sy, OSMetrics metricTo, float& dx, float& dy);
/// Ogre Specific: render operation handler
Ogre::RenderOperation renderOp;
/// Ogre Specific: hardware buffer
Ogre::HardwareVertexBufferSharedPtr hardwareBuffer;
/// Sprite Buffer
std::list<SpriteElement> sprites;
/// Save our sprite texture path
std::string spriteLocation;
/// Scene manager reference pointer
Ogre::SceneManager* sceneMan;
/// Which queue we're rendering on
Ogre::uint8 targetQueue;
/// Render after or before this queue
bool afterQueue;
/// Viewport width
int _vpWidth;
/// Viewport height
int _vpHalfWidth;
/// Half viewport width, save time calculating later
int _vpHeight;
/// Half viewport height, save time calculating later
int _vpHalfHeight;
/// Current screen metrics
OSMetrics _metricScreen;
/// Current sprite metrics
OSMetrics _metricSprite;
};
}
#endif // __OGRE_SPRITES_H__
OgreSprites.cpp:
/*
OgreSprites
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Written by Andrew C Lytle, June 2007.
Developed based on code by H. Hernán Moraldo from Moraldo Games
www.hernan.moraldo.com.ar/pmenglish/field.php
*/
#include "OgreSprites.h"
#include <Ogre.h>
#include <OgreMesh.h>
#include <OgreHardwareBuffer.h>
#define OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE 120
namespace OgreSprites {
OgreSprites::Rect FULL_SPRITE(-1000.0f, -1000.0f, -1000.0f, -1000.0f);
OgreSprites::Rect FULL_SCREEN(-1000.0f, -1000.0f, -1000.0f, -1000.0f);
//-----------------------------------------------------------------------
SpriteHandler::SpriteHandler() :
_metricScreen(OSPRITE_METRIC_RELATIVE),
_metricSprite(OSPRITE_METRIC_PIXELS)
{
}
//-----------------------------------------------------------------------
SpriteHandler::~SpriteHandler()
{
}
//-----------------------------------------------------------------------
void SpriteHandler::renderQueueStarted(Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &skipThisInvocation)
{
if (!afterQueue && queueGroupId==targetQueue)
renderBuffer();
}
//-----------------------------------------------------------------------
void SpriteHandler::renderQueueEnded(Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &repeatThisInvocation)
{
if (afterQueue && queueGroupId==targetQueue)
renderBuffer();
}
//-----------------------------------------------------------------------
void SpriteHandler::Init(Ogre::SceneManager* sceneMan, Ogre::Viewport* viewPort, Ogre::uint8 targetQueue, bool afterQueue)
{
// Save scene manager data
SpriteHandler::sceneMan = sceneMan;
SpriteHandler::afterQueue = afterQueue;
SpriteHandler::targetQueue = targetQueue;
// Ensure our hardware buffer is set to zero
hardwareBuffer.setNull();
// Set this object as a render queue listener with Ogre
sceneMan->addRenderQueueListener(this);
// Gather viewport info
_vpWidth = viewPort->getActualWidth();
_vpHeight = viewPort->getActualHeight();
_vpHalfWidth = (int)(_vpWidth / 2);
_vpHalfHeight = (int)(_vpHeight / 2);
}
//-----------------------------------------------------------------------
void SpriteHandler::Shutdown()
{
// Destroy the hardware buffer
if (!hardwareBuffer.isNull())
destroyHardwareBuffer();
// Delist our renderqueuelistener
sceneMan->removeRenderQueueListener(this);
}
//-----------------------------------------------------------------------
void SpriteHandler::SetScreenMetric(OSMetrics metric)
{
_metricScreen = metric;
}
//-----------------------------------------------------------------------
void SpriteHandler::SetSpriteMetric(OSMetrics metric)
{
if(metric == OSPRITE_METRIC_RELATIVE || metric == OSPRITE_METRIC_PIXELS)
_metricSprite = metric;
else
_metricSprite = OSPRITE_METRIC_RELATIVE;
}
//-----------------------------------------------------------------------
void SpriteHandler::SetSpriteLocation(const std::string& pathName)
{
spriteLocation = pathName;
Ogre::ResourceGroupManager::getSingleton().addResourceLocation(pathName, "FileSystem", "OgreSprites");
Ogre::ResourceGroupManager::getSingleton().initialiseResourceGroup("OgreSprites");
}
//-----------------------------------------------------------------------
void SpriteHandler::LoadSprite(const std::string& spriteName)
{
Ogre::TextureManager::getSingleton().load(spriteName, "OgreSprites");
}
//-----------------------------------------------------------------------
void SpriteHandler::DrawSprite(const std::string& spriteName, float x, float y, float alpha)
{
// Retrieve pointer to texture resource
Ogre::TexturePtr texturePtr = Ogre::TextureManager::getSingleton().getByName(spriteName);
// This is the size of the original image data (pixels)
int iSpriteWidth = (int)texturePtr->getWidth();
int iSpriteHeight = (int)texturePtr->getHeight();
// Get texture handle from texture resource
SpriteElement spriteElement;
spriteElement.texHandle = texturePtr->getHandle();
// Convert destination start to Pixels
float fPixelStartX = 0;
float fPixelStartY = 0;
convertScreenMetrics(_metricScreen, x, y, OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY);
int iPixelEndX = (int)fPixelStartX + (int)iSpriteWidth;
int iPixelEndY = (int)fPixelStartY + (int)iSpriteHeight;
// Convert from pixels to Ogre
convertScreenMetrics(OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY, OSPRITE_METRIC_OGRE, spriteElement.x1, spriteElement.y1);
convertScreenMetrics(OSPRITE_METRIC_PIXELS, iPixelEndX, iPixelEndY, OSPRITE_METRIC_OGRE, spriteElement.x2, spriteElement.y2);
// We want to draw the entire sprite
spriteElement.tx1 = 0.0f;
spriteElement.ty1 = 0.0f;
spriteElement.tx2 = 1.0f;
spriteElement.ty2 = 1.0f;
// save alpha value
spriteElement.alpha = alpha;
// Add this sprite to our render list
sprites.push_back(spriteElement);
}
//-----------------------------------------------------------------------
void SpriteHandler::DrawSprite(const std::string& spriteName, float x, float y, OgreSprites::Rect& spriteRect, float alpha)
{
// Retrieve pointer to texture resource
Ogre::TexturePtr texturePtr = Ogre::TextureManager::getSingleton().getByName(spriteName);
// This is the size of the original image data (pixels)
int iSpriteWidth = (int)texturePtr->getWidth();
int iSpriteHeight = (int)texturePtr->getHeight();
// Get texture handle from texture resource
SpriteElement spriteElement;
spriteElement.texHandle = texturePtr->getHandle();
// Drawing size
int iDrawingWidth = (spriteRect.x2 - spriteRect.x1);
int iDrawingHeight = (spriteRect.y2 - spriteRect.y1);
// Convert destination start to Pixels
float fPixelStartX = 0;
float fPixelStartY = 0;
convertScreenMetrics(_metricScreen, x, y, OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY);
int iPixelEndX = (int)fPixelStartX + (int)iDrawingWidth;
int iPixelEndY = (int)fPixelStartY + (int)iDrawingHeight;
// Convert from pixels to Ogre
convertScreenMetrics(OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY, OSPRITE_METRIC_OGRE, spriteElement.x1, spriteElement.y1);
convertScreenMetrics(OSPRITE_METRIC_PIXELS, iPixelEndX, iPixelEndY, OSPRITE_METRIC_OGRE, spriteElement.x2, spriteElement.y2);
// We want to draw only a portion of the sprite
spriteElement.tx1 = spriteElement.ty1 = 0.0f;
spriteElement.tx2 = spriteElement.ty2 = 1.0f;
if(spriteRect != FULL_SPRITE) {
if(_metricSprite == OSPRITE_METRIC_RELATIVE) {
spriteElement.tx1 = spriteRect.x1;
spriteElement.ty1 = spriteRect.y1;
spriteElement.tx2 = spriteRect.x2;
spriteElement.ty2 = spriteRect.y2;
}
else if(_metricSprite == OSPRITE_METRIC_PIXELS) {
spriteElement.tx1 = (float)(spriteRect.x1 / iSpriteWidth);
spriteElement.ty1 = (float)(spriteRect.y1 / iSpriteHeight);
spriteElement.tx2 = (float)(spriteRect.x2 / iSpriteWidth);
spriteElement.ty2 = (float)(spriteRect.y2 / iSpriteHeight);
}
}
// save alpha value
spriteElement.alpha = alpha;
// Add this sprite to our render list
sprites.push_back(spriteElement);
}
//-----------------------------------------------------------------------
void SpriteHandler::DrawSprite(const std::string& spriteName, OgreSprites::Rect& destRect, OgreSprites::Rect& spriteRect, float alpha)
{
// Retrieve pointer to texture resource
Ogre::TexturePtr texturePtr = Ogre::TextureManager::getSingleton().getByName(spriteName);
// Get texture handle from texture resource
SpriteElement spriteElement;
spriteElement.texHandle = texturePtr->getHandle();
// This is the size of the original image data (pixels)
int iSpriteWidth = (int)texturePtr->getWidth();
int iSpriteHeight = (int)texturePtr->getHeight();
if(destRect != FULL_SCREEN) {
// Convert destination start to Pixels
float fPixelStartX = 0;
float fPixelStartY = 0;
convertScreenMetrics(_metricScreen, destRect.x1, destRect.y1, OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY);
// Convert size to pixels
float fPixelEndX = 0;
float fPixelEndY = 0;
convertScreenMetrics(_metricScreen, destRect.x2, destRect.y2, OSPRITE_METRIC_PIXELS, fPixelEndX, fPixelEndY);
// Convert from pixels to Ogre
convertScreenMetrics(OSPRITE_METRIC_PIXELS, fPixelStartX, fPixelStartY, OSPRITE_METRIC_OGRE, spriteElement.x1, spriteElement.y1);
convertScreenMetrics(OSPRITE_METRIC_PIXELS, fPixelEndX, fPixelEndY, OSPRITE_METRIC_OGRE, spriteElement.x2, spriteElement.y2);
}
else {
spriteElement.x1 = -1;
spriteElement.x2 = 1;
spriteElement.y1 = 1;
spriteElement.y2 = -1;
}
// We want to draw only a portion of the sprite
spriteElement.tx1 = spriteElement.ty1 = 0.0f;
spriteElement.tx2 = spriteElement.ty2 = 1.0f;
if(spriteRect != FULL_SPRITE) {
if(_metricSprite == OSPRITE_METRIC_RELATIVE) {
spriteElement.tx1 = spriteRect.x1;
spriteElement.ty1 = spriteRect.y1;
spriteElement.tx2 = spriteRect.x2;
spriteElement.ty2 = spriteRect.y2;
}
else if(_metricSprite == OSPRITE_METRIC_PIXELS) {
spriteElement.tx1 = (float)(spriteRect.x1 / iSpriteWidth);
spriteElement.ty1 = (float)(spriteRect.y1 / iSpriteHeight);
spriteElement.tx2 = (float)(spriteRect.x2 / iSpriteWidth);
spriteElement.ty2 = (float)(spriteRect.y2 / iSpriteHeight);
}
}
// save alpha value
spriteElement.alpha = alpha;
// Add this sprite to our render list
sprites.push_back(spriteElement);
}
//-----------------------------------------------------------------------
void SpriteHandler::renderBuffer()
{
Ogre::RenderSystem* rs=Ogre::Root::getSingleton().getRenderSystem();
std::list<SpriteElement>::iterator currSpr, endSpr;
VertexChunk thisChunk;
std::list<VertexChunk> chunks;
unsigned int newSize;
newSize = (int)(sprites.size())*6;
if (newSize<OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE)
newSize=OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE;
// grow hardware buffer if needed
if (hardwareBuffer.isNull() || hardwareBuffer->getNumVertices()<newSize)
{
if (!hardwareBuffer.isNull())
destroyHardwareBuffer();
createHardwareBuffer(newSize);
}
// If we have no sprites this frame, bail here
if (sprites.empty()) return;
// write quads to the hardware buffer, and remember chunks
float* buffer;
float z=-1;
buffer=(float*)hardwareBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD);
endSpr=sprites.end();
currSpr=sprites.begin();
thisChunk.texHandle=currSpr->texHandle;
thisChunk.vertexCount=0;
while (currSpr!=endSpr)
{
thisChunk.alpha = currSpr->alpha;
// 1st point (left bottom)
*buffer=currSpr->x1; buffer++;
*buffer=currSpr->y2; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx1; buffer++;
*buffer=currSpr->ty2; buffer++;
// 2st point (right top)
*buffer=currSpr->x2; buffer++;
*buffer=currSpr->y1; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx2; buffer++;
*buffer=currSpr->ty1; buffer++;
// 3rd point (left top)
*buffer=currSpr->x1; buffer++;
*buffer=currSpr->y1; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx1; buffer++;
*buffer=currSpr->ty1; buffer++;
// 4th point (left bottom)
*buffer=currSpr->x1; buffer++;
*buffer=currSpr->y2; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx1; buffer++;
*buffer=currSpr->ty2; buffer++;
// 5th point (right bottom)
*buffer=currSpr->x2; buffer++;
*buffer=currSpr->y1; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx2; buffer++;
*buffer=currSpr->ty1; buffer++;
// 6th point (right top)
*buffer=currSpr->x2; buffer++;
*buffer=currSpr->y2; buffer++;
*buffer=z; buffer++;
*buffer=currSpr->tx2; buffer++;
*buffer=currSpr->ty2; buffer++;
// remember this chunk
thisChunk.vertexCount+=6;
currSpr++;
if (currSpr==endSpr || thisChunk.texHandle!=currSpr->texHandle || thisChunk.alpha != currSpr->alpha)
{
chunks.push_back(thisChunk);
if (currSpr!=endSpr)
{
thisChunk.texHandle=currSpr->texHandle;
thisChunk.vertexCount=0;
}
}
}
hardwareBuffer->unlock();
// set up...
prepareForRender();
// do the real render!
Ogre::TexturePtr tp;
std::list<VertexChunk>::iterator currChunk, endChunk;
endChunk=chunks.end();
renderOp.vertexData->vertexStart=0;
for (currChunk=chunks.begin(); currChunk!=endChunk; currChunk++)
{
renderOp.vertexData->vertexCount=currChunk->vertexCount;
tp=Ogre::TextureManager::getSingleton().getByHandle(currChunk->texHandle);
rs->_setTexture(0, true, tp->getName());
Ogre::LayerBlendModeEx alphaBlendMode;
alphaBlendMode.blendType=Ogre::LBT_ALPHA;
alphaBlendMode.source1=Ogre::LBS_TEXTURE;
alphaBlendMode.operation=Ogre::LBX_BLEND_MANUAL;
alphaBlendMode.factor = currChunk->alpha;
rs->_setTextureBlendMode(0, alphaBlendMode);
rs->_render(renderOp);
renderOp.vertexData->vertexStart+=currChunk->vertexCount;
}
// sprites go home!
sprites.clear();
}
//-----------------------------------------------------------------------
void SpriteHandler::prepareForRender()
{
Ogre::LayerBlendModeEx colorBlendMode;
Ogre::LayerBlendModeEx alphaBlendMode;
Ogre::TextureUnitState::UVWAddressingMode uvwAddressMode;
Ogre::RenderSystem* rs=Ogre::Root::getSingleton().getRenderSystem();
colorBlendMode.blendType=Ogre::LBT_COLOUR;
colorBlendMode.source1=Ogre::LBS_TEXTURE;
colorBlendMode.operation=Ogre::LBX_SOURCE1;
alphaBlendMode.blendType=Ogre::LBT_ALPHA;
alphaBlendMode.source1=Ogre::LBS_TEXTURE;
alphaBlendMode.operation=Ogre::LBX_SOURCE1;
uvwAddressMode.u=Ogre::TextureUnitState::TAM_CLAMP;
uvwAddressMode.v=Ogre::TextureUnitState::TAM_CLAMP;
uvwAddressMode.w=Ogre::TextureUnitState::TAM_CLAMP;
rs->_setWorldMatrix(Ogre::Matrix4::IDENTITY);
rs->_setViewMatrix(Ogre::Matrix4::IDENTITY);
rs->_setProjectionMatrix(Ogre::Matrix4::IDENTITY);
rs->_setTextureMatrix(0, Ogre::Matrix4::IDENTITY);
rs->_setTextureCoordSet(0, 0);
rs->_setTextureCoordCalculation(0, Ogre::TEXCALC_NONE);
rs->_setTextureUnitFiltering(0, Ogre::FO_LINEAR, Ogre::FO_LINEAR, Ogre::FO_POINT);
rs->_setTextureBlendMode(0, colorBlendMode);
rs->_setTextureBlendMode(0, alphaBlendMode);
rs->_setTextureAddressingMode(0, uvwAddressMode);
rs->_disableTextureUnitsFrom(1);
rs->setLightingEnabled(false);
rs->_setFog(Ogre::FOG_NONE);
rs->_setCullingMode(Ogre::CULL_NONE);
rs->_setDepthBufferParams(false, false);
rs->_setColourBufferWriteEnabled(true, true, true, false);
rs->setShadingType(Ogre::SO_GOURAUD);
rs->_setPolygonMode(Ogre::PM_SOLID);
rs->unbindGpuProgram(Ogre::GPT_FRAGMENT_PROGRAM);
rs->unbindGpuProgram(Ogre::GPT_VERTEX_PROGRAM);
rs->_setSceneBlending(Ogre::SBF_SOURCE_ALPHA, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
rs->_setAlphaRejectSettings(Ogre::CMPF_ALWAYS_PASS, 0);
}
//-----------------------------------------------------------------------
void SpriteHandler::createHardwareBuffer(unsigned int size)
{
Ogre::VertexDeclaration* vd;
renderOp.vertexData=new Ogre::VertexData;
renderOp.vertexData->vertexStart=0;
vd=renderOp.vertexData->vertexDeclaration;
vd->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
vd->addElement(0, Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
hardwareBuffer=Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
vd->getVertexSize(0),
size,// buffer size
Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
false);// use shadow buffer? no
renderOp.vertexData->vertexBufferBinding->setBinding(0, hardwareBuffer);
renderOp.operationType=Ogre::RenderOperation::OT_TRIANGLE_LIST;
renderOp.useIndexes=false;
}
//-----------------------------------------------------------------------
void SpriteHandler::destroyHardwareBuffer()
{
delete renderOp.vertexData;
renderOp.vertexData=0;
hardwareBuffer.setNull();
}
//-----------------------------------------------------------------------
void SpriteHandler::convertScreenMetrics(OSMetrics metricFrom, const float sx, const float sy, OSMetrics metricTo, float& dx, float& dy)
{
// trivial case
if(metricFrom == metricTo) {
dx = sx;
dy = sy;
return;
}
// Convert from pixels ..
if(metricFrom == OSPRITE_METRIC_PIXELS) {
// .. to Ogre.
if(metricTo == OSPRITE_METRIC_OGRE) {
dx = (sx / _vpHalfWidth) - 1;
dy = 1 - (sy / _vpHalfHeight);
}
// .. to relative.
else if(metricTo == OSPRITE_METRIC_RELATIVE) {
dx = (sx / (float)_vpWidth);
dy = (sy / (float)_vpHeight);
}
}
// Convert from relative ..
else if(metricFrom == OSPRITE_METRIC_RELATIVE) {
// .. to Ogre.
if(metricTo == OSPRITE_METRIC_OGRE) {
dx = (sx * 2) - 1;
dy = (sy * -2) + 1;
return;
}
// .. to pixels.
else if(metricTo == OSPRITE_METRIC_PIXELS) {
dx = (sx * _vpWidth);
dy = (sy * _vpHeight);
return;
}
}
// Convert from ogre ..
else if(metricFrom == OSPRITE_METRIC_OGRE) {
// .. to pixels.
if(metricTo == OSPRITE_METRIC_PIXELS) {
float relx = (sx + 1) / 2;
float rely = (sy - 1) / (-2);
dx = (relx * _vpWidth);
dy = (rely * _vpHeight);
return;
}
// .. to relative.
else if(metricTo == OSPRITE_METRIC_RELATIVE) {
dx = (sx + 1) / 2;
dy = (sy - 1) / (-2);
return;
}
}
}
//-----------------------------------------------------------------------
}

