SpriteRenderer

This commit is contained in:
Isuru Samarathunga
2025-10-11 20:18:11 +05:30
parent 7191fb19f0
commit e0411333fb
7 changed files with 289 additions and 15 deletions

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@ -19,8 +19,9 @@ set(SRC_FILES
"Src/Imp/CPP/Renderer/GPUResourceManager.cpp" "Src/Imp/CPP/Renderer/GPUResourceManager.cpp"
"Src/Imp/CPP/Nodes/Node2D.cpp" "Src/Imp/CPP/Nodes/Node2D.cpp"
"Src/Imp/CPP/Nodes/TextureNode.cpp"
"Src/Imp/CPP/Nodes/CameraNode.cpp" "Src/Imp/CPP/Nodes/CameraNode.cpp"
"Src/Imp/CPP/Nodes/SpriteNode.cpp"
"Src/Imp/CPP/Nodes/TextureNode.cpp"
"Src/Imp/CPP/Components/CameraComponent.cpp" "Src/Imp/CPP/Components/CameraComponent.cpp"
"Src/Imp/CPP/Components/PhysicsComponent.cpp" "Src/Imp/CPP/Components/PhysicsComponent.cpp"

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@ -0,0 +1,132 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp>
namespace ia::iae
{
SpriteComponent::SpriteComponent(IN Node2D *node) : TextureComponent(node)
{
}
VOID SpriteComponent::Draw()
{
const auto &animFrame = m_currentAnimationState;
PositionOffset() = animFrame.Position;
ScaleOffset() = animFrame.Scale;
RotationOffset() = animFrame.Rotation;
ColorOverlay() = animFrame.ColorOverlay;
SetTexture(animFrame.Texture);
TextureComponent::Draw();
}
VOID SpriteComponent::DebugDraw()
{
TextureComponent::DebugDraw();
}
VOID SpriteComponent::Update()
{
TextureComponent::Update();
UpdateAnimation();
}
VOID SpriteComponent::FixedUpdate()
{
TextureComponent::FixedUpdate();
}
Handle SpriteComponent::AddAnimation(IN CONST Animation &animation)
{
if (animation.Keys.empty())
return INVALID_HANDLE;
m_animations.pushBack(animation);
if(m_animations.size() == 1)
ForceSetActiveAnimation(0);
return m_animations.size() - 1;
}
VOID SpriteComponent::SetActiveAnimation(IN Handle animation)
{
if (animation == m_activeAnimationHandle)
return;
ForceSetActiveAnimation(animation);
}
VOID SpriteComponent::ForceSetActiveAnimation(IN Handle animation)
{
IA_RELEASE_ASSERT((animation != INVALID_HANDLE) && (animation < m_animations.size()));
m_prevAnimationKeyFrameIndex = 0;
m_activeAnimation = m_animations[animation];
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_activeAnimationHandle = animation;
SetTexture(m_currentAnimationState.Texture);
}
VOID SpriteComponent::SetAnimationFrame(IN INT32 animation, IN INT32 frame)
{
m_activeAnimation = {};
m_currentAnimationState = m_animations[animation].Keys[frame];
}
VOID SpriteComponent::UpdateAnimation()
{
const auto keyCount = m_activeAnimation.Keys.size();
if (keyCount <= 1)
return;
if (m_currentAnimationState.ShouldInterpolate)
{
const auto t = m_timelinePosition / m_prevAnimationKeyFrame.Duration;
#define INTERP_PROPERTY(name) \
m_currentAnimationState.name = \
m_prevAnimationKeyFrame.name + (m_nextAnimationKeyFrame.name - m_prevAnimationKeyFrame.name) * t;
INTERP_PROPERTY(Position);
INTERP_PROPERTY(Rotation);
INTERP_PROPERTY(Scale);
INTERP_PROPERTY(ColorOverlay);
#undef INTERP_PROPERTY
}
if (m_timelinePosition >= m_prevAnimationKeyFrame.Duration)
{
m_prevAnimationKeyFrameIndex = (m_prevAnimationKeyFrameIndex + 1) % keyCount;
if (!m_prevAnimationKeyFrameIndex && !m_activeAnimation.ShouldLoop)
{
m_activeAnimation = {};
return;
}
m_prevAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 0);
m_nextAnimationKeyFrame = GetKeyFrame(m_prevAnimationKeyFrameIndex + 1);
m_currentAnimationState = m_prevAnimationKeyFrame;
m_timelinePosition = 0;
}
m_timelinePosition += Engine::GetFrameDeltaTime() * 1000;
}
SpriteComponent::AnimationKeyFrame SpriteComponent::GetKeyFrame(IN INT32 index)
{
return m_activeAnimation.Keys[index % m_activeAnimation.Keys.size()];
}
} // namespace ia::iae

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@ -0,0 +1,25 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp>
#include <IAEngine/Nodes/SpriteNode.hpp>
namespace ia::iae
{
SpriteNode::SpriteNode(IN CONST String &name) : Node2D(name), m_spriteComponent(AddComponent<SpriteComponent>())
{
}
} // namespace ia::iae

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@ -16,12 +16,12 @@
#pragma once #pragma once
#include <IACore/Map.hpp> #include <IACore/Exception.hpp>
#include <IACore/Logger.hpp> #include <IACore/Logger.hpp>
#include <IACore/Map.hpp>
#include <IACore/Memory.hpp> #include <IACore/Memory.hpp>
#include <IACore/String.hpp> #include <IACore/String.hpp>
#include <IACore/Vector.hpp> #include <IACore/Vector.hpp>
#include <IACore/Exception.hpp>
#include <IAEngine/glm/ext/matrix_clip_space.hpp> #include <IAEngine/glm/ext/matrix_clip_space.hpp>
#include <IAEngine/glm/ext/matrix_transform.hpp> #include <IAEngine/glm/ext/matrix_transform.hpp>
@ -111,7 +111,22 @@ namespace ia::iae
Vec4 GetAsFloatVec() CONST Vec4 GetAsFloatVec() CONST
{ {
return {(FLOAT32)R/255.0f, (FLOAT32)G/255.0f, (FLOAT32)B/255.0f, (FLOAT32)A/255.0f}; return {(FLOAT32) R / 255.0f, (FLOAT32) G / 255.0f, (FLOAT32) B / 255.0f, (FLOAT32) A / 255.0f};
}
Color operator+(IN CONST Color &other) CONST
{
return Color{(UINT8) (R + other.R), (UINT8) (G + other.G), (UINT8) (B + other.B), (UINT8) (A + other.A)};
}
Color operator-(IN CONST Color &other) CONST
{
return Color{(UINT8) (R - other.R), (UINT8) (G - other.G), (UINT8) (B - other.B), (UINT8) (A - other.A)};
}
Color operator*(IN FLOAT32 v) CONST
{
return Color{(UINT8) (R * v), (UINT8) (G * v), (UINT8) (B * v), (UINT8) (A * v)};
} }
}; };

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@ -0,0 +1,88 @@
// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <IAEngine/Components/TextureComponent.hpp>
namespace ia::iae
{
class SpriteComponent : public TextureComponent
{
public:
struct AnimationKeyFrame
{
Handle Texture;
INT32 Duration{100};
BOOL ShouldInterpolate{};
FLOAT32 Rotation{};
Vec2 Position{};
Vec2 Scale{1.0f, 1.0f};
Color ColorOverlay{0xFF, 0xFF, 0xFF, 0xFF};
};
struct Animation
{
BOOL ShouldLoop{false};
Vector<AnimationKeyFrame> Keys;
};
public:
SpriteComponent(IN Node2D *node);
public:
VIRTUAL VOID Draw();
VIRTUAL VOID DebugDraw();
VIRTUAL VOID Update();
VIRTUAL VOID FixedUpdate();
public:
Handle AddAnimation(IN CONST Animation &animation);
VOID SetActiveAnimation(IN Handle animation);
VOID ForceSetActiveAnimation(IN Handle animation);
VOID SetAnimationFrame(IN INT32 animation, IN INT32 frame);
public:
Vector<Animation> &Animations()
{
return m_animations;
}
CONST Vector<Animation> &Animations() CONST
{
return m_animations;
}
private:
VOID UpdateAnimation();
AnimationKeyFrame GetKeyFrame(IN INT32 index);
private:
FLOAT32 m_timelinePosition{};
Animation m_activeAnimation{};
Handle m_activeAnimationHandle{INVALID_HANDLE};
Vector<Animation> m_animations;
AnimationKeyFrame m_currentAnimationState{};
AnimationKeyFrame m_nextAnimationKeyFrame{};
AnimationKeyFrame m_prevAnimationKeyFrame{};
INT32 m_prevAnimationKeyFrameIndex{};
};
} // namespace ia::iae

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@ -23,17 +23,17 @@ namespace ia::iae
class TextureComponent : public IComponent class TextureComponent : public IComponent
{ {
public: public:
TextureComponent(IN Node2D *node); TextureComponent(IN Node2D *node);
public: public:
VOID Draw(); VIRTUAL VOID Draw();
VOID DebugDraw(); VIRTUAL VOID DebugDraw();
VOID Update(); VIRTUAL VOID Update();
VOID FixedUpdate(); VIRTUAL VOID FixedUpdate();
public: public:
VOID SetTexture(IN Handle image); VOID SetTexture(IN Handle image);
Handle GetTexture() CONST Handle GetTexture() CONST
{ {
@ -97,6 +97,6 @@ namespace ia::iae
Vec2 m_drawnSize{}; Vec2 m_drawnSize{};
Vec2 m_textureExtent{}; Vec2 m_textureExtent{};
Handle m_texture{INVALID_HANDLE}; Handle m_texture{0};
}; };
} // namespace ia::iae } // namespace ia::iae

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@ -16,10 +16,23 @@
#pragma once #pragma once
#include <IAEngine/Nodes/Node2D.hpp>
#include <IAEngine/Components/SpriteComponent.hpp> #include <IAEngine/Components/SpriteComponent.hpp>
#include <IAEngine/Nodes/Node2D.hpp>
namespace ia::iae namespace ia::iae
{ {
class SpriteNode : public Node2D
{
public:
SpriteNode(IN CONST String &name);
} public:
SpriteComponent *GetSpriteComponent()
{
return m_spriteComponent;
}
protected:
SpriteComponent *CONST m_spriteComponent{};
};
} // namespace ia::iae