1 /* 2 Copyright (c) 2015 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 module dgl.graphics.sprite; 30 31 import derelict.opengl.gl; 32 import dlib.core.memory; 33 import dlib.image.color; 34 import dlib.math.vector; 35 import dgl.core.event; 36 import dgl.core.interfaces; 37 import dgl.graphics.texture; 38 import dgl.graphics.material; 39 40 // TODO: make all these children of one Sprite class 41 42 class ScreenSprite: EventListener, Drawable 43 { 44 Material material; 45 46 this(EventManager em, Texture tex) 47 { 48 super(em); 49 material = New!Material(); 50 material.shadeless = true; 51 material.textures[0] = tex; 52 } 53 54 override void draw(double dt) 55 { 56 material.bind(dt); 57 glBegin(GL_QUADS); 58 glTexCoord2f(0, 0); glVertex2f(0, eventManager.windowHeight); 59 glTexCoord2f(0, 1); glVertex2f(0, 0); 60 glTexCoord2f(1, 1); glVertex2f(eventManager.windowWidth, 0); 61 glTexCoord2f(1, 0); glVertex2f(eventManager.windowWidth, eventManager.windowHeight); 62 glEnd(); 63 material.unbind(); 64 glDisable(GL_LIGHTING); 65 } 66 67 override void free() 68 { 69 Delete(this); 70 } 71 72 ~this() 73 { 74 material.free(); 75 } 76 } 77 78 class Sprite: Drawable 79 { 80 Texture texture; 81 uint width; 82 uint height; 83 Vector2f position; 84 85 this(Texture tex, uint w, uint h) 86 { 87 texture = tex; 88 width = w; 89 height = h; 90 position = Vector2f(0, 0); 91 } 92 93 void draw(double dt) 94 { 95 glDisable(GL_DEPTH_TEST); 96 glPushMatrix(); 97 glColor4f(1,1,1,1); 98 glTranslatef(position.x, position.y, 0.0f); 99 glScalef(width, height, 1.0f); 100 texture.bind(dt); 101 glBegin(GL_QUADS); 102 glTexCoord2f(0, 0); glVertex2f(0, 1); 103 glTexCoord2f(0, 1); glVertex2f(0, 0); 104 glTexCoord2f(1, 1); glVertex2f(1, 0); 105 glTexCoord2f(1, 0); glVertex2f(1, 1); 106 glEnd(); 107 texture.unbind(); 108 glPopMatrix(); 109 glEnable(GL_DEPTH_TEST); 110 } 111 112 ~this() 113 { 114 } 115 116 void free() 117 { 118 Delete(this); 119 } 120 } 121 122 class AnimatedSprite: Drawable 123 { 124 Texture texture; 125 uint tileWidth; 126 uint tileHeight; 127 uint tx = 0; 128 uint ty = 0; 129 uint numHTiles; 130 uint numVTiles; 131 float framerate = 1.0f / 25.0f; 132 double counter = 0.0; 133 Vector2f position; 134 135 this(Texture sheetTex, uint w, uint h) 136 { 137 texture = sheetTex; 138 tileWidth = w; 139 tileHeight = h; 140 numHTiles = texture.width / tileWidth; 141 numVTiles = texture.height / tileHeight; 142 position = Vector2f(0, 0); 143 } 144 145 void draw(double dt) 146 { 147 counter += dt; 148 if (counter >= framerate) 149 { 150 counter = 0.0; 151 advanceFrame(); 152 } 153 154 float u = cast(float)(tx * tileWidth) / texture.width; 155 float v = cast(float)(ty * tileHeight) / texture.height; 156 float w = cast(float)tileWidth / texture.width; 157 float h = cast(float)tileHeight / texture.height; 158 159 glDisable(GL_DEPTH_TEST); 160 glPushMatrix(); 161 glColor4f(1,1,1,1); 162 glTranslatef(position.x, position.y, 0.0f); 163 glScalef(tileWidth, tileHeight, 1.0f); 164 texture.bind(dt); 165 glBegin(GL_QUADS); 166 glTexCoord2f(u, v + h); glVertex2f(0, 0); 167 glTexCoord2f(u + w, v + h); glVertex2f(1, 0); 168 glTexCoord2f(u + w, v); glVertex2f(1, 1); 169 glTexCoord2f(u, v); glVertex2f(0, 1); 170 glEnd(); 171 texture.unbind(); 172 glPopMatrix(); 173 glEnable(GL_DEPTH_TEST); 174 } 175 176 void advanceFrame() 177 { 178 tx++; 179 if (tx >= numHTiles) 180 { 181 tx = 0; 182 ty++; 183 184 if (ty >= numVTiles) 185 { 186 ty = 0; 187 } 188 } 189 } 190 191 ~this() 192 { 193 } 194 195 void free() 196 { 197 Delete(this); 198 } 199 }