97 lines
2.2 KiB
C++
97 lines
2.2 KiB
C++
#include "pch.h"
|
|
#include "log.h"
|
|
#include "node_image.h"
|
|
#include "shader.h"
|
|
|
|
ui::Plane NodeImage::m_plane;
|
|
Sampler NodeImage::m_sampler;
|
|
|
|
void NodeImage::static_init()
|
|
{
|
|
m_plane.create<1>(1, 1);
|
|
m_sampler.create();
|
|
}
|
|
|
|
Node* NodeImage::clone_instantiate() const
|
|
{
|
|
return new NodeImage();
|
|
}
|
|
|
|
void NodeImage::clone_copy(Node* dest) const
|
|
{
|
|
Node::clone_copy(dest);
|
|
NodeImage* n = static_cast<NodeImage*>(dest);
|
|
n->m_use_atlas = m_use_atlas;
|
|
n->m_region = m_region;
|
|
n->m_off = m_off;
|
|
n->m_sz = m_sz;
|
|
n->m_path = m_path;
|
|
n->m_tex_id = m_tex_id;
|
|
}
|
|
|
|
void NodeImage::create()
|
|
{
|
|
if (!m_path.empty() && TextureManager::load(m_path.c_str(), m_use_mipmaps))
|
|
{
|
|
//LOG("load image node %s", m_path.c_str());
|
|
auto tex_sz = TextureManager::get(m_tex_id).size();
|
|
m_off = xy(m_region) / tex_sz;
|
|
m_sz = (zw(m_region) - xy(m_region)) / tex_sz;
|
|
}
|
|
}
|
|
|
|
void NodeImage::restore_context()
|
|
{
|
|
Node::restore_context();
|
|
create();
|
|
}
|
|
|
|
void NodeImage::parse_attributes(kAttribute ka, const tinyxml2::XMLAttribute* attr)
|
|
{
|
|
Node::parse_attributes(ka, attr);
|
|
switch (ka)
|
|
{
|
|
case kAttribute::Path:
|
|
m_path = attr->Value();
|
|
m_tex_id = const_hash(attr->Value());
|
|
break;
|
|
case kAttribute::Region:
|
|
{
|
|
glm::vec4 v;
|
|
int n = sscanf(attr->Value(), "%f %f %f %f", &v.x, &v.y, &v.z, &v.w);
|
|
if (n == 4)
|
|
{
|
|
m_region = v;
|
|
m_use_atlas = true;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NodeImage::draw()
|
|
{
|
|
using namespace ui;
|
|
TextureManager::get(m_tex_id).bind();
|
|
m_sampler.bind(0);
|
|
glEnable(GL_BLEND);
|
|
if (m_use_atlas)
|
|
{
|
|
ui::ShaderManager::use(kShader::Atlas);
|
|
ui::ShaderManager::u_vec2(kShaderUniform::Tof, m_off);
|
|
ui::ShaderManager::u_vec2(kShaderUniform::Tsz, m_sz);
|
|
}
|
|
else
|
|
{
|
|
ui::ShaderManager::use(kShader::Texture);
|
|
}
|
|
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
|
|
ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
|
|
m_plane.draw_fill();
|
|
m_sampler.unbind();
|
|
TextureManager::get(m_tex_id).unbind();
|
|
glDisable(GL_BLEND);
|
|
}
|