| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485 |
- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package graphic
- import (
- "github.com/g3n/engine/core"
- "github.com/g3n/engine/geometry"
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/material"
- "github.com/g3n/engine/math32"
- )
- // Sprite is a potentially animated image positioned in space that always faces the camera.
- type Sprite struct {
- Graphic // Embedded graphic
- uniMVPM gls.Uniform // Model view projection matrix uniform location cache
- }
- // NewSprite creates and returns a pointer to a sprite with the specified dimensions and material
- func NewSprite(width, height float32, imat material.IMaterial) *Sprite {
- s := new(Sprite)
- // Creates geometry
- geom := geometry.NewGeometry()
- w := width / 2
- h := height / 2
- // Builds array with vertex positions and texture coordinates
- positions := math32.NewArrayF32(0, 12)
- positions.Append(
- -w, -h, 0, 0, 0,
- w, -h, 0, 1, 0,
- w, h, 0, 1, 1,
- -w, h, 0, 0, 1,
- )
- // Builds array of indices
- indices := math32.NewArrayU32(0, 6)
- indices.Append(0, 1, 2, 0, 2, 3)
- // Set geometry buffers
- geom.SetIndices(indices)
- geom.AddVBO(
- gls.NewVBO(positions).
- AddAttrib(gls.VertexPosition).
- AddAttrib(gls.VertexTexcoord),
- )
- s.Graphic.Init(s, geom, gls.TRIANGLES)
- s.AddMaterial(s, imat, 0, 0)
- s.uniMVPM.Init("MVP")
- return s
- }
- // RenderSetup sets up the rendering of the sprite.
- func (s *Sprite) RenderSetup(gs *gls.GLS, rinfo *core.RenderInfo) {
- // Calculates model view matrix
- mw := s.MatrixWorld()
- var mvm math32.Matrix4
- mvm.MultiplyMatrices(&rinfo.ViewMatrix, &mw)
- // Decomposes model view matrix
- var position math32.Vector3
- var quaternion math32.Quaternion
- var scale math32.Vector3
- mvm.Decompose(&position, &quaternion, &scale)
- // Removes any rotation in X and Y axes and compose new model view matrix
- rotation := s.Rotation()
- rotation.X = 0
- rotation.Y = 0
- quaternion.SetFromEuler(&rotation)
- var mvmNew math32.Matrix4
- mvmNew.Compose(&position, &quaternion, &scale)
- // Calculates final MVP and updates uniform
- var mvpm math32.Matrix4
- mvpm.MultiplyMatrices(&rinfo.ProjMatrix, &mvmNew)
- location := s.uniMVPM.Location(gs)
- gs.UniformMatrix4fv(location, 1, false, &mvpm[0])
- }
|