Files
go-game/keyframe.go
2016-05-11 23:39:13 +02:00

251 lines
5.9 KiB
Go

package goga
import (
"github.com/go-gl/gl/v4.5-core/gl"
)
const (
keyframe_sprite_renderer_name = "keyframeRenderer"
)
// A single keyframe within a keyframe set.
type Keyframe struct {
texCoord *VBO
Min, Max Vec2
}
// Creates a new single keyframe with texture VBO.
func NewKeyframe(min, max Vec2) *Keyframe {
keyframe := &Keyframe{Min: min, Max: max}
texData := make([]float32, 8)
texData = []float32{float32(min.X),
float32(max.Y),
float32(max.X),
float32(max.Y),
float32(min.X),
float32(min.Y),
float32(max.X),
float32(min.Y)}
keyframe.texCoord = NewVBO(gl.ARRAY_BUFFER)
keyframe.texCoord.Fill(gl.Ptr(texData), 4, 8, gl.STATIC_DRAW)
CheckGLError()
return keyframe
}
// A set of keyframes making up an animation.
type KeyframeSet struct {
Keyframes []Keyframe
}
// Creates a new empty keyframe set with given size.
func NewKeyframeSet() *KeyframeSet {
set := &KeyframeSet{}
set.Keyframes = make([]Keyframe, 0)
return set
}
// Adds a new keyframe to set and returns new length.
func (s *KeyframeSet) Add(frame *Keyframe) int {
s.Keyframes = append(s.Keyframes, *frame)
return len(s.Keyframes)
}
// Keyframe animation component.
// It has a start and an end frame, a play speed and option to loop.
type KeyframeAnimation struct {
Start, End int
Loop bool
Speed float64
Current int
Interpolation float64
}
// Creates a new keyframe animation with given start, end and loop.
func NewKeyframeAnimation(start, end int, loop bool, speed float64) *KeyframeAnimation {
return &KeyframeAnimation{start, end, loop, speed, 0, 0}
}
// An animated sprite is a sprite with keyframe animation information.
// It will be updated and rendered by the KeyframeRenderer.
type AnimatedSprite struct {
*Actor
*Pos2D
*Tex
*KeyframeSet
*KeyframeAnimation
}
// Creates a new animated sprite.
func NewAnimatedSprite(tex *Tex, set *KeyframeSet, width, height int) *AnimatedSprite {
sprite := &AnimatedSprite{}
sprite.Actor = NewActor()
sprite.Pos2D = NewPos2D()
sprite.Tex = tex
sprite.KeyframeSet = set
sprite.Scale = Vec2{1, 1}
sprite.Visible = true
if width > 0 && height > 0 {
sprite.Size = Vec2{float64(width), float64(height)}
} else {
sprite.Size = Vec2{tex.GetSize().X, tex.GetSize().Y}
}
CheckGLError()
return sprite
}
// The keyframe renderer renders animated sprites.
// It has a 2D position component, to move all sprites at once.
type KeyframeRenderer struct {
Pos2D
Shader *Shader
Camera *Camera
sprites []AnimatedSprite
index, vertex *VBO
vao *VAO
}
// Creates a new keyframe renderer using given shader and camera.
// If shader and/or camera are nil, the default one will be used.
func NewKeyframeRenderer(shader *Shader, camera *Camera) *KeyframeRenderer {
if shader == nil {
shader = Default2DShader
}
if camera == nil {
camera = DefaultCamera
}
var tc *VBO
renderer := &KeyframeRenderer{}
renderer.Shader = shader
renderer.Camera = camera
renderer.sprites = make([]AnimatedSprite, 0)
renderer.index, renderer.vertex, tc = CreateRectMesh(false)
tc.Drop() // we don't need that VBO
renderer.Size = Vec2{1, 1}
renderer.Scale = Vec2{1, 1}
renderer.vao = NewVAO()
renderer.vao.Bind()
renderer.Shader.EnableVertexAttribArrays()
renderer.index.Bind()
renderer.vertex.Bind()
renderer.vertex.AttribPointer(shader.GetAttribLocation(Default_shader_2D_vertex_attrib), 2, gl.FLOAT, false, 0)
renderer.vao.Unbind()
CheckGLError()
return renderer
}
// Frees recources created by keyframe renderer.
// This is called automatically when system gets removed.
func (s *KeyframeRenderer) Cleanup() {
s.index.Drop()
s.vertex.Drop()
s.vao.Drop()
}
// Adds animated sprite to the renderer.
func (s *KeyframeRenderer) Add(actor *Actor, pos *Pos2D, tex *Tex, set *KeyframeSet, animation *KeyframeAnimation) bool {
id := actor.GetId()
for _, sprite := range s.sprites {
if id == sprite.Actor.GetId() {
return false
}
}
s.sprites = append(s.sprites, AnimatedSprite{actor, pos, tex, set, animation})
return true
}
// Removes animated sprite from renderer.
func (s *KeyframeRenderer) Remove(actor *Actor) bool {
return s.RemoveById(actor.GetId())
}
// Removes sprite from renderer by ID.
func (s *KeyframeRenderer) RemoveById(id ActorId) bool {
for i, sprite := range s.sprites {
if sprite.Actor.GetId() == id {
s.sprites = append(s.sprites[:i], s.sprites[i+1:]...)
return true
}
}
return false
}
// Removes all animated sprites.
func (s *KeyframeRenderer) RemoveAll() {
s.sprites = make([]AnimatedSprite, 0)
}
// Returns number of sprites.
func (s *KeyframeRenderer) Len() int {
return len(s.sprites)
}
func (s *KeyframeRenderer) GetName() string {
return keyframe_sprite_renderer_name
}
// Updates animation state and renders sprites.
func (s *KeyframeRenderer) Update(delta float64) {
// update animation state
for i := range s.sprites {
if s.sprites[i].KeyframeAnimation == nil {
continue
}
s.sprites[i].Interpolation += delta * s.sprites[i].KeyframeAnimation.Speed
if s.sprites[i].Interpolation > 1 {
s.sprites[i].Interpolation = 0
s.sprites[i].Current++
if s.sprites[i].Current > s.sprites[i].KeyframeAnimation.End {
if s.sprites[i].KeyframeAnimation.Loop {
s.sprites[i].Current = s.sprites[i].KeyframeAnimation.Start
} else {
s.sprites[i].Current = s.sprites[i].KeyframeAnimation.End
}
}
}
}
// render
s.Shader.Bind()
s.Shader.SendMat3(Default_shader_2D_ortho, *MultMat3(s.Camera.CalcOrtho(), s.CalcModel()))
s.Shader.SendUniform1i(Default_shader_2D_tex, 0)
s.vao.Bind()
for i := range s.sprites {
if !s.sprites[i].Visible {
continue
}
texCoord := s.sprites[i].KeyframeSet.Keyframes[s.sprites[i].Current].texCoord
texCoord.Bind()
texCoord.AttribPointer(s.Shader.GetAttribLocation(Default_shader_2D_texcoord_attrib), 2, gl.FLOAT, false, 0)
s.Shader.SendMat3(Default_shader_2D_model, *s.sprites[i].CalcModel())
s.sprites[i].Tex.Bind()
gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
}
}