347 lines
9.5 KiB
D
347 lines
9.5 KiB
D
module otya.smilebasic.sprite;
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import otya.smilebasic.petitcomputer;
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import otya.smilebasic.error;
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import derelict.sdl2.sdl;
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import derelict.opengl3.gl;
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enum SpriteAttr
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{
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show = 1,
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rotate90 = 2,
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rotate180 = 4,
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rotate270 = 8,
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}
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enum SpriteAnimTarget
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{
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XY = 0,
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Z,
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UV,
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I,
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R,
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S,
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C,
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V,
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relative = 8,
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}
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struct SpriteAnimState
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{
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union
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{
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struct
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{
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double x, y;
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}
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struct
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{
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double z;
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}
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struct
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{
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int u, v;
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}
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struct
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{
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int i;
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}
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struct
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{
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double r;
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}
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struct
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{
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double s;
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}
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struct
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{
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uint c;
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}
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struct
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{
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double var;
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}
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}
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}
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struct SpriteAnimData
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{
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bool relative;//相対座標として扱うか
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int frame;//何フレームごとに動かすか
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int elapse;//何フレーム目か
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//int repeatcount;//何回目のループか
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//int loop;//何回ループするか(0で無限ループ)
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bool interpolation;//線形補完するかどうか
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SpriteAnimState data;
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SpriteAnimState old;
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int load(ref SpriteData sprite, SpriteAnimTarget target, double[] data)
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{
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int i = 0;
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this.frame = -cast(int)data[i];
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i++;
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switch(target)
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{
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case SpriteAnimTarget.XY:
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this.data.x = cast(int)data[i++];
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this.data.y = cast(int)data[i++];
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this.old.x = sprite.x;
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this.old.y = sprite.y;
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break;
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case SpriteAnimTarget.Z:
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this.data.z = cast(int)data[i++];
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this.old.z = sprite.z;
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break;
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case SpriteAnimTarget.UV:
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this.data.u = cast(int)data[i++];
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this.data.v = cast(int)data[i++];
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this.old.u = sprite.u;
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this.old.v = sprite.v;
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break;
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case SpriteAnimTarget.I:
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this.data.i = cast(int)data[i++];
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this.old.i = sprite.defno;
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break;
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case SpriteAnimTarget.R:
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this.data.r = data[i++];
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break;
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case SpriteAnimTarget.S:
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this.data.s = data[i++];
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break;
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case SpriteAnimTarget.C:
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this.data.c = cast(uint)data[i++];
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break;
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case SpriteAnimTarget.V:
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this.data.var = data[i++];
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break;
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default:
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throw new IllegalFunctionCall();
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}
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return i;
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}
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}
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struct SpriteData
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{
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bool isAnim;
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int id;
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int defno;
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double x, y;
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int homex, homey;
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double z;/*!*/
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int u, v, w, h;//個々で保持してるみたい,SPSETをして後でSPDEFをしても変化しない
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uint color;
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double[8] var;
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SpriteAttr attr;
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bool define;//定義されてればtrue
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this(bool flag)
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{
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define = false;
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}
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this(int id, int defno)
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{
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x = 0;
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y = 0;
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this.id = id;
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this.defno = defno;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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}
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this(int id, int u, int v, int w, int h)
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{
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x = 0;
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y = 0;
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this.id = id;
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this.u = u;
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this.v = v;
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this.w = w;
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this.h = h;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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}
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this(int id, ref SpriteDef spdef)
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{
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x = 0;
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y = 0;
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this.id = id;
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this.u = spdef.u;
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this.v = spdef.v;
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this.w = spdef.w;
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this.h = spdef.h;
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this.color = -1;
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this.attr = spdef.a;
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this.homex = spdef.hx;
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this.homey = spdef.hy;
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this.define = true;
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}
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SpriteAnimData[][SpriteAnimTarget.V] anim;
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void setAnimation(SpriteAnimData[] anim, SpriteAnimTarget sat)
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{
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this.anim[sat] = anim;
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isAnim = true;
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}
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}
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struct SpriteDef
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{
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int u, v, w, h, hx, hy;
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SpriteAttr a;
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}
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class Sprite
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{
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SpriteDef[] SPDEFTable;
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SpriteData[] sprites;
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PetitComputer petitcom;
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void initUVTable()
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{
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SPDEFTable = new SpriteDef[4096];
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//UVTable[] = SDL_Rect(0, 0, 16, 16);//Ichigo
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for(int i = 0; i < 4096; i++)
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{
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SPDEFTable[i] = SpriteDef(0, 0, 16, 16, 0, 0, SpriteAttr.show);
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}
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SPDEFTable[4095] = SpriteDef(192, 480, 96, 32, 48, 16, SpriteAttr.show);
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//UVTable[] = SDL_Rect(192, 480, 96, 32);
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}
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this(PetitComputer petitcom)
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{
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sprites = new SpriteData[512];
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sprites[] = SpriteData(false);
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initUVTable;
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this.petitcom = petitcom;
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}
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void animation(ref SpriteData sprite)
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{
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foreach(i, ref d; sprite.anim)
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{
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if(!d) continue;//未定義
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SpriteAnimTarget target = cast(SpriteAnimTarget)i;
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int index = 0;
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SpriteAnimData* data = &d[index];
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data.elapse = data.elapse + 1;
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auto frame = data.elapse;
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.old.x + ((data.data.x - data.old.x) / data.frame) * frame;
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sprite.y = data.old.y + ((data.data.y - data.old.y) / data.frame) * frame;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = data.old.z + ((data.data.z - data.old.z) / data.frame) * frame;
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.old.u + ((data.data.u - data.old.u) / data.frame) * frame;
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sprite.v = data.old.v + ((data.data.v - data.old.v) / data.frame) * frame;
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break;
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case SpriteAnimTarget.I:
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sprite.id = data.old.i + ((data.data.i - data.old.i) / data.frame) * frame;
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break;
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case SpriteAnimTarget.R:
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break;
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case SpriteAnimTarget.S:
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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if(frame >= data.frame)
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{
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sprite.anim[i] = null;
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continue;
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}
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}
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}
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bool lll;
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void render()
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{
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auto texture = petitcom.GRP[petitcom.sppage].glTexture;
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float z = -0.01f;
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glBindTexture(GL_TEXTURE_2D, texture);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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foreach(ref sprite; sprites)
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{
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//定義されてたら動かす
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if(sprite.define)
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{
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animation(sprite);
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}
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if(sprite.attr & SpriteAttr.show)
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{
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glColor3f(1.0, 1.0, 1.0);
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int x = cast(int)sprite.x - sprite.homex;
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int y = cast(int)sprite.y - sprite.homey;
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int x2 = cast(int)x + sprite.w;//-1
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int y2 = cast(int)y + sprite.h;
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int u2 = cast(int)sprite.u + sprite.w;//-1
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int v2 = cast(int)sprite.v + sprite.h;
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glTexCoord2f(sprite.u / 512f - 1 , v2 / 512f - 1);
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glVertex3f(x / 200f - 1, 1 - y2 / 120f, z);
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glTexCoord2f(sprite.u / 512f - 1, sprite.v / 512f - 1);
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glVertex3f(x / 200f - 1, 1 - y / 120f, z);
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glTexCoord2f(u2 / 512f - 1, sprite.v / 512f - 1);
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glVertex3f(x2 / 200f - 1, 1 - y / 120f, z);
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glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
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glVertex3f(x2 / 200f - 1, 1 - y2 / 120f, z);
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}
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}
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glEnd();
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}
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void spset(int id, int defno)
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{
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sprites[id] = SpriteData(id, SPDEFTable[defno]);
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}
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void spofs(int id, int x, int y)
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{
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sprites[id].x = x;
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sprites[id].y = y;
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}
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void sphide(int id)
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{
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sprites[id].attr ^= SpriteAttr.show;
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}
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void spshow(int id)
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{
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sprites[id].attr |= SpriteAttr.show;
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}
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void spanim(int id, wstring target, double[] data)
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{
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bool relative = false;
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if(target[$..$] == "+")
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{
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target = target[0..$-1];
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relative = true;
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}
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spanim(id, spriteAnimTarget[target] | SpriteAnimTarget.relative, data);
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}
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static SpriteAnimTarget[wstring] spriteAnimTarget;
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static this()
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{
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spriteAnimTarget = [
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"XY": SpriteAnimTarget.XY,
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"Z": SpriteAnimTarget.Z,
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"UV": SpriteAnimTarget.UV,
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"I": SpriteAnimTarget.I,
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"R": SpriteAnimTarget.R,
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"S": SpriteAnimTarget.S,
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"C": SpriteAnimTarget.C,
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"V": SpriteAnimTarget.V,
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];
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}
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void spanim(int id, SpriteAnimTarget target, double[] data)
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{
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bool relative;
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if(SpriteAnimTarget.relative & target)
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{
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relative = true;
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target ^= SpriteAnimTarget.relative;
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}
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int animcount = data.length / ((target == SpriteAnimTarget.XY || target == SpriteAnimTarget.UV) ? 3 : 2);
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SpriteAnimData[] animdata = new SpriteAnimData[animcount];
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for(int i = 0; i < data.length;)
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{
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i = animdata[i].load(sprites[id], target, data);
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}
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sprites[id].setAnimation(animdata, target);
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}
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}
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