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#include "qsgd3d12spritenode_p.h"
#include "qsgd3d12material_p.h"
#include "vs_sprite.hlslh"
#include "ps_sprite.hlslh"
QT_BEGIN_NAMESPACE
struct SpriteVertex
{
float x;
float y;
float tx;
float ty;
};
struct SpriteVertices
{
SpriteVertex v1;
SpriteVertex v2;
SpriteVertex v3;
SpriteVertex v4;
};
class QSGD3D12SpriteMaterial : public QSGD3D12Material
{
public:
QSGD3D12SpriteMaterial();
~QSGD3D12SpriteMaterial();
QSGMaterialType *type() const override { static QSGMaterialType type; return &type; }
int compare(const QSGMaterial *other) const override
{
return this - static_cast<const QSGD3D12SpriteMaterial *>(other);
}
int constantBufferSize() const override;
void preparePipeline(QSGD3D12PipelineState *pipelineState) override;
UpdateResults updatePipeline(const QSGD3D12MaterialRenderState &state,
QSGD3D12PipelineState *pipelineState,
ExtraState *extraState,
quint8 *constantBuffer) override;
QSGTexture *texture;
float animT;
float animX1;
float animY1;
float animX2;
float animY2;
float animW;
float animH;
};
QSGD3D12SpriteMaterial::QSGD3D12SpriteMaterial()
: texture(nullptr),
animT(0.0f),
animX1(0.0f),
animY1(0.0f),
animX2(0.0f),
animY2(0.0f),
animW(1.0f),
animH(1.0f)
{
setFlag(Blending, true);
}
QSGD3D12SpriteMaterial::~QSGD3D12SpriteMaterial()
{
delete texture;
}
static const int SPRITE_CB_SIZE_0 = 16 * sizeof(float); // float4x4
static const int SPRITE_CB_SIZE_1 = 4 * sizeof(float); // float4
static const int SPRITE_CB_SIZE_2 = 3 * sizeof(float); // float3
static const int SPRITE_CB_SIZE_3 = sizeof(float); // float
static const int SPRITE_CB_SIZE = SPRITE_CB_SIZE_0 + SPRITE_CB_SIZE_1 + SPRITE_CB_SIZE_2 + SPRITE_CB_SIZE_3;
int QSGD3D12SpriteMaterial::constantBufferSize() const
{
return QSGD3D12Engine::alignedConstantBufferSize(SPRITE_CB_SIZE);
}
void QSGD3D12SpriteMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
{
pipelineState->shaders.vs = g_VS_Sprite;
pipelineState->shaders.vsSize = sizeof(g_VS_Sprite);
pipelineState->shaders.ps = g_PS_Sprite;
pipelineState->shaders.psSize = sizeof(g_PS_Sprite);
pipelineState->shaders.rootSig.textureViewCount = 1;
}
QSGD3D12Material::UpdateResults QSGD3D12SpriteMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
QSGD3D12PipelineState *,
ExtraState *,
quint8 *constantBuffer)
{
QSGD3D12Material::UpdateResults r = UpdatedConstantBuffer;
quint8 *p = constantBuffer;
if (state.isMatrixDirty())
memcpy(p, state.combinedMatrix().constData(), SPRITE_CB_SIZE_0);
p += SPRITE_CB_SIZE_0;
{
const float v[] = { animX1, animY1, animX2, animY2 };
memcpy(p, v, SPRITE_CB_SIZE_1);
}
p += SPRITE_CB_SIZE_1;
{
const float v[] = { animW, animH, animT };
memcpy(p, v, SPRITE_CB_SIZE_2);
}
p += SPRITE_CB_SIZE_2;
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(p, &opacity, SPRITE_CB_SIZE_3);
}
texture->bind();
return r;
}
static QSGGeometry::Attribute Sprite_Attributes[] = {
QSGGeometry::Attribute::createWithAttributeType(0, 2, QSGGeometry::FloatType, QSGGeometry::PositionAttribute),
QSGGeometry::Attribute::createWithAttributeType(1, 2, QSGGeometry::FloatType, QSGGeometry::TexCoordAttribute),
};
static QSGGeometry::AttributeSet Sprite_AttributeSet = { 2, 4 * sizeof(float), Sprite_Attributes };
QSGD3D12SpriteNode::QSGD3D12SpriteNode()
: m_material(new QSGD3D12SpriteMaterial)
, m_geometryDirty(true)
, m_sheetSize(QSize(64, 64))
{
m_geometry = new QSGGeometry(Sprite_AttributeSet, 4, 6);
m_geometry->setDrawingMode(QSGGeometry::DrawTriangles);
quint16 *indices = m_geometry->indexDataAsUShort();
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 1;
indices[4] = 3;
indices[5] = 2;
setGeometry(m_geometry);
setMaterial(m_material);
setFlag(OwnsGeometry, true);
setFlag(OwnsMaterial, true);
}
void QSGD3D12SpriteNode::setTexture(QSGTexture *texture)
{
m_material->texture = texture;
m_geometryDirty = true;
markDirty(DirtyMaterial);
}
void QSGD3D12SpriteNode::setTime(float time)
{
m_material->animT = time;
markDirty(DirtyMaterial);
}
void QSGD3D12SpriteNode::setSourceA(const QPoint &source)
{
if (m_sourceA != source) {
m_sourceA = source;
m_material->animX1 = static_cast<float>(source.x()) / m_sheetSize.width();
m_material->animY1 = static_cast<float>(source.y()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGD3D12SpriteNode::setSourceB(const QPoint &source)
{
if (m_sourceB != source) {
m_sourceB = source;
m_material->animX2 = static_cast<float>(source.x()) / m_sheetSize.width();
m_material->animY2 = static_cast<float>(source.y()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGD3D12SpriteNode::setSpriteSize(const QSize &size)
{
if (m_spriteSize != size) {
m_spriteSize = size;
m_material->animW = static_cast<float>(size.width()) / m_sheetSize.width();
m_material->animH = static_cast<float>(size.height()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGD3D12SpriteNode::setSheetSize(const QSize &size)
{
if (m_sheetSize != size) {
m_sheetSize = size;
// Update all dependent properties
m_material->animX1 = static_cast<float>(m_sourceA.x()) / m_sheetSize.width();
m_material->animY1 = static_cast<float>(m_sourceA.y()) / m_sheetSize.height();
m_material->animX2 = static_cast<float>(m_sourceB.x()) / m_sheetSize.width();
m_material->animY2 = static_cast<float>(m_sourceB.y()) / m_sheetSize.height();
m_material->animW = static_cast<float>(m_spriteSize.width()) / m_sheetSize.width();
m_material->animH = static_cast<float>(m_spriteSize.height()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGD3D12SpriteNode::setSize(const QSizeF &size)
{
if (m_size != size) {
m_size = size;
m_geometryDirty = true;
}
}
void QSGD3D12SpriteNode::setFiltering(QSGTexture::Filtering filtering)
{
m_material->texture->setFiltering(filtering);
markDirty(DirtyMaterial);
}
void QSGD3D12SpriteNode::update()
{
if (m_geometryDirty) {
m_geometryDirty = false;
updateGeometry();
}
}
void QSGD3D12SpriteNode::updateGeometry()
{
if (!m_material->texture)
return;
SpriteVertices *p = static_cast<SpriteVertices *>(m_geometry->vertexData());
const QRectF texRect = m_material->texture->normalizedTextureSubRect();
p->v1.tx = texRect.topLeft().x();
p->v1.ty = texRect.topLeft().y();
p->v2.tx = texRect.topRight().x();
p->v2.ty = texRect.topRight().y();
p->v3.tx = texRect.bottomLeft().x();
p->v3.ty = texRect.bottomLeft().y();
p->v4.tx = texRect.bottomRight().x();
p->v4.ty = texRect.bottomRight().y();
p->v1.x = 0;
p->v1.y = 0;
p->v2.x = m_size.width();
p->v2.y = 0;
p->v3.x = 0;
p->v3.y = m_size.height();
p->v4.x = m_size.width();
p->v4.y = m_size.height();
markDirty(DirtyGeometry);
}
QT_END_NAMESPACE