new Tutorial
tutorial with sprite offset, sprite sheet and texture filtering
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "debug/debug.hpp"
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#include "renderer/core/2d/sprite/sprite.hpp"
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#include "renderer/core/texture/renderer_core_texture_buffers.hpp"
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#include "renderer/3d/pipeline/shared/pipeline_texture_mapping_type.hpp"
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#include "renderer/core/texture/models/texture.hpp"
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#include "renderer/renderer_settings.hpp"
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#include <packet2_utils.h>
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@@ -30,6 +31,8 @@ class RendererCore2D {
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void render(const Sprite& sprite,
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const RendererCoreTextureBuffers& texBuffers, Texture* texture);
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void setTextureMappingType(const PipelineTextureMappingType textureMappingType);
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private:
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void setPrim();
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void setLod();
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@@ -24,7 +24,7 @@ class Sprite {
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~Sprite();
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u32 id;
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Vec2 position, size;
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Vec2 position, size, offset;
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float scale;
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Color color;
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SpriteMode mode;
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@@ -84,10 +84,10 @@ void RendererCore2D::render(const Sprite& sprite,
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else if (sizeY > sizeX)
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texS = texMax / (sizeY / sizeX);
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rect->t0.s = sprite.flipHorizontal ? texS : 0.0F;
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rect->t0.t = sprite.flipVertical ? texT : 0.0F;
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rect->t1.s = sprite.flipHorizontal ? 0.0F : texS;
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rect->t1.t = sprite.flipVertical ? 0.0F : texT;
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rect->t0.s = sprite.flipHorizontal ? (texS+sprite.offset.x) : sprite.offset.x;
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rect->t0.t = sprite.flipVertical ? (texT+sprite.offset.y) : sprite.offset.y;
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rect->t1.s = sprite.flipHorizontal ? sprite.offset.x : (texS+sprite.offset.x);
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rect->t1.t = sprite.flipVertical ? sprite.offset.y : (texT+sprite.offset.y);
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rect->color.r = sprite.color.r;
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rect->color.g = sprite.color.g;
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@@ -131,4 +131,9 @@ void RendererCore2D::render(const Sprite& sprite,
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context = !context;
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}
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void RendererCore2D::setTextureMappingType(const PipelineTextureMappingType textureMappingType){
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lod.mag_filter = textureMappingType;
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lod.min_filter = textureMappingType;
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}
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} // namespace Tyra
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@@ -18,6 +18,7 @@ Sprite::Sprite() {
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flipVertical = false;
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size.set(32.0F, 32.0F);
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position.set(100.0F, 100.0F);
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offset.set(0.0F,0.0F);
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scale = 1.0F;
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mode = MODE_REPEAT;
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setDefaultColor();
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@@ -0,0 +1,34 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#pragma once
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#include <tyra>
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namespace Tyra{
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extern const int charSize;
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extern const int font_char[96];
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extern const int font_charWidth[96];
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class Font{
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public:
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Font();
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void LoadFont(TextureRepository& repository, Renderer2D* renderer);
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void FreeFont(TextureRepository& repository);
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void DrawText(const char* text, int x, int y, Color color);
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void DrawText(const std::string& text, int x, int y, Color color);
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private:
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Renderer2D* renderer2D;
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Sprite all_font;
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std::array<Sprite,96> font;
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};
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} // namespace Tyra
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@@ -11,6 +11,7 @@
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#pragma once
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#include <tyra>
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#include "fontSprite.hpp"
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namespace Tyra {
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@@ -27,8 +28,16 @@ class Tutorial10 : public Game {
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void loadSprite();
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Engine* engine;
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Pad* pad;
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Font font;
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Sprite sprite;
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Sprite spriteFlip;
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Sprite spriteScale;
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Sprite spriteStrech;
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std::string str_filter;
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PipelineTextureMappingType textureFilter;
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};
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} // namespace Tyra
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@@ -0,0 +1,106 @@
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#include "fontSprite.hpp"
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namespace Tyra{
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const int charSize = 96;
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const int font_char[charSize]{
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' ', '!', '"', ' ', '$', '%', ' ', '´', '(', ')', ' ', '+', ',', '-', '.', '/',
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'0', '1', '2', '3', '4', '5', '6', '2', '8', '9', ':', ';', '“', '=', '”', '?',
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' ', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
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'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', ' ', ' ', ' ', ' ', ' ',
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' ', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
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'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '[', '♪', ']', '~', ' '
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};
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const int font_charWidth[charSize] {
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0, 1, 3, 0, 5, 9, 0, 9, 3, 3, 0, 5, 2, 2, 1, 4,
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4, 2, 4, 4, 5, 4, 4, 4, 4, 4, 1, 2, 4, 5, 4, 4,
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0, 6, 5, 5, 5, 4, 4, 5, 5, 1, 4, 5, 4, 7, 5, 5,
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5, 5, 5, 5, 5, 5, 6, 7, 5, 5, 4, 0, 0, 0, 0, 0,
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0, 5, 4, 4, 4, 4, 3, 4, 4, 1, 2, 4, 1, 7, 4, 4,
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4, 4, 3, 4, 3, 4, 5, 7, 4, 4, 4, 2, 5, 2, 6, 0,
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};
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Font::Font(){ }
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void Font::LoadFont(TextureRepository& repository, Renderer2D* renderer){
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renderer2D = renderer;
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float height = 16.0F;
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float width = 16.0F;
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all_font.mode = MODE_REPEAT;
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all_font.size = Vec2(255,127);
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auto filepath = FileUtils::fromCwd("earthbound-Font.png");
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auto* texture = repository.add(filepath);
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texture->addLink(all_font.id);
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int column = 0;
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int arrow = 0;
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for(int i=0; i < 96; i++){
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font[i].id = all_font.id;
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font[i].mode = MODE_REPEAT;
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font[i].size = Vec2(width,height);
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font[i].offset = Vec2(width*column,height*arrow);
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column++;
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if(column == 16){
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arrow++;
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column = 0;
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}
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}
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}
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void Font::FreeFont(TextureRepository& repository){
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repository.freeBySprite(all_font);
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for(int i=0;i<96;i++){ repository.freeBySprite(font[i]); }
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}
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void Font::DrawText(const char* text, int x, int y, Color color){
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DrawText(std::string(text),x,y,color);
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}
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void Font::DrawText(const std::string& text, int x, int y, Color color){
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int sizeText = text.size();
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int offsetY = 0;
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int offsetX = 0;
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Sprite spr_font;
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int pos_font;
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for (int i = 0; i < sizeText; i++)
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{
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pos_font = text[i];
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spr_font = font[0];
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for(int j=0; j < charSize; j++){
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if(pos_font == font_char[j]){
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pos_font = j;
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spr_font = font[j];
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spr_font.color = color;
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spr_font.position = Vec2(x + offsetX, y + offsetY);
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break;
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}
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}
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if (pos_font == '\n')
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{
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offsetY += 18;
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offsetX = 0.0f;
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}else{
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if ((pos_font != ' ') && (pos_font != '\t')){
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renderer2D->render(spr_font);
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offsetX += font_charWidth[pos_font] + 2;
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}else{
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offsetX += 2;
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}
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}
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}
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}
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} // namespace Tyra
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@@ -12,10 +12,9 @@
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#include "tutorial_10.hpp"
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/**
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* In this tutorial we will learn how to:
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* - Load png file and create texture from it
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* - Create sprite class
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* - Clear screen and render sprite
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* In this tutorial we will learn:
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* - How works the offset of the sprite
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* - how works the texture mapping
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*/
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int main() {
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@@ -13,30 +13,150 @@
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namespace Tyra {
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Tutorial10::Tutorial10(Engine* t_engine) : engine(t_engine) {}
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Tutorial10::Tutorial10(Engine* t_engine) : engine(t_engine), pad(&t_engine->pad){ }
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Tutorial10::~Tutorial10() {
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engine->renderer.getTextureRepository().freeBySprite(sprite);
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engine->renderer.getTextureRepository().freeBySprite(spriteFlip);
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engine->renderer.getTextureRepository().freeBySprite(spriteScale);
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engine->renderer.getTextureRepository().freeBySprite(spriteStrech);
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font.FreeFont(engine->renderer.getTextureRepository());
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}
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void Tutorial10::init() {
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engine->renderer.setClearScreenColor(Color(32.0F, 32.0F, 32.0F));
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/** Load all the sprites of the sprite sheet. */
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font.LoadFont(engine->renderer.getTextureRepository(),&engine->renderer.renderer2D);
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/** Sprite contains rectangle information. */
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loadSprite();
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/** Texture contains png image. */
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loadTexture();
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/** Set the texture filtering. */
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textureFilter = TyraNearest;
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engine->renderer.core.renderer2D.setTextureMappingType(textureFilter);
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}
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void Tutorial10::loop() {
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auto& renderer = engine->renderer;
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/** Change the texture filtering of the texture.
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*
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* The options are:
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* TyraNearest (Point Sampling):
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* uses the color of the texel closest to the pixel center for the pixel color.
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*
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* TyraLinear (Bilinear Sampling):
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* the four nearest texels to the pixel center are sampled
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* and their colors are combined by weighted average according to distance.
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*
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* By default it is linear.
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*/
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renderer.core.renderer2D.setTextureMappingType(textureFilter);
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if(engine->pad.getClicked().Cross){
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textureFilter = TyraNearest;
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}else if(engine->pad.getClicked().Circle){
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textureFilter = TyraLinear;
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}
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static int timer = 0;
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/** Move the offset of the sprites.
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*
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* The offset of the sprite need to be equal or greater to zero
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* or a graphical error occurs.
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*
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* And the sum of the sprite size and the offset must be less than 1024
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* or a graphical error occurs.
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*
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* Sum with repeat mode:
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* Max = sprite.size + sprite.offset.
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*
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* Sum with strecth mode:
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* Max = original size of the image + sprite.offset.
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*
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* If it continues moving past these values
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* in a moment it will return to normal but
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* the error will be repeated with another value.
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*/
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if(timer <= 0){
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if(pad->getLeftJoyPad().v <= 100){ //up
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sprite.offset -= Vec2(0,16);
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spriteFlip.offset -= Vec2(0,16);
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spriteScale.offset -= Vec2(0,16);
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spriteStrech.offset -= Vec2(0,16); timer = 20;
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printf("offset: %f,%f\n",sprite.offset.x,sprite.offset.y);
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}else if(pad->getLeftJoyPad().v >= 200 ){ //down
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sprite.offset += Vec2(0,16);
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spriteFlip.offset += Vec2(0,16);
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spriteScale.offset += Vec2(0,16);
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spriteStrech.offset += Vec2(0,16); timer = 20;
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printf("offset: %f,%f\n",sprite.offset.x,sprite.offset.y);
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}
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if (pad->getLeftJoyPad().h <= 100) { // left
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sprite.offset -= Vec2(16,0);
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spriteFlip.offset -= Vec2(16,0);
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spriteScale.offset -= Vec2(16,0);
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spriteStrech.offset -= Vec2(16,0); timer = 20;
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printf("offset: %f,%f\n",sprite.offset.x,sprite.offset.y);
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} else if (pad->getLeftJoyPad().h >= 200 ) { //right
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sprite.offset += Vec2(16,0);
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spriteFlip.offset += Vec2(16,0);
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spriteScale.offset += Vec2(16,0);
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spriteStrech.offset += Vec2(16,0); timer = 20;
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printf("offset: %f,%f\n",sprite.offset.x,sprite.offset.y);
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}
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}else{
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timer--;
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}
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/** Begin frame will clear our screen. */
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renderer.beginFrame();
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/** Render sprite. */
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renderer.renderer2D.render(sprite);
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renderer.core.renderer2D.setTextureMappingType(TyraLinear);
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renderer.renderer2D.render(spriteFlip);
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renderer.core.renderer2D.setTextureMappingType(textureFilter);
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renderer.renderer2D.render(spriteScale);
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renderer.renderer2D.render(spriteStrech);
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font.DrawText("tests with sprite sheet",(512/2)-60,10,Color(255,255,255));
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font.DrawText("Press Cross for nearest filter",(512/2)-70,50,Color(255,255,255));
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font.DrawText("Press Circle for linear filter",(512/2)-65,70,Color(255,255,255));
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font.DrawText("Use left stick for move the offsets of the sprites",(512/2)-110,90,Color(255,255,255));
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font.DrawText("sprite 32x32\n scaled x3",sprite.position.x+16,sprite.position.y-40,Color(255,255,255));
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font.DrawText("sprite 32x32\nscaled x3 with flip",spriteFlip.position.x+4,spriteFlip.position.y-40,Color(255,255,255));
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font.DrawText("sprite 96x96 with\n repeat mode",spriteScale.position.x+6,spriteScale.position.y-40,Color(255,255,255));
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font.DrawText("sprite 96x96 with\n stretch mode",spriteStrech.position.x+6,spriteStrech.position.y-40,Color(255,255,255));
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if(textureFilter == TyraLinear){ str_filter = "Filter: Linear";}
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else{ str_filter = "Filter: Nearest";}
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static int posX1 = sprite.position.x + 16;
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static int posX2 = spriteFlip.position.x + 16;
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static int posX3 = spriteStrech.position.x + 16;
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static int posX4 = spriteScale.position.x + 16;
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static int posY1 = sprite.position.y + (sprite.size.y * sprite.scale) + 16;
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static int posY2 = spriteFlip.position.y + (spriteFlip.size.y * spriteFlip.scale) + 16;
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static int posY3 = spriteStrech.position.y + (spriteStrech.size.y * spriteStrech.scale) + 16;
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static int posY4 = spriteScale.position.y + (spriteScale.size.y * spriteScale.scale) + 16;
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font.DrawText(str_filter,posX1,posY1,Color(255,255,255));
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font.DrawText("Filter: Linear",posX2,posY2,Color(255,255,255));
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font.DrawText(str_filter,posX3,posY3,Color(255,255,255));
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font.DrawText(str_filter,posX4,posY4,Color(255,255,255));
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/** End frame will perform vsync. */
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renderer.endFrame();
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@@ -45,15 +165,39 @@ void Tutorial10::loop() {
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void Tutorial10::loadSprite() {
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const auto& screenSettings = engine->renderer.core.getSettings();
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sprite.mode = SpriteMode::MODE_STRETCH;
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int offset = 25;
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sprite.mode = SpriteMode::MODE_REPEAT;
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/** Let's scale it down */
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sprite.size = Vec2(256.0F, 256.0F);
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sprite.size = Vec2(32.0F, 32.0F);
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sprite.scale = 3;
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/** Set it in screen center */
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sprite.position =
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Vec2(screenSettings.getWidth() / 2.0F - sprite.size.x / 2.0F,
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screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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/** Set the position */
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sprite.position = Vec2(offset,screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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spriteFlip.mode = SpriteMode::MODE_REPEAT;
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spriteFlip.flipHorizontal = true;
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spriteFlip.flipVertical = true;
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spriteFlip.size = Vec2(32.0F, 32.0F);
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spriteFlip.scale = 3;
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spriteFlip.position = Vec2(((offset*2) + (32.0F*3)),screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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spriteScale.mode = SpriteMode::MODE_REPEAT;
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spriteScale.size = Vec2(96.0F,96.0F);
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spriteScale.position = Vec2(((offset*3) + ((32.0F*3)*2)),screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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spriteStrech.mode = SpriteMode::MODE_STRETCH;
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spriteStrech.size = Vec2(96.0F,96.0F);
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|
||||
spriteStrech.position = Vec2(((offset*4) + ((32.0F*3)*3)),screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||
|
||||
TYRA_LOG("Sprite created!");
|
||||
}
|
||||
@@ -106,6 +250,10 @@ void Tutorial10::loadTexture() {
|
||||
/** Let's assign this texture to sprite. */
|
||||
texture->addLink(sprite.id);
|
||||
|
||||
spriteFlip.id = sprite.id;
|
||||
spriteScale.id = sprite.id;
|
||||
spriteStrech.id = sprite.id;
|
||||
|
||||
TYRA_LOG("Texture loaded!");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user