291 lines
9.2 KiB
C++
291 lines
9.2 KiB
C++
/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Guido Diego Quispe Robles
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*/
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#include <tyra>
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#include "tutorial_10.hpp"
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namespace Tyra {
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Tutorial10::Tutorial10(Engine* t_engine)
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: padTimer(0), 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(spriteStretch);
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font.free(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.load(engine->renderer.getTextureRepository(),
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&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
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* 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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handlePad();
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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(spriteStretch);
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font.drawText("tests with sprite sheet", (512 / 2) - 60, 10,
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Color(255, 255, 255));
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font.drawText("Press Cross for nearest filter", (512 / 2) - 70, 50,
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Color(255, 255, 255));
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font.drawText("Press Circle for linear filter", (512 / 2) - 65, 70,
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Color(255, 255, 255));
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font.drawText("Use left stick for move the offsets of the sprites",
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(512 / 2) - 110, 90, Color(255, 255, 255));
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font.drawText("sprite 32x32\n scaled x3", sprite.position.x + 16,
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sprite.position.y - 40, Color(255, 255, 255));
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font.drawText("sprite 32x32\nscaled x3 with flip", spriteFlip.position.x + 4,
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spriteFlip.position.y - 40, Color(255, 255, 255));
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font.drawText("sprite 96x96 with\n repeat mode", spriteScale.position.x + 6,
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spriteScale.position.y - 40, Color(255, 255, 255));
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font.drawText("sprite 96x96 with\n stretch mode",
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spriteStretch.position.x + 6, spriteStretch.position.y - 40,
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Color(255, 255, 255));
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if (textureFilter == TyraLinear) {
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strFilter = "Filter: Linear";
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} else {
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strFilter = "Filter: Nearest";
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}
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int posX1 = sprite.position.x + 16;
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int posX2 = spriteFlip.position.x + 16;
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int posX3 = spriteStretch.position.x + 16;
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int posX4 = spriteScale.position.x + 16;
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int posY1 = sprite.position.y + (sprite.size.y * sprite.scale) + 16;
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int posY2 =
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spriteFlip.position.y + (spriteFlip.size.y * spriteFlip.scale) + 16;
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int posY3 = spriteStretch.position.y +
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(spriteStretch.size.y * spriteStretch.scale) + 16;
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int posY4 =
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spriteScale.position.y + (spriteScale.size.y * spriteScale.scale) + 16;
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font.drawText(strFilter, 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(strFilter, posX3, posY3, Color(255, 255, 255));
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font.drawText(strFilter, 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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}
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void Tutorial10::handlePad() {
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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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/** 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 (padTimer <= 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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spriteStretch.offset -= Vec2(0, 16);
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padTimer = 20;
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printf("New 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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spriteStretch.offset += Vec2(0, 16);
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padTimer = 20;
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printf("New 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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spriteStretch.offset -= Vec2(16, 0);
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padTimer = 20;
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printf("New 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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spriteStretch.offset += Vec2(16, 0);
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padTimer = 20;
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printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
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}
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} else {
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padTimer--;
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}
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}
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void Tutorial10::loadSprite() {
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const auto& screenSettings = engine->renderer.core.getSettings();
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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(32.0F, 32.0F);
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sprite.scale = 3;
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/** Set the position */
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sprite.position =
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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 =
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Vec2(((offset * 2) + (32.0F * 3)),
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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 =
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Vec2(((offset * 3) + ((32.0F * 3) * 2)),
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screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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spriteStretch.mode = SpriteMode::MODE_STRETCH;
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spriteStretch.size = Vec2(96.0F, 96.0F);
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spriteStretch.position =
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Vec2(((offset * 4) + ((32.0F * 3) * 3)),
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screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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TYRA_LOG("Sprite created!");
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}
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void Tutorial10::loadTexture() {
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/**
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* Renderer has high layer functions,
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* which allows to render:
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* - Sprite (2D)
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* - Mesh (3D)
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*
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* It uses ONLY low layer functions which are in renderer.core
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*/
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auto& renderer = engine->renderer;
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/**
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* TextureRepository is a repository of textures.
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* It is a singleton class, with all game textures.
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* We are linking these textures with sprite's (2D) and mesh (3D) materials.
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*/
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auto& textureRepository = renderer.getTextureRepository();
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/**
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* Texture is stored in "res" directory.
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* Content of "res" directory is automatically copied into
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* "bin" directory, which contains our final game.
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*
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* File utils automatically add's device prefix to the path,
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* based on current working directory.
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*
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* In PS2 world:
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* - USB has a "mass:" prefix
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* - Our PC in PS2Link has a "host:" prefix
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* - Our PC in PCSX2 has a "host:" prefix
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*/
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auto filepath = FileUtils::fromCwd("atlas.png");
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/**
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* Tyra supports following PNG formats:
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* 32bpp (RGBA)
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* 24bpp (RGB)
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* 8bpp, palletized (RGBA)
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* 4bpp, palletized (RGBA)
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*
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* 8bpp and 4bpp are the fastest.
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* All of these formats can be easily exported via GIMP.
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*/
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auto* texture = textureRepository.add(filepath);
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/** Let's assign this texture to sprite. */
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texture->addLink(sprite.id);
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spriteFlip.id = sprite.id;
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spriteScale.id = sprite.id;
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spriteStretch.id = sprite.id;
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TYRA_LOG("Texture loaded!");
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}
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} // namespace Tyra
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