#include "TextureAnimation.hpp" #include "GLTexture.hpp" #include "Framebuffer.hpp" #include #include TextureAnimator::TextureAnimator() { glGenFramebuffers(1, &fboR); glGenFramebuffers(1, &fboD); } TextureAnimator::~TextureAnimator() { glDeleteFramebuffers(1, &fboR); glDeleteFramebuffers(1, &fboD); } void TextureAnimator::addAnimations(const std::vector& animations) { for (const auto& elem : animations) { addAnimation(elem); } } void TextureAnimator::update(float delta) { std::unordered_set changedTextures; for (auto& elem : animations) { elem.timer += delta; size_t frameNum = elem.currentFrame; Frame frame = elem.frames[elem.currentFrame]; while (elem.timer >= frame.duration) { elem.timer -= frame.duration; elem.currentFrame++; if (elem.currentFrame >= elem.frames.size()) elem.currentFrame = 0; frame = elem.frames[elem.currentFrame]; } if (frameNum != elem.currentFrame){ uint elemDstId = elem.dstTexture->getId(); uint elemSrcId = elem.srcTexture->getId(); changedTextures.insert(elemDstId); glBindFramebuffer(GL_FRAMEBUFFER, fboD); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elemDstId, 0); glBindFramebuffer(GL_FRAMEBUFFER, fboR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elemSrcId, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboD); glBindFramebuffer(GL_READ_FRAMEBUFFER, fboR); float srcPosY = elem.srcTexture->getHeight() - frame.size.y - frame.srcPos.y; // vertical flip glBlitFramebuffer( frame.srcPos.x, srcPosY, frame.srcPos.x + frame.size.x, srcPosY + frame.size.y, frame.dstPos.x, frame.dstPos.y, frame.dstPos.x + frame.size.x, frame.dstPos.y + frame.size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST ); } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } glBindFramebuffer(GL_FRAMEBUFFER, 0); for (auto& elem : changedTextures) { glBindTexture(GL_TEXTURE_2D, elem); glGenerateMipmap(GL_TEXTURE_2D); } glBindTexture(GL_TEXTURE_2D, 0); }