VoxelEngine/src/graphics/TextureAnimation.cpp
2024-01-23 23:52:42 +03:00

66 lines
2.4 KiB
C++

#include "TextureAnimation.h"
#include "Texture.h"
#include "Framebuffer.h"
#include <GL/glew.h>
#include <unordered_set>
TextureAnimator::TextureAnimator() {
glGenFramebuffers(1, &fboR);
glGenFramebuffers(1, &fboD);
}
TextureAnimator::~TextureAnimator() {
glDeleteFramebuffers(1, &fboR);
glDeleteFramebuffers(1, &fboD);
}
void TextureAnimator::addAnimations(const std::vector<TextureAnimation>& animations) {
for (const auto& elem : animations) {
addAnimation(elem);
}
}
void TextureAnimator::update(float delta) {
std::unordered_set<uint> 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){
if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id);
glBindFramebuffer(GL_FRAMEBUFFER, fboD);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.dstTexture->id, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fboR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboD);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboR);
float srcPosY = elem.srcTexture->height - 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);
}