#include "TextureAnimation.h" #include "Texture.h" #include "Framebuffer.h" #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){ 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 // Extensions const int ext = 2; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { if (x == 0 && y == 0) continue; glBlitFramebuffer( frame.srcPos.x, srcPosY, frame.srcPos.x + frame.size.x, srcPosY + frame.size.y, frame.dstPos.x+x*ext, frame.dstPos.y+y*ext, frame.dstPos.x + frame.size.x+x*ext, frame.dstPos.y + frame.size.y+y*ext, GL_COLOR_BUFFER_BIT, GL_NEAREST ); } } 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); }