feat(npc): 添加NPC交互高亮效果及复合纹理支持
实现NPC交互时的绿色高亮效果,通过InteractionHighlightSprite类实现 重构NpcAnimation支持复合纹理渲染,优化高亮效果的性能 添加ShaderManager获取所有加载Shader的方法,优化渲染器uniform更新逻辑
This commit is contained in:
@@ -49,11 +49,13 @@ public:
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void SetOffset(const Vec2& offset);
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void SetOffset(const Vec2& offset);
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void SetOffset(float x, float y);
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void SetOffset(float x, float y);
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private:
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protected:
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virtual void ConfigureShader(Shader* shader) const;
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void updateTransform();
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void updateTransform();
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Shader* getActiveShader() const;
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Shader* getActiveShader() const;
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Quad createQuad() const;
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Quad createQuad() const;
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private:
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Ptr<Texture> texture_;
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Ptr<Texture> texture_;
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std::string shaderName_;
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std::string shaderName_;
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Color color_ = Color(1.0f, 1.0f, 1.0f, 1.0f);
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Color color_ = Color(1.0f, 1.0f, 1.0f, 1.0f);
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@@ -68,4 +70,3 @@ private:
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};
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};
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}
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}
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@@ -18,6 +18,9 @@ public:
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Shader* getShader(const std::string& name);
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Shader* getShader(const std::string& name);
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bool hasShader(const std::string& name) const;
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bool hasShader(const std::string& name) const;
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const std::unordered_map<std::string, Ptr<Shader>>& getLoadedShaders() const {
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return shaders_;
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}
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~ShaderManager() = default;
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~ShaderManager() = default;
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@@ -36,4 +39,4 @@ private:
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ShaderManager& operator=(const ShaderManager&) = delete;
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ShaderManager& operator=(const ShaderManager&) = delete;
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};
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};
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}
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}
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@@ -58,46 +58,19 @@ void Sprite::Render() {
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}
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}
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Renderer& renderer = Renderer::get();
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Renderer& renderer = Renderer::get();
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Quad quad = createQuad();
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Vec2 size = GetSize();
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if (size.x == 0 || size.y == 0) {
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auto* shader = getActiveShader();
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size = Vec2((float)texture_->getWidth(), (float)texture_->getHeight());
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}
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// 使用完整的变换矩阵进行渲染
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Rect destRect(0, 0, size.x, size.y);
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Rect srcRect = srcRect_;
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if (srcRect.empty()) {
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srcRect = Rect(0, 0, (float)texture_->getWidth(), (float)texture_->getHeight());
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}
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float worldOpacity = GetWorldOpacity();
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Quad quad = Quad::createTextured(
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destRect, srcRect,
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Vec2((float)texture_->getWidth(), (float)texture_->getHeight()),
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color_.r, color_.g, color_.b, color_.a * worldOpacity,
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renderer.shouldShrinkSubTextureUVs()
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);
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if (flippedX_) {
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std::swap(quad.vertices[0].texCoord, quad.vertices[1].texCoord);
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std::swap(quad.vertices[2].texCoord, quad.vertices[3].texCoord);
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}
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if (flippedY_) {
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std::swap(quad.vertices[0].texCoord, quad.vertices[2].texCoord);
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std::swap(quad.vertices[1].texCoord, quad.vertices[3].texCoord);
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}
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auto* shader = renderer.getShaderManager().getShader("sprite");
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if (shader) {
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if (shader) {
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shader->use();
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shader->use();
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ConfigureShader(shader);
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}
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}
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Transform2D worldTransform = GetWorldTransform();
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Transform2D worldTransform = GetWorldTransform();
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if (offset_ != Vec2::Zero()) {
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if (offset_ != Vec2::Zero()) {
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worldTransform = Transform2D::translation(offset_.x, offset_.y) * worldTransform;
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worldTransform = Transform2D::translation(offset_.x, offset_.y) * worldTransform;
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}
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}
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renderer.getBatch().submitQuad(quad, worldTransform, texture_, shader, blendMode_);
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renderer.getBatch().submitQuad(quad, worldTransform, texture_, shader, blendMode_);
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RenderChildren();
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RenderChildren();
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@@ -154,6 +127,10 @@ void Sprite::SetOffset(float x, float y) {
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offset_.y = y;
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offset_.y = y;
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}
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}
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void Sprite::ConfigureShader(Shader* shader) const {
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(void)shader;
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}
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void Sprite::updateTransform() {
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void Sprite::updateTransform() {
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Vec2 pos = GetPosition();
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Vec2 pos = GetPosition();
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float rotation = GetRotation();
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float rotation = GetRotation();
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@@ -503,27 +503,20 @@ void Renderer::setupBlendMode(BlendMode mode) {
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}
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}
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void Renderer::updateUniforms() {
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void Renderer::updateUniforms() {
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if (camera_) {
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if (!camera_) {
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auto* spriteShader = shaderManager_.getShader("sprite");
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return;
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if (spriteShader) {
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}
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spriteShader->use();
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spriteShader->setMat4("u_view", camera_->getViewMatrix());
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for (const auto& [name, shaderPtr] : shaderManager_.getLoadedShaders()) {
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spriteShader->setMat4("u_projection", camera_->getProjectionMatrix());
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(void)name;
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Shader* shader = shaderPtr.Get();
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if (!shader) {
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continue;
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}
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}
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auto* coloredShader = shaderManager_.getShader("colored_quad");
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shader->use();
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if (coloredShader) {
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shader->setMat4("u_view", camera_->getViewMatrix());
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coloredShader->use();
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shader->setMat4("u_projection", camera_->getProjectionMatrix());
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coloredShader->setMat4("u_view", camera_->getViewMatrix());
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coloredShader->setMat4("u_projection", camera_->getProjectionMatrix());
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}
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auto* textShader = shaderManager_.getShader("text");
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if (textShader) {
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textShader->use();
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textShader->setMat4("u_view", camera_->getViewMatrix());
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textShader->setMat4("u_projection", camera_->getProjectionMatrix());
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}
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}
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}
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}
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}
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20
Game/include/common/InteractionHighlightSprite.h
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20
Game/include/common/InteractionHighlightSprite.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <frostbite2D/2d/sprite.h>
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namespace frostbite2D {
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class InteractionHighlightSprite : public Sprite {
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public:
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InteractionHighlightSprite();
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void SetGroundAnchorInTexture(const Vec2& groundAnchorInTexture);
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protected:
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void ConfigureShader(Shader* shader) const override;
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private:
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Vec2 texelSize_ = Vec2::One();
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};
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} // namespace frostbite2D
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@@ -2,6 +2,7 @@
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#include "npc/NpcDataLoader.h"
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#include "npc/NpcDataLoader.h"
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/canvas_actor.h>
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#include <frostbite2D/animation/animation.h>
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#include <frostbite2D/animation/animation.h>
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#include <string>
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#include <string>
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@@ -9,17 +10,47 @@ namespace frostbite2D {
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class NpcAnimation : public Actor {
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class NpcAnimation : public Actor {
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public:
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public:
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struct CompositeFrameInfo {
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bool valid = false;
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Rect localBounds;
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Vec2 originInTexture = Vec2::Zero();
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Vec2 groundAnchorInTexture = Vec2::Zero();
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int width = 1;
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int height = 1;
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};
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bool Init(const npc::NpcConfig& config);
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bool Init(const npc::NpcConfig& config);
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void Update(float deltaTime) override;
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void Render() override;
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void SetDirection(int direction);
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void SetDirection(int direction);
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bool IsReady() const { return displayAnimation_ != nullptr; }
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bool IsReady() const { return displayAnimation_ != nullptr; }
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bool IsAnimationFinished() const;
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bool IsAnimationFinished() const;
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const std::string& GetAnimationPath() const { return animationPath_; }
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const std::string& GetAnimationPath() const { return animationPath_; }
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bool GetDisplayLocalBounds(Rect& outBounds) const;
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bool GetDisplayLocalBounds(Rect& outBounds) const;
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bool EnsureCompositeTextureReady();
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bool HasCompositeTexture() const;
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Ptr<Texture> GetCompositeTexture() const;
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Vec2 GetCompositeTextureSize() const;
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Vec2 GetCompositeGroundAnchorInTexture() const;
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uint64 GetCompositeVersion() const { return compositeVersion_; }
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private:
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private:
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CompositeFrameInfo ComputeCompositeFrameInfo(int direction) const;
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CompositeFrameInfo GetCurrentCompositeFrameInfo() const { return compositeFrameInfo_; }
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uint64 CaptureCurrentRenderSignature() const;
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void MarkCompositeDirty();
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void UpdateCompositeCamera();
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void RefreshCompositeTextureIfNeeded();
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void RenderCurrentAnimationToCompositeCanvas();
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RefPtr<Animation> displayAnimation_ = nullptr;
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RefPtr<Animation> displayAnimation_ = nullptr;
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RefPtr<CanvasActor> compositeCanvas_ = nullptr;
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CompositeFrameInfo compositeFrameInfo_;
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std::string animationPath_;
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std::string animationPath_;
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int direction_ = 1;
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int direction_ = 1;
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bool compositeDirty_ = true;
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uint64 compositeVersion_ = 0;
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uint64 lastCompositeSignature_ = 0;
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};
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};
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} // namespace frostbite2D
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} // namespace frostbite2D
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@@ -1,9 +1,10 @@
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#pragma once
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#pragma once
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#include "character/CharacterActionTypes.h"
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#include "character/CharacterActionTypes.h"
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#include "common/InteractionHighlightSprite.h"
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#include "npc/NpcAnimation.h"
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#include "npc/NpcAnimation.h"
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#include <frostbite2D/2d/text_sprite.h>
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/text_sprite.h>
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#include <array>
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#include <array>
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#include <optional>
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#include <optional>
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#include <string>
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#include <string>
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@@ -21,11 +22,13 @@ public:
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void SetNpcPosition(const Vec2& pos);
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void SetNpcPosition(const Vec2& pos);
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void SetWorldPosition(const CharacterWorldPosition& pos);
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void SetWorldPosition(const CharacterWorldPosition& pos);
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void SetInteractable(bool interactable);
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void SetInteractable(bool interactable);
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void SetInteractionHighlighted(bool highlighted);
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void BeginInteract();
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void BeginInteract();
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void EndInteract();
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void EndInteract();
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bool CanInteract() const;
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bool CanInteract() const;
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bool IsInteracting() const { return interacting_; }
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bool IsInteracting() const { return interacting_; }
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bool IsInteractionHighlighted() const { return interactionHighlighted_; }
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int GetNpcId() const { return npcId_; }
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int GetNpcId() const { return npcId_; }
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int GetDirection() const { return direction_; }
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int GetDirection() const { return direction_; }
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const std::string& GetName() const;
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const std::string& GetName() const;
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@@ -41,8 +44,10 @@ public:
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void Update(float deltaTime) override;
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void Update(float deltaTime) override;
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private:
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private:
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void EnsureInteractionHighlight();
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void EnsureNameLabel();
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void EnsureNameLabel();
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void RefreshNameLabel();
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void RefreshNameLabel();
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void SyncInteractionHighlight();
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void SyncActorPositionFromWorld();
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void SyncActorPositionFromWorld();
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int npcId_ = -1;
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int npcId_ = -1;
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@@ -50,10 +55,13 @@ private:
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CharacterWorldPosition worldPosition_;
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CharacterWorldPosition worldPosition_;
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std::optional<npc::NpcConfig> config_;
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std::optional<npc::NpcConfig> config_;
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RefPtr<NpcAnimation> animation_ = nullptr;
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RefPtr<NpcAnimation> animation_ = nullptr;
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RefPtr<InteractionHighlightSprite> interactionHighlight_ = nullptr;
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std::array<RefPtr<TextSprite>, 8> nameOutlineLabels_;
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std::array<RefPtr<TextSprite>, 8> nameOutlineLabels_;
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RefPtr<TextSprite> nameLabel_ = nullptr;
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RefPtr<TextSprite> nameLabel_ = nullptr;
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bool interactable_ = true;
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bool interactable_ = true;
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bool interacting_ = false;
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bool interacting_ = false;
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bool interactionHighlighted_ = false;
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uint64 syncedHighlightCompositeVersion_ = 0;
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};
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};
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} // namespace frostbite2D
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} // namespace frostbite2D
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35
Game/src/common/InteractionHighlightSprite.cpp
Normal file
35
Game/src/common/InteractionHighlightSprite.cpp
Normal file
@@ -0,0 +1,35 @@
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#include "common/InteractionHighlightSprite.h"
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namespace frostbite2D {
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InteractionHighlightSprite::InteractionHighlightSprite() {
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SetName("interactionHighlight");
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SetShader("outline_sprite");
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SetColor(Colors::Green);
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SetVisible(false);
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}
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void InteractionHighlightSprite::SetGroundAnchorInTexture(
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const Vec2& groundAnchorInTexture) {
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Vec2 textureSize = GetSize();
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if (textureSize.x <= 0.0f || textureSize.y <= 0.0f) {
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SetAnchor(0.5f, 1.0f);
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texelSize_ = Vec2::One();
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return;
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}
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SetAnchor(groundAnchorInTexture.x / textureSize.x,
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groundAnchorInTexture.y / textureSize.y);
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texelSize_ = Vec2(1.0f / textureSize.x, 1.0f / textureSize.y);
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}
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void InteractionHighlightSprite::ConfigureShader(Shader* shader) const {
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Sprite::ConfigureShader(shader);
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if (!shader) {
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return;
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}
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shader->setVec2("u_texelSize", texelSize_);
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}
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} // namespace frostbite2D
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@@ -1,13 +1,74 @@
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#include "npc/NpcAnimation.h"
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#include "npc/NpcAnimation.h"
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#include <frostbite2D/graphics/renderer.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <algorithm>
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#include <cmath>
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namespace frostbite2D {
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namespace frostbite2D {
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namespace {
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constexpr float kCompositePadding = 1.0f;
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Rect transformRectBounds(const Rect& rect, const Transform2D& transform) {
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Vec2 p0 = transform.transformPoint(Vec2(rect.left(), rect.top()));
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Vec2 p1 = transform.transformPoint(Vec2(rect.right(), rect.top()));
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Vec2 p2 = transform.transformPoint(Vec2(rect.left(), rect.bottom()));
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Vec2 p3 = transform.transformPoint(Vec2(rect.right(), rect.bottom()));
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float minX = std::min(std::min(p0.x, p1.x), std::min(p2.x, p3.x));
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float minY = std::min(std::min(p0.y, p1.y), std::min(p2.y, p3.y));
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float maxX = std::max(std::max(p0.x, p1.x), std::max(p2.x, p3.x));
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float maxY = std::max(std::max(p0.y, p1.y), std::max(p2.y, p3.y));
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return Rect(minX, minY, maxX - minX, maxY - minY);
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}
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void combineHash(uint64& seed, uint64 value) {
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constexpr uint64 kOffset = 0x9e3779b97f4a7c15ULL;
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seed ^= value + kOffset + (seed << 6) + (seed >> 2);
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}
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|
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NpcAnimation::CompositeFrameInfo combineCompositeFrameInfo(
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const NpcAnimation::CompositeFrameInfo& lhs,
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||||||
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const NpcAnimation::CompositeFrameInfo& rhs) {
|
||||||
|
if (!lhs.valid) {
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|
return rhs;
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|
}
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|
if (!rhs.valid) {
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|
return lhs;
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||||||
|
}
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|
||||||
|
float left = std::floor(std::min(lhs.localBounds.left(), rhs.localBounds.left()));
|
||||||
|
float top = std::floor(std::min(lhs.localBounds.top(), rhs.localBounds.top()));
|
||||||
|
float right = std::ceil(std::max(lhs.localBounds.right(), rhs.localBounds.right()));
|
||||||
|
float bottom =
|
||||||
|
std::ceil(std::max(lhs.localBounds.bottom(), rhs.localBounds.bottom()));
|
||||||
|
|
||||||
|
NpcAnimation::CompositeFrameInfo result;
|
||||||
|
result.valid = true;
|
||||||
|
result.localBounds =
|
||||||
|
Rect(left, top, std::max(right - left, 1.0f), std::max(bottom - top, 1.0f));
|
||||||
|
result.width =
|
||||||
|
std::max(static_cast<int>(std::lround(result.localBounds.width())), 1);
|
||||||
|
result.height =
|
||||||
|
std::max(static_cast<int>(std::lround(result.localBounds.height())), 1);
|
||||||
|
result.originInTexture =
|
||||||
|
Vec2(-result.localBounds.left(), -result.localBounds.top());
|
||||||
|
result.groundAnchorInTexture = result.originInTexture;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
bool NpcAnimation::Init(const npc::NpcConfig& config) {
|
bool NpcAnimation::Init(const npc::NpcConfig& config) {
|
||||||
RemoveAllChildren();
|
RemoveAllChildren();
|
||||||
displayAnimation_ = nullptr;
|
displayAnimation_ = nullptr;
|
||||||
|
compositeCanvas_ = nullptr;
|
||||||
|
compositeFrameInfo_ = CompositeFrameInfo();
|
||||||
animationPath_.clear();
|
animationPath_.clear();
|
||||||
direction_ = 1;
|
direction_ = 1;
|
||||||
|
compositeDirty_ = true;
|
||||||
|
compositeVersion_ = 0;
|
||||||
|
lastCompositeSignature_ = 0;
|
||||||
|
|
||||||
if (config.fieldAnimationPath.empty()) {
|
if (config.fieldAnimationPath.empty()) {
|
||||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
@@ -15,6 +76,18 @@ bool NpcAnimation::Init(const npc::NpcConfig& config) {
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
compositeCanvas_ = MakePtr<CanvasActor>();
|
||||||
|
if (!compositeCanvas_ || !compositeCanvas_->Init(1, 1)) {
|
||||||
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
|
"NpcAnimation: failed to initialize composite canvas for npc %d",
|
||||||
|
config.id);
|
||||||
|
compositeCanvas_.Reset();
|
||||||
|
} else {
|
||||||
|
compositeCanvas_->SetCustomDrawCallback([this]() {
|
||||||
|
RenderCurrentAnimationToCompositeCanvas();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
auto animation = MakePtr<Animation>(config.fieldAnimationPath);
|
auto animation = MakePtr<Animation>(config.fieldAnimationPath);
|
||||||
if (!animation || !animation->IsUsable()) {
|
if (!animation || !animation->IsUsable()) {
|
||||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
@@ -33,14 +106,37 @@ bool NpcAnimation::Init(const npc::NpcConfig& config) {
|
|||||||
SetDirection(1);
|
SetDirection(1);
|
||||||
displayAnimation_->Reset();
|
displayAnimation_->Reset();
|
||||||
SetDirection(direction_);
|
SetDirection(direction_);
|
||||||
|
|
||||||
|
CompositeFrameInfo rightInfo = ComputeCompositeFrameInfo(1);
|
||||||
|
CompositeFrameInfo leftInfo = ComputeCompositeFrameInfo(-1);
|
||||||
|
compositeFrameInfo_ = combineCompositeFrameInfo(rightInfo, leftInfo);
|
||||||
|
lastCompositeSignature_ = CaptureCurrentRenderSignature();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::Update(float deltaTime) {
|
||||||
|
Actor::Update(deltaTime);
|
||||||
|
|
||||||
|
uint64 renderSignature = CaptureCurrentRenderSignature();
|
||||||
|
if (renderSignature != lastCompositeSignature_) {
|
||||||
|
compositeDirty_ = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::Render() {
|
||||||
|
if (compositeDirty_ && compositeCanvas_ && Renderer::get().isFrameActive()) {
|
||||||
|
RefreshCompositeTextureIfNeeded();
|
||||||
|
}
|
||||||
|
|
||||||
|
Actor::Render();
|
||||||
|
}
|
||||||
|
|
||||||
void NpcAnimation::SetDirection(int direction) {
|
void NpcAnimation::SetDirection(int direction) {
|
||||||
direction_ = direction >= 0 ? 1 : -1;
|
direction_ = direction >= 0 ? 1 : -1;
|
||||||
if (displayAnimation_) {
|
if (displayAnimation_) {
|
||||||
displayAnimation_->SetDirection(direction_);
|
displayAnimation_->SetDirection(direction_);
|
||||||
}
|
}
|
||||||
|
MarkCompositeDirty();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool NpcAnimation::IsAnimationFinished() const {
|
bool NpcAnimation::IsAnimationFinished() const {
|
||||||
@@ -55,4 +151,125 @@ bool NpcAnimation::GetDisplayLocalBounds(Rect& outBounds) const {
|
|||||||
return displayAnimation_->GetStaticLocalBounds(outBounds);
|
return displayAnimation_->GetStaticLocalBounds(outBounds);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool NpcAnimation::EnsureCompositeTextureReady() {
|
||||||
|
RefreshCompositeTextureIfNeeded();
|
||||||
|
return HasCompositeTexture();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool NpcAnimation::HasCompositeTexture() const {
|
||||||
|
return compositeCanvas_ && compositeCanvas_->IsCanvasReady() &&
|
||||||
|
GetCurrentCompositeFrameInfo().valid;
|
||||||
|
}
|
||||||
|
|
||||||
|
Ptr<Texture> NpcAnimation::GetCompositeTexture() const {
|
||||||
|
return compositeCanvas_ ? compositeCanvas_->GetOutputTexture() : nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec2 NpcAnimation::GetCompositeTextureSize() const {
|
||||||
|
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
|
||||||
|
return Vec2(static_cast<float>(info.width), static_cast<float>(info.height));
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec2 NpcAnimation::GetCompositeGroundAnchorInTexture() const {
|
||||||
|
return GetCurrentCompositeFrameInfo().groundAnchorInTexture;
|
||||||
|
}
|
||||||
|
|
||||||
|
NpcAnimation::CompositeFrameInfo NpcAnimation::ComputeCompositeFrameInfo(
|
||||||
|
int direction) const {
|
||||||
|
CompositeFrameInfo info;
|
||||||
|
if (!displayAnimation_) {
|
||||||
|
return info;
|
||||||
|
}
|
||||||
|
|
||||||
|
Rect animationBounds;
|
||||||
|
if (!displayAnimation_->GetStaticLocalBounds(direction, animationBounds)) {
|
||||||
|
return info;
|
||||||
|
}
|
||||||
|
|
||||||
|
Rect bounds =
|
||||||
|
transformRectBounds(animationBounds, displayAnimation_->GetLocalTransform());
|
||||||
|
if (bounds.empty()) {
|
||||||
|
return info;
|
||||||
|
}
|
||||||
|
|
||||||
|
float left = std::floor(bounds.left() - kCompositePadding);
|
||||||
|
float top = std::floor(bounds.top() - kCompositePadding);
|
||||||
|
float right = std::ceil(bounds.right() + kCompositePadding);
|
||||||
|
float bottom = std::ceil(bounds.bottom() + kCompositePadding);
|
||||||
|
|
||||||
|
info.valid = true;
|
||||||
|
info.localBounds = Rect(left, top, std::max(right - left, 1.0f),
|
||||||
|
std::max(bottom - top, 1.0f));
|
||||||
|
info.width = std::max(static_cast<int>(std::lround(info.localBounds.width())), 1);
|
||||||
|
info.height = std::max(static_cast<int>(std::lround(info.localBounds.height())), 1);
|
||||||
|
info.originInTexture = Vec2(-info.localBounds.left(), -info.localBounds.top());
|
||||||
|
info.groundAnchorInTexture = info.originInTexture;
|
||||||
|
return info;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint64 NpcAnimation::CaptureCurrentRenderSignature() const {
|
||||||
|
uint64 signature = 1469598103934665603ULL;
|
||||||
|
combineHash(signature, static_cast<uint64>(direction_ >= 0 ? 1 : 0));
|
||||||
|
if (displayAnimation_) {
|
||||||
|
combineHash(signature, displayAnimation_->GetRenderSignature());
|
||||||
|
}
|
||||||
|
return signature;
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::MarkCompositeDirty() {
|
||||||
|
compositeDirty_ = true;
|
||||||
|
if (compositeCanvas_) {
|
||||||
|
compositeCanvas_->SetDirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::UpdateCompositeCamera() {
|
||||||
|
if (!compositeCanvas_) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
|
||||||
|
Camera& camera = compositeCanvas_->GetCanvasCamera();
|
||||||
|
camera.setViewport(std::max(info.width, 1), std::max(info.height, 1));
|
||||||
|
camera.setZoom(1.0f);
|
||||||
|
Vec2 cameraOrigin = GetWorldTransform().transformPoint(
|
||||||
|
Vec2(info.localBounds.left(), info.localBounds.top()));
|
||||||
|
camera.setPosition(cameraOrigin);
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::RefreshCompositeTextureIfNeeded() {
|
||||||
|
if (!compositeDirty_ || !compositeCanvas_) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
|
||||||
|
if (!info.valid) {
|
||||||
|
compositeDirty_ = false;
|
||||||
|
lastCompositeSignature_ = CaptureCurrentRenderSignature();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!compositeCanvas_->SetCanvasSize(std::max(info.width, 1),
|
||||||
|
std::max(info.height, 1))) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateCompositeCamera();
|
||||||
|
if (!compositeCanvas_->Redraw()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
compositeDirty_ = false;
|
||||||
|
lastCompositeSignature_ = CaptureCurrentRenderSignature();
|
||||||
|
++compositeVersion_;
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcAnimation::RenderCurrentAnimationToCompositeCanvas() {
|
||||||
|
if (!displayAnimation_) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderChildren();
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace frostbite2D
|
} // namespace frostbite2D
|
||||||
|
|||||||
@@ -42,10 +42,13 @@ bool NpcObject::Construction(int npcId) {
|
|||||||
worldPosition_ = CharacterWorldPosition();
|
worldPosition_ = CharacterWorldPosition();
|
||||||
config_.reset();
|
config_.reset();
|
||||||
animation_ = nullptr;
|
animation_ = nullptr;
|
||||||
|
interactionHighlight_ = nullptr;
|
||||||
nameOutlineLabels_.fill(nullptr);
|
nameOutlineLabels_.fill(nullptr);
|
||||||
nameLabel_ = nullptr;
|
nameLabel_ = nullptr;
|
||||||
interactable_ = true;
|
interactable_ = true;
|
||||||
interacting_ = false;
|
interacting_ = false;
|
||||||
|
interactionHighlighted_ = false;
|
||||||
|
syncedHighlightCompositeVersion_ = 0;
|
||||||
|
|
||||||
auto config = npc::loadNpcConfig(npcId);
|
auto config = npc::loadNpcConfig(npcId);
|
||||||
if (!config) {
|
if (!config) {
|
||||||
@@ -68,11 +71,13 @@ bool NpcObject::Construction(int npcId) {
|
|||||||
config_ = *config;
|
config_ = *config;
|
||||||
npcId_ = npcId;
|
npcId_ = npcId;
|
||||||
animation_ = animation;
|
animation_ = animation;
|
||||||
|
EnsureInteractionHighlight();
|
||||||
AddChild(animation_);
|
AddChild(animation_);
|
||||||
EnsureNameLabel();
|
EnsureNameLabel();
|
||||||
|
|
||||||
SetWorldPosition({});
|
SetWorldPosition({});
|
||||||
SetDirection(1);
|
SetDirection(1);
|
||||||
|
SetInteractionHighlighted(false);
|
||||||
RefreshNameLabel();
|
RefreshNameLabel();
|
||||||
SDL_Log("NpcObject: npc %d construction complete", npcId_);
|
SDL_Log("NpcObject: npc %d construction complete", npcId_);
|
||||||
return true;
|
return true;
|
||||||
@@ -84,6 +89,7 @@ void NpcObject::SetDirection(int direction) {
|
|||||||
animation_->SetDirection(direction_);
|
animation_->SetDirection(direction_);
|
||||||
}
|
}
|
||||||
RefreshNameLabel();
|
RefreshNameLabel();
|
||||||
|
SyncInteractionHighlight();
|
||||||
}
|
}
|
||||||
|
|
||||||
void NpcObject::SetNpcPosition(const Vec2& pos) {
|
void NpcObject::SetNpcPosition(const Vec2& pos) {
|
||||||
@@ -108,6 +114,19 @@ void NpcObject::SetInteractable(bool interactable) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void NpcObject::SetInteractionHighlighted(bool highlighted) {
|
||||||
|
if (interactionHighlighted_ == highlighted) {
|
||||||
|
SyncInteractionHighlight();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
interactionHighlighted_ = highlighted;
|
||||||
|
if (!interactionHighlighted_) {
|
||||||
|
syncedHighlightCompositeVersion_ = 0;
|
||||||
|
}
|
||||||
|
SyncInteractionHighlight();
|
||||||
|
}
|
||||||
|
|
||||||
void NpcObject::BeginInteract() {
|
void NpcObject::BeginInteract() {
|
||||||
if (CanInteract()) {
|
if (CanInteract()) {
|
||||||
interacting_ = true;
|
interacting_ = true;
|
||||||
@@ -144,6 +163,19 @@ bool NpcObject::IsAnimationFinished() const {
|
|||||||
|
|
||||||
void NpcObject::Update(float deltaTime) {
|
void NpcObject::Update(float deltaTime) {
|
||||||
Actor::Update(deltaTime);
|
Actor::Update(deltaTime);
|
||||||
|
SyncInteractionHighlight();
|
||||||
|
}
|
||||||
|
|
||||||
|
void NpcObject::EnsureInteractionHighlight() {
|
||||||
|
if (interactionHighlight_) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
interactionHighlight_ = MakePtr<InteractionHighlightSprite>();
|
||||||
|
interactionHighlight_->SetZOrder(-1);
|
||||||
|
interactionHighlight_->SetPosition(0.0f, 0.0f);
|
||||||
|
interactionHighlight_->SetVisible(false);
|
||||||
|
AddChild(interactionHighlight_);
|
||||||
}
|
}
|
||||||
|
|
||||||
void NpcObject::EnsureNameLabel() {
|
void NpcObject::EnsureNameLabel() {
|
||||||
@@ -206,6 +238,38 @@ void NpcObject::RefreshNameLabel() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void NpcObject::SyncInteractionHighlight() {
|
||||||
|
if (!interactionHighlight_) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!interactionHighlighted_ || !animation_ ||
|
||||||
|
!animation_->EnsureCompositeTextureReady() ||
|
||||||
|
!animation_->HasCompositeTexture()) {
|
||||||
|
interactionHighlight_->SetVisible(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint64 compositeVersion = animation_->GetCompositeVersion();
|
||||||
|
if (syncedHighlightCompositeVersion_ != compositeVersion) {
|
||||||
|
Ptr<Texture> compositeTexture = animation_->GetCompositeTexture();
|
||||||
|
Vec2 compositeSize = animation_->GetCompositeTextureSize();
|
||||||
|
if (!compositeTexture || compositeSize.x <= 0.0f || compositeSize.y <= 0.0f) {
|
||||||
|
interactionHighlight_->SetVisible(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
interactionHighlight_->SetTexture(compositeTexture);
|
||||||
|
interactionHighlight_->SetSize(compositeSize);
|
||||||
|
interactionHighlight_->SetGroundAnchorInTexture(
|
||||||
|
animation_->GetCompositeGroundAnchorInTexture());
|
||||||
|
interactionHighlight_->SetPosition(0.0f, 0.0f);
|
||||||
|
syncedHighlightCompositeVersion_ = compositeVersion;
|
||||||
|
}
|
||||||
|
|
||||||
|
interactionHighlight_->SetVisible(true);
|
||||||
|
}
|
||||||
|
|
||||||
void NpcObject::SyncActorPositionFromWorld() {
|
void NpcObject::SyncActorPositionFromWorld() {
|
||||||
SetPosition(worldPosition_.ToScreenPosition());
|
SetPosition(worldPosition_.ToScreenPosition());
|
||||||
SetZOrder(worldPosition_.y);
|
SetZOrder(worldPosition_.y);
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ constexpr char kTestMapPath[] = "map/elvengard/d_elvengard.map";
|
|||||||
constexpr int kTestNpcId = 2;
|
constexpr int kTestNpcId = 2;
|
||||||
constexpr float kTestNpcOffsetX = 180.0f;
|
constexpr float kTestNpcOffsetX = 180.0f;
|
||||||
constexpr float kTestNpcOffsetY = -24.0f;
|
constexpr float kTestNpcOffsetY = -24.0f;
|
||||||
|
constexpr float kNpcInteractionHighlightRadius = 40.0f;
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
@@ -111,6 +112,18 @@ void GameMapTestScene::onExit() {
|
|||||||
|
|
||||||
void GameMapTestScene::Update(float deltaTime) {
|
void GameMapTestScene::Update(float deltaTime) {
|
||||||
Scene::Update(deltaTime);
|
Scene::Update(deltaTime);
|
||||||
|
|
||||||
|
if (npc_) {
|
||||||
|
bool shouldHighlight = false;
|
||||||
|
if (character_) {
|
||||||
|
shouldHighlight =
|
||||||
|
character_->GetWorldPosition().ToGroundPosition().distance(
|
||||||
|
npc_->GetWorldPosition().ToGroundPosition()) <=
|
||||||
|
kNpcInteractionHighlightRadius;
|
||||||
|
}
|
||||||
|
npc_->SetInteractionHighlighted(shouldHighlight);
|
||||||
|
}
|
||||||
|
|
||||||
cameraController_.Update(deltaTime);
|
cameraController_.Update(deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user