#include "TextureAnimation.h" #include "Texture.h" #include "Framebuffer.h" #include #include TextureAnimator::TextureAnimator() : frameBuffer(new Framebuffer(1u, 1u)) { } TextureAnimator::~TextureAnimator() { delete frameBuffer; } void TextureAnimator::addAnimations(const std::vector& animations) { for (const auto& elem : animations) { addAnimation(elem); } } void TextureAnimator::update(float delta) { std::unordered_set changedTextures; frameBuffer->bind(); for (auto& elem : animations) { if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id); elem.timer -= delta; Frame& frame = elem.frames[elem.currentFrame]; if (elem.timer <= 0) { elem.timer = frame.duration; elem.currentFrame++; if (elem.currentFrame >= elem.frames.size()) elem.currentFrame = 0; glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, elem.dstTexture->id, 0); glDrawBuffer(GL_COLOR_ATTACHMENT1); 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); } } for (auto& elem : changedTextures) { glBindTexture(GL_TEXTURE_2D, elem); glGenerateMipmap(GL_TEXTURE_2D); } glBindTexture(GL_TEXTURE_2D, 0); }