OpenTK 中的 Sprite Sheet 动画
Sprite Sheet Animation in OpenTK
我一直在尝试制作我的第一个游戏引擎(在 OpenTK 中,但我卡住了。我正在尝试合并动画,我正在尝试使用 sprite 表,因为它们会大大减少文件大小。
我知道我需要使用 for 循环按顺序绘制所有 sprite,但我不知道应该怎么做才能使其与 spritesheet 一起工作。
这是我当前的绘图代码:
//The Basis fuction for all drawing done in the application
public static void Draw (Texture2D texture, Vector2 position, Vector2 scale, Color color, Vector2 origin, RectangleF? SourceRec = null)
{
Vector2[] vertices = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
GL.BindTexture(TextureTarget.Texture2D, texture.ID);
//Beginning to draw on the screen
GL.Begin(PrimitiveType.Quads);
GL.Color3(color);
for (int i = 0; i < 4; i++)
{
GL.TexCoord2((SourceRec.Value.Left + vertices[i].X * SourceRec.Value.Width) / texture.Width, (SourceRec.Value.Left + vertices[i].Y * SourceRec.Value.Height) / texture.Height);
vertices[i].X *= texture.Width;
vertices[i].Y *= texture.Height;
vertices[i] -= origin;
vertices[i] *= scale;
vertices[i] += position;
GL.Vertex2(vertices[i]);
}
GL.End();
}
public static void Begin(int screenWidth, int screenHeight)
{
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-screenWidth / 2, screenWidth / 2, screenHeight / 2, -screenHeight / 2, 0f, 1f);
}
提前致谢!!! :)
首先求求你,放弃固定功能管道。它使您蒙蔽并限制了您的理解力和创造力。迈向核心3.1+,结构之完美,势必相配,协作的前瞻与创新,真正让你感动。
现在,您需要将精灵 sheet 图像存储为 Texture2DArray
。我花了一些时间才弄清楚如何正确加载它们:
public SpriteSheet(string filename, int spriteWidth, int spriteHeight)
{
// Assign ID and get name
this.textureID = GL.GenTexture();
this.spriteSheetName = Path.GetFileNameWithoutExtension(filename);
// Bind the Texture Array and set appropriate parameters
GL.BindTexture(TextureTarget.Texture2DArray, textureID);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
// Load the image file
Bitmap image = new Bitmap(@"Tiles/" + filename);
BitmapData data = image.LockBits(new System.Drawing.Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
// Determine columns and rows
int spriteSheetwidth = image.Width;
int spriteSheetheight = image.Height;
int columns = spriteSheetwidth / spriteWidth;
int rows = spriteSheetheight / spriteHeight;
// Allocate storage
GL.TexStorage3D(TextureTarget3d.Texture2DArray, 1, SizedInternalFormat.Rgba8, spriteWidth, spriteHeight, rows * columns);
// Split the loaded image into individual Texture2D slices
GL.PixelStore(PixelStoreParameter.UnpackRowLength, spriteSheetwidth);
for (int i = 0; i < columns * rows; i++)
{
GL.TexSubImage3D(TextureTarget.Texture2DArray,
0, 0, 0, i, spriteWidth, spriteHeight, 1,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte,
data.Scan0 + (spriteWidth * 4 * (i % columns)) + (spriteSheetwidth * 4 * spriteHeight * (i / columns))); // 4 bytes in an Bgra value.
}
image.UnlockBits(data);
}
那么就可以简单的画一个四边形,Z纹理坐标就是Texture2DArray
中的Texture2D
索引。注意 frag_texcoord
的类型是 vec3
.
#version 330 core
in vec3 frag_texcoord;
out vec4 outColor;
uniform sampler2DArray tex;
void main()
{
outColor = texture(tex, vec3(frag_texcoord));
}
我一直在尝试制作我的第一个游戏引擎(在 OpenTK 中,但我卡住了。我正在尝试合并动画,我正在尝试使用 sprite 表,因为它们会大大减少文件大小。
我知道我需要使用 for 循环按顺序绘制所有 sprite,但我不知道应该怎么做才能使其与 spritesheet 一起工作。
这是我当前的绘图代码:
//The Basis fuction for all drawing done in the application
public static void Draw (Texture2D texture, Vector2 position, Vector2 scale, Color color, Vector2 origin, RectangleF? SourceRec = null)
{
Vector2[] vertices = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 1),
};
GL.BindTexture(TextureTarget.Texture2D, texture.ID);
//Beginning to draw on the screen
GL.Begin(PrimitiveType.Quads);
GL.Color3(color);
for (int i = 0; i < 4; i++)
{
GL.TexCoord2((SourceRec.Value.Left + vertices[i].X * SourceRec.Value.Width) / texture.Width, (SourceRec.Value.Left + vertices[i].Y * SourceRec.Value.Height) / texture.Height);
vertices[i].X *= texture.Width;
vertices[i].Y *= texture.Height;
vertices[i] -= origin;
vertices[i] *= scale;
vertices[i] += position;
GL.Vertex2(vertices[i]);
}
GL.End();
}
public static void Begin(int screenWidth, int screenHeight)
{
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-screenWidth / 2, screenWidth / 2, screenHeight / 2, -screenHeight / 2, 0f, 1f);
}
提前致谢!!! :)
首先求求你,放弃固定功能管道。它使您蒙蔽并限制了您的理解力和创造力。迈向核心3.1+,结构之完美,势必相配,协作的前瞻与创新,真正让你感动。
现在,您需要将精灵 sheet 图像存储为 Texture2DArray
。我花了一些时间才弄清楚如何正确加载它们:
public SpriteSheet(string filename, int spriteWidth, int spriteHeight)
{
// Assign ID and get name
this.textureID = GL.GenTexture();
this.spriteSheetName = Path.GetFileNameWithoutExtension(filename);
// Bind the Texture Array and set appropriate parameters
GL.BindTexture(TextureTarget.Texture2DArray, textureID);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
// Load the image file
Bitmap image = new Bitmap(@"Tiles/" + filename);
BitmapData data = image.LockBits(new System.Drawing.Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
// Determine columns and rows
int spriteSheetwidth = image.Width;
int spriteSheetheight = image.Height;
int columns = spriteSheetwidth / spriteWidth;
int rows = spriteSheetheight / spriteHeight;
// Allocate storage
GL.TexStorage3D(TextureTarget3d.Texture2DArray, 1, SizedInternalFormat.Rgba8, spriteWidth, spriteHeight, rows * columns);
// Split the loaded image into individual Texture2D slices
GL.PixelStore(PixelStoreParameter.UnpackRowLength, spriteSheetwidth);
for (int i = 0; i < columns * rows; i++)
{
GL.TexSubImage3D(TextureTarget.Texture2DArray,
0, 0, 0, i, spriteWidth, spriteHeight, 1,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte,
data.Scan0 + (spriteWidth * 4 * (i % columns)) + (spriteSheetwidth * 4 * spriteHeight * (i / columns))); // 4 bytes in an Bgra value.
}
image.UnlockBits(data);
}
那么就可以简单的画一个四边形,Z纹理坐标就是Texture2DArray
中的Texture2D
索引。注意 frag_texcoord
的类型是 vec3
.
#version 330 core
in vec3 frag_texcoord;
out vec4 outColor;
uniform sampler2DArray tex;
void main()
{
outColor = texture(tex, vec3(frag_texcoord));
}