I have been trying to make my first ever game engine (in OpenTK and Im stuck. I am trying to incoperate animations and I'm trying to use sprite sheets because they would greatly decrease filesize.
I know that I need to use a for loop to draw all the sprites in sequence, but I dont have a clue about what I should do to make it work with spritesheets.
Here is my current drawing code:
//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);
}
Thanks in advance!!! :)
Firstly, I beg you, abandon the fixed function pipeline. It blinds you and restricts your understanding and creativity. Move to core 3.1+, it's structural perfection is matched only by it's potentiality, and the collaborative forethought and innovation will truly move you.
Now, you'll want to store your sprite sheet images as a Texture2DArray
. It took me some time to figure out how to load these correctly:
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);
}
Then you can simply draw a quad, and the Z texture co-ordinate is the Texture2D
index in the Texture2DArray
. Note frag_texcoord
is of type vec3
.
#version 330 core
in vec3 frag_texcoord;
out vec4 outColor;
uniform sampler2DArray tex;
void main()
{
outColor = texture(tex, vec3(frag_texcoord));
}