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stateanimator.h
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stateanimator.h
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/** @file stateanimator.h
*
* @authors Copyright (c) 2014 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#ifndef DENG_CLIENT_RENDER_STATEANIMATOR_H
#define DENG_CLIENT_RENDER_STATEANIMATOR_H
#include "render/modelrenderer.h"
#include <de/ModelDrawable>
#include <de/GLProgram>
/**
* State-based object animator for `ModelDrawable`s.
*
* Used for both mobjs and psprites. The state and movement of the object
* determine which animation sequences are started.
*/
class StateAnimator : public de::ModelDrawable::Animator
{
public:
DENG2_ERROR(DefinitionError);
public:
StateAnimator(de::DotPath const &id, de::ModelDrawable const &model);
/**
* Sets the namespace of the animator's owner. Available as "self" in animation
* scripts.
*
* @param names Owner's namespace.
*/
void setOwnerNamespace(de::Record &names);
void triggerByState(de::String const &stateName);
void advanceTime(de::TimeDelta const &elapsed);
de::ddouble currentTime(int index) const;
enum BindOperation { Bind, Unbind };
/**
* Binds or unbinds uniforms that apply to all rendering passes.
*
* @param program Program where bindings are made.
* @param operation Bind or unbind.
*/
void bindUniforms(de::GLProgram &program, BindOperation operation) const;
/**
* Binds or unbinds uniforms that apply to a single rendering pass.
*
* @param program Program where bindings are made.
* @param passName Name of the rendering pass. The render variables are
* named, e.g., "render.(passName).uName".
* @param operation Bind or unbind.
*/
void bindPassUniforms(de::GLProgram &program, de::String const &passName,
BindOperation operation) const;
private:
DENG2_PRIVATE(d)
};
#endif // DENG_CLIENT_RENDER_STATEANIMATOR_H