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big refactoring ! ci skip
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53
runtime/Includes/Graphics/Sprite.h
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53
runtime/Includes/Graphics/Sprite.h
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#ifndef __MLX_SPRITE__
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#define __MLX_SPRITE__
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#include <Maths/Vec2.h>
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#include <Maths/Vec4.h>
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#include <Graphics/Mesh.h>
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#include <Renderer/Descriptor.h>
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#include <Renderer/Image.h>
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namespace mlx
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{
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class Sprite
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{
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friend class Render2DPass;
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public:
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Sprite(std::shared_ptr<Texture> texture);
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inline void SetColor(Vec4f color) noexcept { m_color = color; }
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inline void SetPosition(Vec2ui position) noexcept { m_position = position; }
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[[nodiscard]] inline const Vec4f& GetColor() const noexcept { return m_color; }
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[[nodiscard]] inline const Vec2ui& GetPosition() const noexcept { return m_position; }
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[[nodiscard]] inline std::shared_ptr<Mesh> GetMesh() const { return p_mesh; }
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[[nodiscard]] inline std::shared_ptr<Texture> GetTexture() const { return p_texture; }
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~Sprite() = default;
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private:
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[[nodiscard]] inline bool IsSetInit() const noexcept { return m_set.IsInit(); }
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[[nodiscard]] inline VkDescriptorSet GetSet(std::size_t frame_index) const noexcept { return m_set.GetSet(frame_index); }
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inline void UpdateDescriptorSet(const DescriptorSet& set)
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{
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m_set = set.Duplicate();
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}
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inline void Bind(std::size_t frame_index, VkCommandBuffer cmd)
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{
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m_set.SetImage(frame_index, 0, *p_texture);
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m_set.Update(frame_index, cmd);
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}
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private:
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DescriptorSet m_set;
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std::shared_ptr<Texture> p_texture;
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std::shared_ptr<Mesh> p_mesh;
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Vec4f m_color = Vec4f{ 1.0f, 1.0f, 1.0f, 1.0f };
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Vec2ui m_position = Vec2ui{ 0, 0 };
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};
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}
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#endif
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