#ifndef __MLX_SPRITE__ #define __MLX_SPRITE__ #include #include #include #include #include namespace mlx { class Sprite { friend class Render2DPass; public: Sprite(std::shared_ptr texture); inline void SetColor(Vec4f color) noexcept { m_color = color; } inline void SetPosition(Vec2ui position) noexcept { m_position = position; } [[nodiscard]] inline const Vec4f& GetColor() const noexcept { return m_color; } [[nodiscard]] inline const Vec2ui& GetPosition() const noexcept { return m_position; } [[nodiscard]] inline std::shared_ptr GetMesh() const { return p_mesh; } [[nodiscard]] inline std::shared_ptr GetTexture() const { return p_texture; } ~Sprite() = default; private: [[nodiscard]] inline bool IsSetInit() const noexcept { return m_set.IsInit(); } [[nodiscard]] inline VkDescriptorSet GetSet(std::size_t frame_index) const noexcept { return m_set.GetSet(frame_index); } inline void UpdateDescriptorSet(const DescriptorSet& set) { m_set = set.Duplicate(); } inline void Bind(std::size_t frame_index, VkCommandBuffer cmd) { m_set.SetImage(frame_index, 0, *p_texture); m_set.Update(frame_index, cmd); } private: DescriptorSet m_set; std::shared_ptr p_texture; std::shared_ptr p_mesh; Vec4f m_color = Vec4f{ 1.0f, 1.0f, 1.0f, 1.0f }; Vec2ui m_position = Vec2ui{ 0, 0 }; }; } #endif