diff options
author | chai <chaifix@163.com> | 2019-01-12 21:48:33 +0800 |
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committer | chai <chaifix@163.com> | 2019-01-12 21:48:33 +0800 |
commit | 8b00d67febf133e89f6a0bfabc41feed555dc4a9 (patch) | |
tree | fe48ef17c250afa40c2588300fcdb5920dba6951 /src/libjin/graphics/graphic.cpp | |
parent | a907c39756ef6b368d06643afa491c49a9044a8e (diff) |
*去掉文件前缀je_
Diffstat (limited to 'src/libjin/graphics/graphic.cpp')
-rw-r--r-- | src/libjin/graphics/graphic.cpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/src/libjin/graphics/graphic.cpp b/src/libjin/graphics/graphic.cpp new file mode 100644 index 0000000..7659e4e --- /dev/null +++ b/src/libjin/graphics/graphic.cpp @@ -0,0 +1,145 @@ +#include "../core/configuration.h" +#if defined(jin_graphics) + +#include <stdlib.h> + +#include "../math/matrix.h" +#include "../math/vector2.hpp" + +#include "shaders/shader.h" +#include "graphic.h" + +using namespace JinEngine::Math; +using namespace JinEngine::Graphics::Shaders; + +namespace JinEngine +{ + namespace Graphics + { + + Graphic::Graphic(int w, int h) + : mTexture(0) + , mSize(w, h) + { + mTexture = gl.genTexture(); + } + + Graphic::Graphic(const Bitmap* bitmap) + : mTexture(0) + { + mSize.w() = bitmap->getWidth(); + mSize.h() = bitmap->getHeight(); + + const Color* pixels = bitmap->getPixels(); + + mTexture = gl.genTexture(); + gl.bindTexture2D(mTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + gl.texImage(GL_RGBA8, mSize.w(), mSize.h(), GL_RGBA, GL_UNSIGNED_BYTE, pixels); + } + + Graphic::~Graphic() + { + glDeleteTextures(1, &mTexture); + } + + void Graphic::setFilter(GLint min_filter, GLint max_filter) + { + gl.bindTexture2D(mTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, max_filter); + } + + void Graphic::render(float x, float y, float sx, float sy, float r, float ox, float oy) const + { + Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ox, oy); + int w = getWidth(), h = getHeight(); + static float vertexCoords[8]; + static float textureCoords[8]; + // Set vertex coordinates. + vertexCoords[0] = 0; vertexCoords[1] = 0; + vertexCoords[2] = 0; vertexCoords[3] = h; + vertexCoords[4] = w; vertexCoords[5] = h; + vertexCoords[6] = w; vertexCoords[7] = 0; + // Set texture coordinates. + textureCoords[0] = 0; textureCoords[1] = 0; + textureCoords[2] = 0; textureCoords[3] = 1; + textureCoords[4] = 1; textureCoords[5] = 1; + textureCoords[6] = 1; textureCoords[7] = 0; + // Set shader. + Shader* shader = gl.getShader(); + shader->begin() + .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix) + .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()) + .uploadVertices(2, GL_FLOAT, 0, vertexCoords) + .uploadUV(2, GL_FLOAT, 0, textureCoords); + + gl.bindTexture2D(mTexture); + gl.drawArrays(GL_QUADS, 0, 4); + + shader->end(); + } + + void Graphic::render(const Math::Quad& slice, float x, float y, float sx, float sy, float r, float ax, float ay) const + { + static float vertexCoords[8]; + static float textureCoords[8]; + + // Set vertex coordinates. + vertexCoords[0] = 0; vertexCoords[1] = 0; + vertexCoords[2] = 0; vertexCoords[3] = slice.h; + vertexCoords[4] = slice.w; vertexCoords[5] = slice.h; + vertexCoords[6] = slice.w; vertexCoords[7] = 0; + // Set texture coordinates. + float slx = slice.x / mSize.w(); + float sly = slice.y / mSize.h(); + float slw = slice.w / mSize.w(); + float slh = slice.h / mSize.h(); + textureCoords[0] = slx; textureCoords[1] = sly; + textureCoords[2] = slx; textureCoords[3] = sly + slh; + textureCoords[4] = slx + slw; textureCoords[5] = sly + slh; + textureCoords[6] = slx + slw; textureCoords[7] = sly; + + Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ax, ay); + + Shader* shader = gl.getShader(); + shader->begin() + .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix) + .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()) + .uploadVertices(2, GL_FLOAT, 0, vertexCoords) + .uploadUV(2, GL_FLOAT, 0, textureCoords); + + gl.bindTexture2D(mTexture); + gl.drawArrays(GL_QUADS, 0, 4); + + shader->end(); + } + + void Graphic::render(const Math::Transform& transform) const + { + Vector2<float> position = transform.getPosition(); + Vector2<float> origin = transform.getOrigin(); + Vector2<float> scale = transform.getScale(); + float angle = transform.getRotation(); + render(position.x(), position.y(), scale.x(), scale.y(), angle, origin.x(), origin.y()); + } + + void Graphic::render(const Math::Quad& slice, const Math::Transform& transform) const + { + Vector2<float> position = transform.getPosition(); + Vector2<float> origin = transform.getOrigin(); + Vector2<float> scale = transform.getScale(); + float angle = transform.getRotation(); + render(slice, position.x(), position.y(), scale.x(), scale.y(), angle, origin.x(), origin.y()); + } + + //void Graphic::setFilter(GLint min, GLint max) + //{ + // glTexParameteri(GL_) + //} + + } // namespace Graphics +} // namespace JinEngine + +#endif // defined(jin_graphics)
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