diff options
Diffstat (limited to 'src/libjin/Graphics/Drawable.cpp')
-rw-r--r-- | src/libjin/Graphics/Drawable.cpp | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/src/libjin/Graphics/Drawable.cpp b/src/libjin/Graphics/Drawable.cpp index 4be1cc2..b9a0b36 100644 --- a/src/libjin/Graphics/Drawable.cpp +++ b/src/libjin/Graphics/Drawable.cpp @@ -8,111 +8,111 @@ namespace jin { -namespace graphics -{ - - Drawable::Drawable(int w, int h) - : texture(0) - , size(w, h) - , anchor(0, 0) - { - vertex_coords[0] = 0; vertex_coords[1] = 0; - vertex_coords[2] = 0; vertex_coords[3] = h; - vertex_coords[4] = w; vertex_coords[5] = h; - vertex_coords[6] = w; vertex_coords[7] = 0; - - texture_coords[0] = 0; texture_coords[1] = 0; - texture_coords[2] = 0; texture_coords[3] = 1; - texture_coords[4] = 1; texture_coords[5] = 1; - texture_coords[6] = 1; texture_coords[7] = 0; - } - - Drawable::Drawable(const Bitmap* bitmap) - : texture(0) - , anchor(0, 0) - { - unsigned int w = size.w = bitmap->getWidth(); - unsigned int h = size.h = bitmap->getHeight(); - - vertex_coords[0] = 0; vertex_coords[1] = 0; - vertex_coords[2] = 0; vertex_coords[3] = h; - vertex_coords[4] = w; vertex_coords[5] = h; - vertex_coords[6] = w; vertex_coords[7] = 0; - - texture_coords[0] = 0; texture_coords[1] = 0; - texture_coords[2] = 0; texture_coords[3] = 1; - texture_coords[4] = 1; texture_coords[5] = 1; - texture_coords[6] = 1; texture_coords[7] = 0; - - const Color* pixels = bitmap->getPixels(); - - texture = gl.genTexture(); - gl.bindTexture(texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - gl.texImage(GL_RGBA8, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - gl.bindTexture(0); - } - - Drawable::~Drawable() - { - glDeleteTextures(1, &texture); - } - - void Drawable::setAnchor(int x, int y) + namespace graphics { - anchor.x = x; - anchor.y = y; - } - void Drawable::draw(int x, int y, float sx, float sy, float r) - { - gl.ModelMatrix.setTransformation(x, y, r, sx, sy, anchor.x, anchor.y); - - Shader* shader = Shader::getCurrentShader(); - shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); - shader->bindVertexPointer(2, GL_FLOAT, 0, vertex_coords); - shader->bindUVPointer(2, GL_FLOAT, 0, texture_coords); - - gl.bindTexture(texture); - gl.drawArrays(GL_QUADS, 0, 4); - gl.bindTexture(0); - } - - void Drawable::draw(const math::Quad& slice, int x, int y, float sx, float sy, float r, float ax, float ay) - { - float vertCoords[8] = { - 0, 0, - 0, slice.h, - slice.w, slice.h, - slice.w, 0 - }; - float slx = slice.x / size.w; - float sly = slice.y / size.h; - float slw = slice.w / size.w; - float slh = slice.h / size.h; - float texCoords[8] = { - slx, sly, - slx, sly + slh, - slx + slw, sly + slh, - slx + slw, sly - }; - - gl.ModelMatrix.setTransformation(x, y, r, sx, sy, ax, ay); - - Shader* shader = Shader::getCurrentShader(); - shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); - shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); - shader->bindVertexPointer(2, GL_FLOAT, 0, vertCoords); - shader->bindUVPointer(2, GL_FLOAT, 0, texCoords); - - gl.bindTexture(texture); - gl.drawArrays(GL_QUADS, 0, 4); - gl.bindTexture(0); - } - -} // render + Drawable::Drawable(int w, int h) + : texture(0) + , size(w, h) + , anchor(0, 0) + { + vertex_coords[0] = 0; vertex_coords[1] = 0; + vertex_coords[2] = 0; vertex_coords[3] = h; + vertex_coords[4] = w; vertex_coords[5] = h; + vertex_coords[6] = w; vertex_coords[7] = 0; + + texture_coords[0] = 0; texture_coords[1] = 0; + texture_coords[2] = 0; texture_coords[3] = 1; + texture_coords[4] = 1; texture_coords[5] = 1; + texture_coords[6] = 1; texture_coords[7] = 0; + } + + Drawable::Drawable(const Bitmap* bitmap) + : texture(0) + , anchor(0, 0) + { + unsigned int w = size.w = bitmap->getWidth(); + unsigned int h = size.h = bitmap->getHeight(); + + vertex_coords[0] = 0; vertex_coords[1] = 0; + vertex_coords[2] = 0; vertex_coords[3] = h; + vertex_coords[4] = w; vertex_coords[5] = h; + vertex_coords[6] = w; vertex_coords[7] = 0; + + texture_coords[0] = 0; texture_coords[1] = 0; + texture_coords[2] = 0; texture_coords[3] = 1; + texture_coords[4] = 1; texture_coords[5] = 1; + texture_coords[6] = 1; texture_coords[7] = 0; + + const Color* pixels = bitmap->getPixels(); + + texture = gl.genTexture(); + gl.bindTexture(texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + gl.texImage(GL_RGBA8, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + gl.bindTexture(0); + } + + Drawable::~Drawable() + { + glDeleteTextures(1, &texture); + } + + void Drawable::setAnchor(int x, int y) + { + anchor.x = x; + anchor.y = y; + } + + void Drawable::draw(int x, int y, float sx, float sy, float r) + { + gl.ModelMatrix.setTransformation(x, y, r, sx, sy, anchor.x, anchor.y); + + Shader* shader = Shader::getCurrentShader(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->bindVertexPointer(2, GL_FLOAT, 0, vertex_coords); + shader->bindUVPointer(2, GL_FLOAT, 0, texture_coords); + + gl.bindTexture(texture); + gl.drawArrays(GL_QUADS, 0, 4); + gl.bindTexture(0); + } + + void Drawable::draw(const math::Quad& slice, int x, int y, float sx, float sy, float r, float ax, float ay) + { + float vertCoords[8] = { + 0, 0, + 0, slice.h, + slice.w, slice.h, + slice.w, 0 + }; + float slx = slice.x / size.w; + float sly = slice.y / size.h; + float slw = slice.w / size.w; + float slh = slice.h / size.h; + float texCoords[8] = { + slx, sly, + slx, sly + slh, + slx + slw, sly + slh, + slx + slw, sly + }; + + gl.ModelMatrix.setTransformation(x, y, r, sx, sy, ax, ay); + + Shader* shader = Shader::getCurrentShader(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->bindVertexPointer(2, GL_FLOAT, 0, vertCoords); + shader->bindUVPointer(2, GL_FLOAT, 0, texCoords); + + gl.bindTexture(texture); + gl.drawArrays(GL_QUADS, 0, 4); + gl.bindTexture(0); + } + + } // render } // jin #endif // LIBJIN_MODULES_RENDER
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