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Diffstat (limited to 'src/libjin/Graphics/je_graphic_single.cpp')
-rw-r--r-- | src/libjin/Graphics/je_graphic_single.cpp | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/libjin/Graphics/je_graphic_single.cpp b/src/libjin/Graphics/je_graphic_single.cpp new file mode 100644 index 0000000..0784409 --- /dev/null +++ b/src/libjin/Graphics/je_graphic_single.cpp @@ -0,0 +1,81 @@ +#include "shader/je_shader.h" + +#include "je_graphic_single.h" + +namespace JinEngine +{ + namespace Graphics + { + + GraphicSingle::GraphicSingle(int w, int h) + : Graphic(w, h) + { + } + + GraphicSingle::GraphicSingle(const Bitmap* bitmap) + : Graphic(bitmap) + { + } + + void GraphicSingle::render(int x, int y, float sx, float sy, float r, float ox, float oy) + { + gl.ModelMatrix.setTransformation(x, y, r, sx, sy, 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 = Shader::getCurrentShader(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->bindVertexPointer(2, GL_FLOAT, 0, vertexCoords); + shader->bindUVPointer(2, GL_FLOAT, 0, textureCoords); + + gl.bindTexture(getGLTexture()); + gl.drawArrays(GL_QUADS, 0, 4); + gl.bindTexture(0); + } + + void GraphicSingle::render(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 / mSize.w; + float sly = slice.y / mSize.h; + float slw = slice.w / mSize.w; + float slh = slice.h / mSize.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(getGLTexture()); + gl.drawArrays(GL_QUADS, 0, 4); + gl.bindTexture(0); + } + + } // namespace Graphics +} // namespace JinEngine
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