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path: root/src/libjin/Graphics/je_graphic_single.cpp
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-rw-r--r--src/libjin/Graphics/je_graphic_single.cpp81
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 \ No newline at end of file