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-rw-r--r--src/libjin/graphics/je_graphic.cpp135
1 files changed, 135 insertions, 0 deletions
diff --git a/src/libjin/graphics/je_graphic.cpp b/src/libjin/graphics/je_graphic.cpp
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+++ b/src/libjin/graphics/je_graphic.cpp
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+#include "../core/je_configuration.h"
+#if defined(jin_graphics)
+
+#include <stdlib.h>
+
+#include "../math/je_matrix.h"
+#include "../math/je_vector2.hpp"
+
+#include "shaders/je_shader.h"
+#include "je_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.bindTexture(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);
+ gl.bindTexture(0);
+ }
+
+ Graphic::~Graphic()
+ {
+ glDeleteTextures(1, &mTexture);
+ }
+
+ void Graphic::render(int x, int y, float sx, float sy, float r, float ox, float oy) const
+ {
+ Math::Matrix modelMatrix = 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 = Shader::getCurrentShader();
+ shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
+ shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
+ shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
+ shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);
+
+ gl.bindTexture(getGLTexture());
+ gl.drawArrays(GL_QUADS, 0, 4);
+ gl.bindTexture(0);
+ }
+
+ void Graphic::render(const Math::Quad& slice, int x, int 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 modelMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ax, ay);
+
+ Shader* shader = Shader::getCurrentShader();
+ shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
+ shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
+ shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
+ shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);
+
+ gl.bindTexture(getGLTexture());
+ gl.drawArrays(GL_QUADS, 0, 4);
+ gl.bindTexture(0);
+ }
+
+ 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) \ No newline at end of file