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Diffstat (limited to 'src/libjin/graphics/mesh.cpp')
-rw-r--r-- | src/libjin/graphics/mesh.cpp | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/src/libjin/graphics/mesh.cpp b/src/libjin/graphics/mesh.cpp new file mode 100644 index 0000000..71ebf62 --- /dev/null +++ b/src/libjin/graphics/mesh.cpp @@ -0,0 +1,78 @@ +#include "../math/math.h" + +#include "mesh.h" +#include "shaders/shader.h" + +using namespace JinEngine::Math; +using namespace JinEngine::Graphics::Shaders; + +namespace JinEngine +{ + namespace Graphics + { + + Mesh::Mesh() + : mGraphic(nullptr) + { + } + + void Mesh::setGraphic(const Graphic* graphic) + { + mGraphic = graphic; + } + + void Mesh::pushVertex(float x, float y, float u, float v, Color color) + { + Vertex vert; + vert.xy.x() = x; vert.xy.y() = y; + vert.uv.u() = u; vert.uv.v() = v; + vert.color = color; + pushVertex(vert); + } + + void Mesh::pushVertex(const Vertex& vert) + { + mVertices.push_back(vert); + // Update bound + if (mVertices.size() == 2) + { + const Vertex& v0 = mVertices[0]; + mBound.l = min(v0.xy.x(), vert.xy.x()); + mBound.r = max(v0.xy.x(), vert.xy.x()); + mBound.t = min(v0.xy.y(), vert.xy.y()); + mBound.b = max(v0.xy.y(), vert.xy.y()); + } + else + { + float x = vert.xy.x(), y = vert.xy.y(); + mBound.l = x < mBound.l ? x : mBound.l; + mBound.r = x > mBound.r ? x : mBound.r; + mBound.t = y < mBound.t ? y : mBound.t; + mBound.b = y > mBound.b ? y : mBound.b; + } + } + + void Mesh::render(float x, float y, float sx, float sy, float r, float ox, float oy) const + { + if (mGraphic == nullptr || mVertices.size() == 0) + return; + + Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ox, oy); + + Shader* shader = gl.getShader(); + shader->begin() + .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix) + .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()) + .uploadVertices(2, GL_FLOAT, sizeof(Vertex), &(mVertices[0].xy)) + .uploadUV(2, GL_FLOAT, sizeof(Vertex), &(mVertices[0].uv)) + .uploadColor(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &(mVertices[0].color), GL_TRUE); + + gl.bindTexture2D(mGraphic->getGLTexture()); + gl.drawArrays(GL_POLYGON, 0, mVertices.size()); + + + shader->end(); + }; + + } // namespace Graphics +} // namespace JinEngine
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