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path: root/src/libjin/Graphics/Drawable.cpp
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#include "../jin_configuration.h"
#if LIBJIN_MODULES_RENDER

#include "./Shader/Shader.h"
#include "drawable.h"
#include "../math/matrix.h"
#include <stdlib.h>

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)
        {
            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);
        }

    } // namespace graphics
} // namespace jin

#endif // LIBJIN_MODULES_RENDER