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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.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);
    }

} // render
} // jin

#endif // LIBJIN_MODULES_RENDER