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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
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