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#include "../modules.h"
#if JIN_MODULES_RENDER
#include "drawable.h"
#include "../math/matrix.h"
#include <stdlib.h>
namespace jin
{
namespace graphics
{
Drawable::Drawable(int w, int h)
: texture(0)
, size()
, anchor()
{
}
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)
{
// Must set textCoord and vertCoord before renderring
if (! textCoord||! vertCoord) return;
static jin::math::Matrix t;
t.setTransformation(x, y, r, sx, sy, anchor.x, anchor.y);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// push modle matrix
glPushMatrix();
glMultMatrixf((const GLfloat*)t.getElements());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textCoord);
glVertexPointer(2, GL_FLOAT, 0, vertCoord);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// pop the model matrix
glPopMatrix();
// bind texture to default screen
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
} // render
} // jin
#endif // JIN_MODULES_RENDER
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