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#include "../core/je_configuration.h"
#if defined(jin_graphics)
#include <stdlib.h>
#include "../math/je_matrix.h"
#include "shader/je_shader.h"
#include "je_drawable.h"
namespace JinEngine
{
namespace Graphics
{
Drawable::Drawable(int w, int h)
: mTexture(0)
, mSize(w, h)
, mOrigin(0, 0)
{
mVertexCoords[0] = 0; mVertexCoords[1] = 0;
mVertexCoords[2] = 0; mVertexCoords[3] = h;
mVertexCoords[4] = w; mVertexCoords[5] = h;
mVertexCoords[6] = w; mVertexCoords[7] = 0;
mTextureCoords[0] = 0; mTextureCoords[1] = 0;
mTextureCoords[2] = 0; mTextureCoords[3] = 1;
mTextureCoords[4] = 1; mTextureCoords[5] = 1;
mTextureCoords[6] = 1; mTextureCoords[7] = 0;
}
Drawable::Drawable(const Bitmap* bitmap)
: mTexture(0)
, mOrigin(0, 0)
{
uint32 w = mSize.w = bitmap->getWidth();
uint32 h = mSize.h = bitmap->getHeight();
mVertexCoords[0] = 0; mVertexCoords[1] = 0;
mVertexCoords[2] = 0; mVertexCoords[3] = h;
mVertexCoords[4] = w; mVertexCoords[5] = h;
mVertexCoords[6] = w; mVertexCoords[7] = 0;
mTextureCoords[0] = 0; mTextureCoords[1] = 0;
mTextureCoords[2] = 0; mTextureCoords[3] = 1;
mTextureCoords[4] = 1; mTextureCoords[5] = 1;
mTextureCoords[6] = 1; mTextureCoords[7] = 0;
const Color* pixels = bitmap->getPixels();
mTexture = gl.genTexture();
gl.bindTexture(mTexture);
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, &mTexture);
}
void Drawable::setOrigin(int x, int y)
{
mOrigin.x = x;
mOrigin.y = y;
}
void Drawable::draw(int x, int y, float sx, float sy, float r)
{
gl.ModelMatrix.setTransformation(x, y, r, sx, sy, mOrigin.x, mOrigin.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, mVertexCoords);
shader->bindUVPointer(2, GL_FLOAT, 0, mTextureCoords);
gl.bindTexture(mTexture);
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 / mSize.w;
float sly = slice.y / mSize.h;
float slw = slice.w / mSize.w;
float slh = slice.h / mSize.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(mTexture);
gl.drawArrays(GL_QUADS, 0, 4);
gl.bindTexture(0);
}
//void Drawable::setFilter(GLint min, GLint max)
//{
// glTexParameteri(GL_)
//}
} // namespace Graphics
} // namespace JinEngine
#endif // defined(jin_graphics)
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