aboutsummaryrefslogtreecommitdiff
path: root/src/libjin/Graphics/je_graphic.cpp
blob: 0bb3fe1723d21b5b8116d2557affde16c783cc66 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
#include "../core/je_configuration.h"
#if defined(jin_graphics)

#include <stdlib.h>

#include "../math/je_matrix.h"

#include "shaders/je_shader.h"
#include "je_graphic.h"

using namespace JinEngine::Graphics::Shaders;

namespace JinEngine
{
    namespace Graphics
    {

        Graphic::Graphic(int w, int h)
            : mTexture(0)
            , mSize(w, h)
        {
            mTexture = gl.genTexture();
        }

        Graphic::Graphic(const Bitmap* bitmap)
            : mTexture(0)
        {
            mSize.w = bitmap->getWidth();
            mSize.h = bitmap->getHeight();

            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, mSize.w, mSize.h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
            gl.bindTexture(0);
        }

        Graphic::~Graphic()
        {
            glDeleteTextures(1, &mTexture);
        }

        void Graphic::render(int x, int y, float sx, float sy, float r, float ox, float oy) const
        {
            Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, r, sx, sy, ox, oy);
            int w = getWidth(), h = getHeight();
            static float vertexCoords[8];
            static float textureCoords[8];
            // Set vertex coordinates.
            vertexCoords[0] = 0; vertexCoords[1] = 0;
            vertexCoords[2] = 0; vertexCoords[3] = h;
            vertexCoords[4] = w; vertexCoords[5] = h;
            vertexCoords[6] = w; vertexCoords[7] = 0;
            // Set texture coordinates.
            textureCoords[0] = 0; textureCoords[1] = 0;
            textureCoords[2] = 0; textureCoords[3] = 1;
            textureCoords[4] = 1; textureCoords[5] = 1;
            textureCoords[6] = 1; textureCoords[7] = 0;
            // Set shader.
            Shader* shader = Shader::getCurrentShader();
            shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
            shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
            shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
            shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);

            gl.bindTexture(getGLTexture());
            gl.drawArrays(GL_QUADS, 0, 4);
            gl.bindTexture(0);
        }

        void Graphic::render(const Math::Quad& slice, int x, int y, float sx, float sy, float r, float ax, float ay) const
        {
            static float vertexCoords[8];
            static float textureCoords[8];

            // Set vertex coordinates.
            vertexCoords[0] = 0;       vertexCoords[1] = 0;
            vertexCoords[2] = 0;       vertexCoords[3] = slice.h;
            vertexCoords[4] = slice.w; vertexCoords[5] = slice.h;
            vertexCoords[6] = slice.w; vertexCoords[7] = 0;
            // Set texture coordinates.
            float slx = slice.x / mSize.w;
            float sly = slice.y / mSize.h;
            float slw = slice.w / mSize.w;
            float slh = slice.h / mSize.h;
            textureCoords[0] = slx; textureCoords[1] = sly;
            textureCoords[2] = slx; textureCoords[3] = sly + slh;
            textureCoords[4] = slx + slw; textureCoords[5] = sly + slh;
            textureCoords[6] = slx + slw; textureCoords[7] = sly;

            Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, r, sx, sy, ax, ay);

            Shader* shader = Shader::getCurrentShader();
            shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix);
            shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
            shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords);
            shader->setUVPointer(2, GL_FLOAT, 0, textureCoords);

            gl.bindTexture(getGLTexture());
            gl.drawArrays(GL_QUADS, 0, 4);
            gl.bindTexture(0);
        }

        //void Graphic::setFilter(GLint min, GLint max)
        //{
        //    glTexParameteri(GL_)
        //}

    } // namespace Graphics
} // namespace JinEngine

#endif // defined(jin_graphics)