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#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)
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