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path: root/src/libjin/Graphics/je_graphic_single.cpp
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#include "shader/je_shader.h"

#include "je_graphic_single.h"

namespace JinEngine
{
    namespace Graphics
    {

        GraphicSingle::GraphicSingle(int w, int h)
            : Graphic(w, h)
        {
        }

        GraphicSingle::GraphicSingle(const Bitmap* bitmap)
            : Graphic(bitmap)
        {
        }

        void GraphicSingle::render(int x, int y, float sx, float sy, float r, float ox, float oy)
        {
            gl.ModelMatrix.setTransformation(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_MODEL_MATRIX, &gl.ModelMatrix);
            shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
            shader->bindVertexPointer(2, GL_FLOAT, 0, vertexCoords);
            shader->bindUVPointer(2, GL_FLOAT, 0, textureCoords);

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

        void GraphicSingle::render(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(getGLTexture());
            gl.drawArrays(GL_QUADS, 0, 4);
            gl.bindTexture(0);
        }

    } // namespace Graphics
} // namespace JinEngine