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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
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