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path: root/src/libjin/render/drawable.cpp
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#include "../modules.h"
#if JIN_MODULES_RENDER

#include "drawable.h"
#include "../math/matrix.h"
#include <stdlib.h>

namespace jin
{
namespace render
{
    Drawable::Drawable(int w, int h):texture(0), width(w), height(h), ancx(0), ancy(0), textCoord(0), vertCoord(0)
    {
    }

    Drawable::~Drawable()
    {
        glDeleteTextures(1, &texture);
        delete[] vertCoord; 
        delete[] textCoord;
    }

    void Drawable::setVertices(float* v, float* t)
    {
        // render area 
        if (vertCoord)
            delete[] vertCoord;
        vertCoord = v;

        // textrue 
        if (textCoord) 
            delete[] textCoord; 
        textCoord = t;
    }

    void Drawable::setAnchor(int x, int y)
    {
        ancx = x; 
        ancy = y;
    }

    void Drawable::draw(int x, int y, float sx, float sy, float r)
    {
        // Must set textCoord and vertCoord before renderring 
        if (! textCoord||! vertCoord) return;

        static jin::math::Matrix t;
        t.setTransformation(x, y, r, sx, sy, ancx, ancy);

        glEnable(GL_TEXTURE_2D);

        glBindTexture(GL_TEXTURE_2D, texture);
        
        // push modle matrix
        glPushMatrix();
        glMultMatrixf((const GLfloat*)t.getElements());

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glTexCoordPointer(2, GL_FLOAT, 0, textCoord);
        glVertexPointer(2, GL_FLOAT, 0, vertCoord);
        glDrawArrays(GL_QUADS, 0, 4);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);

        // pop the model matrix
        glPopMatrix();

        // bind texture to default screen 
        glBindTexture(GL_TEXTURE_2D, 0);

        glDisable(GL_TEXTURE_2D);
    }
} // render
} // jin

#endif // JIN_MODULES_RENDER