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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
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