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#include "sprite.hpp"
#include "resourcemanager.hpp"
#include "vertex.hpp"

#include <cstddef>

namespace yage
{

Sprite::Sprite()
{}

Sprite::~Sprite()
{
	if(vbo_id_ != 0)
		glDeleteBuffers(1, &vbo_id_);
}

void Sprite::init(float x, float y, float width, float height, const std::string &texture_path)
{
	x_ = x;
	y_ = y;
	width_ = width;
	height_ = height;
	texture_ = ResourceManager::getTexture(texture_path);

	if(vbo_id_ == 0)
		glGenBuffers(1, &vbo_id_);

	Vertex vertex_data[6];

	vertex_data[0].setPosition(x+width, y+height);
	vertex_data[0].setUv(1.f, 1.f);

	vertex_data[1].setPosition(x, y+height);
	vertex_data[1].setUv(0.f, 1.f);

	vertex_data[2].setPosition(x, y);
	vertex_data[2].setUv(0.f, 0.f);

	vertex_data[3].setPosition(x, y);
	vertex_data[3].setUv(0.f, 0.f);

	vertex_data[4].setPosition(x+width, y+height);
	vertex_data[4].setUv(1.f, 1.f);

	vertex_data[5].setPosition(x+width, y);
	vertex_data[5].setUv(1.f, 0.f);

	for(int i = 0; i < 6; ++i)
		vertex_data[i].setColor(255, 0, 255, 255);

	vertex_data[1].setColor(0, 255, 255, 255);
	vertex_data[4].setColor(255, 0, 0, 255);

	glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void Sprite::draw()
{
	glBindTexture(GL_TEXTURE_2D, texture_.id);
	glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);
    
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
	glEnableVertexAttribArray(2);

	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, position));
	glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void *)offsetof(Vertex, color));
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, uv));
	glDrawArrays(GL_TRIANGLES, 0, 6);
    
	glDisableVertexAttribArray(2);
	glDisableVertexAttribArray(1);
	glDisableVertexAttribArray(0);
    
	glBindBuffer(GL_ARRAY_BUFFER, 0);    
}
    
} // yage