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/** ---------------------------------------------------------------------------
* @file: sprite.cpp
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#include <yage/core/resourcemanager.h>
#include <yage/core/sprite.h>
#include <yage/core/vertex.h>
#include <cstddef>
namespace yage
{
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 (auto &i : vertex_data) {
i.setColour(255, 0, 255, 255);
}
vertex_data[1].setColour(0, 255, 255, 255);
vertex_data[4].setColour(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, colour));
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);
}
} // namespace yage
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