void cButton::render(int textureToRender) { GLTextureID = textureToRender; setSpriteCentre(); glPushMatrix(); glTranslatef(spritePos2D.x, spritePos2D.y, 0.0f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, GLTextureID); // Binding of GLtexture name glBegin(GL_QUADS); glColor3f(255.0f, 255.0f, 255.0f); glTexCoord2f(spriteTexCoordData[0].x, spriteTexCoordData[0].y); glVertex2f(0, 0); glTexCoord2f(spriteTexCoordData[1].x, spriteTexCoordData[1].y); glVertex2f(textureWidth, 0); glTexCoord2f(spriteTexCoordData[2].x, spriteTexCoordData[2].y); glVertex2f(textureWidth, textureHeight); glTexCoord2f(spriteTexCoordData[3].x, spriteTexCoordData[3].y); glVertex2f(0, textureHeight); glEnd(); glDisable(GL_TEXTURE_2D); glPopMatrix(); }
void cTileMap::render() { mapStartXY = spritePos2D; glm::vec2 tilePosXY = mapStartXY; for (int row = 0; row < 8; row++) { for (int column = 0; column < 8; column++) { switch (tileMap[row][column]) { case 1: GLTextureID = tileTextureList[0]->getTexture(); break; case 2: GLTextureID = tileTextureList[1]->getTexture(); break; case 3: GLTextureID = tileTextureList[2]->getTexture(); break; case 4: GLTextureID = tileTextureList[3]->getTexture(); break; case 5: GLTextureID = tileTextureList[4]->getTexture(); break; case 6: GLTextureID = tileTextureList[5]->getTexture(); break; case 7: GLTextureID = tileTextureList[6]->getTexture(); break; case 8: GLTextureID = tileTextureList[7]->getTexture(); break; } setTextureDimensions(tileTextureList[0]->getTWidth(), tileTextureList[0]->getTHeight()); setSpriteCentre(); glPushMatrix(); glTranslatef(tilePosXY.x, tilePosXY.y, 0.0f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, GLTextureID); // Binding of GLtexture name glBegin(GL_QUADS); glColor3f(255.0f, 255.0f, 255.0f); glTexCoord2f(spriteTexCoordData[0].x, spriteTexCoordData[0].y); glVertex2f(0, 0); glTexCoord2f(spriteTexCoordData[1].x, spriteTexCoordData[1].y); glVertex2f(textureWidth, 0); glTexCoord2f(spriteTexCoordData[2].x, spriteTexCoordData[2].y); glVertex2f(textureWidth, textureHeight); glTexCoord2f(spriteTexCoordData[3].x, spriteTexCoordData[3].y); glVertex2f(0, textureHeight); glEnd(); glDisable(GL_TEXTURE_2D); glPopMatrix(); tilePosXY.x += cSprite::textureWidth; } tilePosXY.x = mapStartXY.x; tilePosXY.y += cSprite::textureHeight; } }