コード例 #1
0
ファイル: cButton.cpp プロジェクト: DGUMBR200/A2
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();

}
コード例 #2
0
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;
	}

}