Пример #1
0
void BatchSpriteRenderer::render(F32 x, F32 y, F32 width, F32 height, F32 angleRads) {
	F32 top = height/2;
	F32 right = width/2;
	F32 bottom = -height/2;
	F32 left = -width/2;
	F32 verts[] = {
			left, top, 0, right, top, 0, right, bottom, 0, left, bottom, 0
	};
	F32 uvs[] = {
			0, 0, 1, 0, 1, 1, 0, 1
	};
	if (context->gConfig->useShaders) {
		ShaderProgram *shaderProgram = context->glResourceManager->getShaderProgram("quad");
		Matrix4f myMvMatrix = context->renderContext->mvMatrix;
		myMvMatrix.translate(x, y, 0);
		myMvMatrix.rotate(angleRads * (180 / PI), 0, 0, -1.0f);
		glVertexAttribPointer(shaderProgram->getVertexAttributeLoc("vPosition"), 3, GL_FLOAT, GL_FALSE, 0, verts);
		glVertexAttribPointer(shaderProgram->getVertexAttributeLoc("uvMap"), 2, GL_FLOAT, GL_FALSE, 0, uvs);
		glUniformMatrix4fv(shaderProgram->getUniformLoc("projection_matrix"), 1, GL_FALSE, (GLfloat*) context->renderContext->projMatrix.data);
		glUniformMatrix4fv(shaderProgram->getUniformLoc("modelview_matrix"), 1, GL_FALSE, (GLfloat*) myMvMatrix.data);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	} else {
		// GL1 rendering branch
		Vector4f colorFilter = context->renderContext->colorFilter;
		glColor4f(colorFilter.x,colorFilter.y,colorFilter.z,colorFilter.a);
		glPushMatrix();
		glTranslatef(x, y, 0);
		glRotatef(angleRads * (180 / PI), 0, 0, 1.0f);
		glVertexPointer(3, GL_FLOAT, 0, &verts);
		glTexCoordPointer(2, GL_FLOAT, 0, &uvs);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
		glPopMatrix();
	}
}
Пример #2
0
void BatchSpriteRenderer::render(F32 top, F32 right, F32 bottom, F32 left) {
	F32 verts[] = {
			left, top, 0, right, top, 0, right, bottom, 0, left, bottom, 0
	};
	F32 uvs[] = {
			0, 0, 1, 0, 1, 1, 0, 1
	};
	if (context->gConfig->useShaders) {
		ShaderProgram *shaderProgram = context->glResourceManager->getShaderProgram("quad");
		glVertexAttribPointer(shaderProgram->getVertexAttributeLoc("vPosition"), 3, GL_FLOAT, GL_FALSE, 0, verts);
		glVertexAttribPointer(shaderProgram->getVertexAttributeLoc("uvMap"), 2, GL_FLOAT, GL_FALSE, 0, uvs);
		glUniformMatrix4fv(shaderProgram->getUniformLoc("projection_matrix"), 1, GL_FALSE, (GLfloat*) context->renderContext->projMatrix.data);
		glUniformMatrix4fv(shaderProgram->getUniformLoc("modelview_matrix"), 1, GL_FALSE, (GLfloat*) context->renderContext->mvMatrix.data);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	} else {
		glVertexPointer(3, GL_FLOAT, 0, &verts);
		glTexCoordPointer(2, GL_FLOAT, 0, &uvs);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	}
}