OpenMiner/source/gui/Image.cpp

105 lines
2.6 KiB
C++

/*
* =====================================================================================
*
* Filename: Image.cpp
*
* Description:
*
* Created: 20/09/2014 16:22:12
*
* Author: Quentin Bazin, <gnidmoo@gmail.com>
*
* =====================================================================================
*/
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include "Config.hpp"
#include "Image.hpp"
#include "ResourceHandler.hpp"
#include "Vertex.hpp"
Image::Image(const std::string &textureName) {
load(ResourceHandler::getInstance().get<Texture>(textureName));
}
Image::Image(const Texture &texture) {
load(texture);
}
void Image::load(const std::string &textureName) {
load(ResourceHandler::getInstance().get<Texture>(textureName));
}
void Image::load(const Texture &texture) {
m_texture = &texture;
m_width = m_texture->width();
m_height = m_texture->height();
setClipRect(0, 0, m_width, m_height);
}
void Image::setClipRect(float x, float y, u16 width, u16 height) {
m_clipRect.reset(x, y, width, height);
updateVertexBuffer();
}
void Image::updateVertexBuffer() const {
Vertex vertices[4] = {
{{m_clipRect.width, 0, 0, -1}},
{{0, 0, 0, -1}},
{{0, m_clipRect.height, 0, -1}},
{{m_clipRect.width, m_clipRect.height, 0, -1}},
};
FloatRect texRect = FloatRect(
m_clipRect.x / float(m_width),
m_clipRect.y / float(m_height),
m_clipRect.width / float(m_width),
m_clipRect.height / float(m_height)
);
vertices[0].texCoord[0] = texRect.x + texRect.width;
vertices[0].texCoord[1] = texRect.y;
vertices[1].texCoord[0] = texRect.x;
vertices[1].texCoord[1] = texRect.y;
vertices[2].texCoord[0] = texRect.x;
vertices[2].texCoord[1] = texRect.y + texRect.height;
vertices[3].texCoord[0] = texRect.x + texRect.width;
vertices[3].texCoord[1] = texRect.y + texRect.height;
// GLubyte indices[] = {
// 0, 1, 3,
// 3, 1, 2
// };
VertexBuffer::bind(&m_vbo);
m_vbo.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
VertexBuffer::bind(nullptr);
}
void Image::draw(RenderTarget &target, RenderStates states) const {
applyTransform(states);
states.viewMatrix = nullptr;
static glm::mat4 projectionMatrix = glm::ortho(0.0f, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT, 0.0f);
states.projectionMatrix = &projectionMatrix;
states.texture = m_texture;
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
target.draw(m_vbo, GL_QUADS, 0, 4, states);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
}