mkxp/src/quad.h

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/*
** quad.h
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 2 of the License, or
** (at your option) any later version.
**
** mkxp is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef QUAD_H
#define QUAD_H
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#include "glew.h"
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#include "etc-internal.h"
#include "gl-util.h"
#include "sharedstate.h"
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#include "global-ibo.h"
#include "shader.h"
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struct Quad
{
Vertex vert[4];
VBO::ID vbo;
VAO::ID vao;
bool vboDirty;
static void setPosRect(CVertex *vert, const FloatRect &r)
{
int i = 0;
vert[i++].pos = r.topLeft();
vert[i++].pos = r.topRight();
vert[i++].pos = r.bottomRight();
vert[i++].pos = r.bottomLeft();
}
static void setColor(CVertex *vert, const Vec4 &c)
{
for (int i = 0; i < 4; ++i)
vert[i].color = c;
}
static void setPosRect(SVertex *vert, const FloatRect &r)
{
int i = 0;
vert[i++].pos = r.topLeft();
vert[i++].pos = r.topRight();
vert[i++].pos = r.bottomRight();
vert[i++].pos = r.bottomLeft();
}
static void setTexRect(SVertex *vert, const FloatRect &r)
{
int i = 0;
vert[i++].texPos = r.topLeft();
vert[i++].texPos = r.topRight();
vert[i++].texPos = r.bottomRight();
vert[i++].texPos = r.bottomLeft();
}
static void setPosRect(Vertex *vert, const FloatRect &r)
{
int i = 0;
vert[i++].pos = r.topLeft();
vert[i++].pos = r.topRight();
vert[i++].pos = r.bottomRight();
vert[i++].pos = r.bottomLeft();
}
static void setTexRect(Vertex *vert, const FloatRect &r)
{
int i = 0;
vert[i++].texPos = r.topLeft();
vert[i++].texPos = r.topRight();
vert[i++].texPos = r.bottomRight();
vert[i++].texPos = r.bottomLeft();
}
static int setTexPosRect(SVertex *vert, const FloatRect &tex, const FloatRect &pos)
{
setPosRect(vert, pos);
setTexRect(vert, tex);
return 1;
}
static int setTexPosRect(Vertex *vert, const FloatRect &tex, const FloatRect &pos)
{
setPosRect(vert, pos);
setTexRect(vert, tex);
return 1;
}
Quad()
: vbo(VBO::gen()),
vao(VAO::gen()),
vboDirty(true)
{
VAO::bind(vao);
VBO::bind(vbo);
shState->bindQuadIBO();
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glEnableVertexAttribArray(Shader::Color);
glEnableVertexAttribArray(Shader::Position);
glEnableVertexAttribArray(Shader::TexCoord);
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glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset());
glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset());
glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::texPosOffset());
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VAO::unbind();
VBO::unbind();
IBO::unbind();
setColor(Vec4(1, 1, 1, 1));
}
~Quad()
{
VAO::del(vao);
VBO::del(vbo);
}
void updateBuffer()
{
VBO::bind(vbo);
VBO::allocEmpty(sizeof(Vertex) * 4, GL_DYNAMIC_DRAW);
VBO::uploadData(sizeof(Vertex) * 4, vert, GL_DYNAMIC_DRAW);
}
void setPosRect(const FloatRect &r)
{
setPosRect(vert, r);
vboDirty = true;
}
void setTexRect(const FloatRect &r)
{
setTexRect(vert, r);
vboDirty = true;
}
void setTexPosRect(const FloatRect &tex, const FloatRect &pos)
{
setTexPosRect(vert, tex, pos);
vboDirty = true;
}
void setColor(const Vec4 &c)
{
for (int i = 0; i < 4; ++i)
vert[i].color = c;
vboDirty = true;
}
void draw()
{
if (vboDirty)
{
updateBuffer();
vboDirty = false;
}
VAO::bind(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
VAO::unbind();
}
};
#endif // QUAD_H