/* ** quad.h ** ** This file is part of mkxp. ** ** Copyright (C) 2013 Jonas Kulla ** ** 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 . */ #ifndef QUAD_H #define QUAD_H #include "etc-internal.h" #include "gl-util.h" #include "sharedstate.h" #include "global-ibo.h" #include "shader.h" 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(); VBO::allocEmpty(sizeof(Vertex[4]), GL_DYNAMIC_DRAW); gl.EnableVertexAttribArray(Shader::Color); gl.EnableVertexAttribArray(Shader::Position); gl.EnableVertexAttribArray(Shader::TexCoord); gl.VertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset()); gl.VertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset()); gl.VertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::texPosOffset()); 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::uploadSubData(0, sizeof(Vertex[4]), vert); VBO::unbind(); } 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); gl.DrawElements(GL_TRIANGLES, 6, _GL_INDEX_TYPE, 0); VAO::unbind(); } }; #endif // QUAD_H