Files
TheSubterranean/SpriteRenderer.cpp
2021-07-07 22:09:21 +02:00

77 lines
2.6 KiB
C++

#include "SpriteRenderer.h"
SpriteRenderer::SpriteRenderer(Shader& shader)
{
this->shader = shader;
this->initRenderData();
}
SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this->quadVAO);
}
void SpriteRenderer::DrawSprite(Texture& texture, glm::vec2 position, glm::vec4 UV, glm::vec2 size, GLfloat rotate)
{
GLfloat vertices[] = {
// Pos // Tex
0.0f * size.x + position.x, 1.0f * size.y + position.y, UV.x, UV.y,
1.0f * size.x + position.x, 0.0f * size.y + position.y, UV.z, UV.w,
0.0f * size.x + position.x, 0.0f * size.y + position.y, UV.x, UV.w,
1.0f * size.x + position.x, 1.0f * size.y + position.y, UV.z, UV.y
};
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Prepare transformations
//this->shader.Use();
//glm::mat4 model = glm::mat4(1.0);
// model = glm::translate(model, glm::vec3(position, 0.0f)); // First translate (transformations are: scale happens first, then rotation and then finall translation happens; reversed order)
//model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f)); // Move origin of rotation to center of quad
//model = glm::rotate(model, rotate, glm::vec3(0.0f, 0.0f, 1.0f)); // Then rotate
//model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f)); // Move origin back
//model = glm::scale(model, glm::vec3(size, 1.0f)); // Last scale
//this->shader.SetMatrix4("model", model);
// Render textured quad
texture.bind();
glBindVertexArray(this->quadVAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glDrawElements(
GL_TRIANGLES, // mode
6, // count
GL_UNSIGNED_INT, // type
(void*)0 // element array buffer offset
);
}
void SpriteRenderer::initRenderData()
{
// Configure VAO/VBO
unsigned int indices[] = {
2, 1, 0,
0, 1, 3
};
glGenVertexArrays(1, &this->quadVAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(this->quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}