123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110 |
- /*!
- * \file src/Sprite.cpp
- * \brief World Sprite
- *
- * \author xythobuz
- */
-
- #ifdef __APPLE__
- #include <OpenGL/gl.h>
- #include <OpenGL/glu.h>
- #else
- #include <GL/gl.h>
- #include <GL/glu.h>
- #endif
-
- #include "main.h"
- #include "Sprite.h"
-
- SpriteSequence::~SpriteSequence() {
- for (unsigned int i = 0; i < sprites.size(); i++)
- delete &sprites.at(i);
- }
-
- void SpriteSequence::add(Sprite &s) {
- sprites.push_back(&s);
- }
-
- unsigned int SpriteSequence::size() {
- return sprites.size();
- }
-
- Sprite &SpriteSequence::get(unsigned int index) {
- return *sprites.at(index);
- }
-
- Sprite::Sprite(vec3_t _vertex[4], vec2_t _texel[4], vec3_t _pos, vec_t _radius, int _texture) {
- radius = _radius;
- texture = _texture;
- for (unsigned int i = 0; i < 3; i++) {
- vertex[0][i] = _vertex[0][i];
- vertex[1][i] = _vertex[1][i];
- vertex[2][i] = _vertex[2][i];
- vertex[3][i] = _vertex[3][i];
- pos[i] = _pos[i];
- if (i < 2) {
- texel[0][i] = _texel[0][i];
- texel[1][i] = _texel[1][i];
- texel[2][i] = _texel[2][i];
- texel[3][i] = _texel[3][i];
- }
- }
- }
-
- void Sprite::display() {
- if (!getRender().isVisible(pos[0], pos[1], pos[2],
- radius))
- return;
-
- glPushMatrix();
- glTranslated(pos[0], pos[1], pos[2]);
-
- // Sprites must always face camera, because they have no depth =)
- glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
-
- switch (getRender().getMode()) {
- // No vertex lighting on sprites, as far as I see in specs
- // So just draw normal texture, no case 2
- case Render::modeSolid:
- glBegin(GL_TRIANGLE_STRIP);
- glColor3f(texel[0][0], texel[0][1], 0.5);
- glVertex3fv(vertex[0]);
-
- glColor3f(texel[1][0], texel[1][1], 0.5);
- glVertex3fv(vertex[1]);
-
- glColor3f(texel[3][0], texel[3][1], 0.5);
- glVertex3fv(vertex[3]);
-
- glColor3f(texel[2][0], texel[2][1], 0.5);
- glVertex3fv(vertex[2]);
- glEnd();
- break;
- case Render::modeWireframe:
- glColor3fv(CYAN);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vertex[0]);
- glVertex3fv(vertex[1]);
- glVertex3fv(vertex[2]);
- glVertex3fv(vertex[3]);
- glEnd();
- glColor3fv(WHITE);
- break;
- default:
- glBindTexture(GL_TEXTURE_2D, texture+1);
-
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2fv(texel[0]);
- glVertex3fv(vertex[0]);
- glTexCoord2fv(texel[1]);
- glVertex3fv(vertex[1]);
- glTexCoord2fv(texel[3]);
- glVertex3fv(vertex[3]);
- glTexCoord2fv(texel[2]);
- glVertex3fv(vertex[2]);
- glEnd();
- }
-
- glPopMatrix();
- }
|