/******************************************************************* ** This code is part of Breakout. ** ** Breakout is free software: you can redistribute it and/or modify ** it under the terms of the CC BY 4.0 license as published by ** Creative Commons, either version 4 of the License, or (at your ** option) any later version. ******************************************************************/ #include "game.h" #include "resource_manager.h" #include "sprite_renderer.h" // Game-related State data SpriteRenderer *Renderer; Game::Game(unsigned int width, unsigned int height) : State(GAME_MENU), Keys(), KeysProcessed(), Width(width), Height(height) { } Game::~Game() { } void Game::Init() { // load shaders ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite"); // configure shaders glm::mat4 projection = glm::ortho(0.0f, static_cast(this->Width), static_cast(this->Height), 0.0f, -1.0f, 1.0f); ResourceManager::GetShader("sprite").Use().SetInteger("image", 0); ResourceManager::GetShader("sprite").SetMatrix4("projection", projection); // set render-specific controls Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite")); // load textures ResourceManager::LoadTexture("textures/awesomeface.png", true, "face"); } void Game::Update(float dt) { } void Game::ProcessInput(float dt) { } void Game::Render() { Renderer->DrawSprite(ResourceManager::GetTexture("face"), glm::vec2(200.0f, 200.0f), glm::vec2(300.0f, 400.0f), 45.0f, glm::vec3(0.0f, 1.0f, 0.0f)); }