/******************************************************************* ** 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 "sprite_renderer.h" SpriteRenderer::SpriteRenderer(Shader &shader) { this->shader = shader; this->initRenderData(); } SpriteRenderer::~SpriteRenderer() { glDeleteVertexArrays(1, &this->quadVAO); } void SpriteRenderer::DrawSprite(Texture2D &texture, glm::vec2 position, glm::vec2 size, float rotate, glm::vec3 color) { // prepare transformations this->shader.Use(); glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, glm::vec3(position, 0.0f)); // first translate (transformations are: scale happens first, then rotation, and then final 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, glm::radians(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 this->shader.SetVector3f("spriteColor", color); glActiveTexture(GL_TEXTURE0); texture.Bind(); glBindVertexArray(this->quadVAO); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); } void SpriteRenderer::initRenderData() { // configure VAO/VBO unsigned int VBO; float vertices[] = { // pos // tex 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f }; glGenVertexArrays(1, &this->quadVAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(this->quadVAO); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); }