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BreakOut/src/spriterenderer.cpp
2022-10-19 17:30:18 +02:00

61 lines
1.7 KiB
C++

#include "spriterenderer.h"
SpriteRenderer::SpriteRenderer(const Shader& shader)
{
this->shader = shader;
this->initRenderData();
}
SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this->quadVAO);
}
void SpriteRenderer::initRenderData()
{
unsigned int VBO;
float vertices [] = {
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);
}
void SpriteRenderer::DrawSprite(const 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));
model = glm::translate(model, glm::vec3(0.5f * size.x , 0.5f * size.y, 0.0f));
model = glm::rotate(model, glm::radians(rotate), glm::vec3(0.0f,0.0f, 1.0f));
model = glm::translate(model, glm::vec3(-0.5 * size.x ,-0.5 * size.y, 0.0f));
model = glm::scale(model, glm::vec3(size, 1.0f));
this->shader.SetMatrix4("model", model);
this->shader.SetVector3f("spriteColor", color);
glActiveTexture(GL_TEXTURE0);
texture.Bind();
glBindVertexArray(this->quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}