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/*
* Copyright (C) 2005 Maarten de Boer <maarten@resorama.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301, USA.
*
*/
#include "Texture.hxx"
#include <cmath>
void Texture::Bind(void)
{
static Texture *bound = 0;
if (bound != this)
glBindTexture(GL_TEXTURE_2D, gl_texture);
}
void Texture::Draw(const Rect & src, const Rect & dst)
{
float fx1 = float (src.x) / float (rect.w);
float fy1 = float (src.y) / float (rect.h);
float fx2 = float (src.x + src.w) / float (rect.w);
float fy2 = float (src.y + src.h) / float (rect.h);
Bind();
glBegin(GL_QUADS);
glTexCoord2f(fx1, fy1);
glVertex3f(dst.x, dst.y, 0);
glTexCoord2f(fx2, fy1);
glVertex3f(dst.x + dst.w, dst.y, 0);
glTexCoord2f(fx2, fy2);
glVertex3f(dst.x + dst.w, dst.y + dst.h, 0);
glTexCoord2f(fx1, fy2);
glVertex3f(dst.x, dst.y + dst.h, 0);
glEnd();
}
void Texture::Draw(const Rect & src, const Rect & dst,float angle)
{
float fx1 = float (src.x) / float (rect.w);
float fy1 = float (src.y) / float (rect.h);
float fx2 = float (src.x + src.w) / float (rect.w);
float fy2 = float (src.y + src.h) / float (rect.h);
float fx = dst.x;
float fy = dst.y;
float fw = dst.w;
float fh = dst.h;
float cx = fx+fw/2.;
float cy = fy+fh/2.;
float d,a;
d = sqrt((fx-cx)*(fx-cx) + (fy-cy)*(fy-cy));
a = atan2(fy-cy,fx-cx) + angle;
float dstx1 = cx+(0.5+d*cos(a));
float dsty1 = cy+(0.5+d*sin(a));
d = sqrt((fx+fw-cx)*(fx+fw-cx) + (fy-cy)*(fy-cy));
a = atan2(fy-cy,fx+fw-cx) + angle;
float dstx2 = cx+(0.5+d*cos(a));
float dsty2 = cy+(0.5+d*sin(a));
d = sqrt((fx+fw-cx)*(fx+fw-cx) + (fy+fh-cy)*(fy+fh-cy));
a = atan2(fy+fh-cy,fx+fw-cx) + angle;
float dstx3 = cx+(0.5+d*cos(a));
float dsty3 = cy+(0.5+d*sin(a));
d = sqrt((fx-cx)*(fx-cx) + (fy+fh-cy)*(fy+fh-cy));
a = atan2(fy+fh-cy,fx-cx) + angle;
float dstx4 = cx+(0.5+d*cos(a));
float dsty4 = cy+(0.5+d*sin(a));
Bind();
glBegin(GL_QUADS);
glTexCoord2f(fx1, fy1);
glVertex3f(dstx1, dsty1, 0);
glTexCoord2f(fx2, fy1);
glVertex3f(dstx2, dsty2, 0);
glTexCoord2f(fx2, fy2);
glVertex3f(dstx3, dsty3, 0);
glTexCoord2f(fx1, fy2);
glVertex3f(dstx4, dsty4, 0);
glEnd();
}
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