add color at the sprite

This commit is contained in:
Edouard Dupin 2012-06-21 18:31:39 +02:00
parent 4e271d2dcb
commit 969c36f27a
2 changed files with 42 additions and 52 deletions

View File

@ -37,6 +37,7 @@ ewol::Sprite::Sprite(etk::UString spriteName)
m_name = spriteName;
EWOL_VERBOSE("Create Sprite : \"" << m_name << "\"");
m_textureId = ewol::texture::Load(m_name);
}
ewol::Sprite::Sprite(etk::UString spriteName, float sizeX, float sizeY)
{
@ -63,18 +64,20 @@ void ewol::Sprite::Draw(void)
EWOL_WARNING("Texture does not exist ...");
return;
}
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
//EWOL_WARNING("Draw with texture : " << m_textureId << " ==> ogl=" << ewol::texture::GetGLID(m_textureId));
glBindTexture(GL_TEXTURE_2D, ewol::texture::GetGLID(m_textureId));
glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
glVertexPointer( 3, GL_FLOAT, 0, &m_coord[0] );
glTexCoordPointer( 2, GL_FLOAT, 0, &m_coordTex[0] );
glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
glEnableClientState( GL_COLOR_ARRAY ); // Enable Color Arrays
glVertexPointer( 3, GL_FLOAT, 0, &m_coord[0] );
glTexCoordPointer( 2, GL_FLOAT, 0, &m_coordTex[0] );
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, &m_coordColor[0] );
glDrawArrays( GL_TRIANGLES, 0, m_coord.Size());
//EWOL_DEBUG("request draw of " << m_coord.Size() << " elements");
glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
glDisableClientState( GL_COLOR_ARRAY ); // Disable Color Arrays
glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
glDisable(GL_TEXTURE_2D);
}
@ -82,58 +85,36 @@ void ewol::Sprite::Clear(void)
{
m_coord.Clear();
m_coordTex.Clear();
m_coordColor.Clear();
}
void ewol::Sprite::Element(Vector2D<float> pos, float size, float angle)
{
angle -= M_PI/4;
size *= 0.7;
texCoord_ts texA, texB, texC, texD;
texA.u = 0.0;
texA.v = 0.0;
texB.u = 0.0;
texB.v = 1.0;
texC.u = 1.0;
texC.v = 1.0;
texD.u = 1.0;
texD.v = 0.0;
Vector3D<float> point;
point.y = 0;
float yyySin = sin(angle) * size;
float xxxCos = cos(angle) * size;
point.x = xxxCos + pos.x;
point.y = yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texB);
point.x = yyySin + pos.x;
point.y = -xxxCos + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texC);
point.x = -xxxCos + pos.x;
point.y = -yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texD);
m_coord.PushBack(point);
m_coordTex.PushBack(texD);
point.x = -yyySin + pos.x;
point.y = xxxCos + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texA);
point.x = xxxCos + pos.x;
point.y = yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texB);
color_ts tmpColor(0xFFFFFFFF);
Vector3D<float> pos2;
pos2.x = pos.x;
pos2.y = pos.y;
pos2.z = 0.0;
Element(pos2, size, angle, tmpColor);
}
void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
{
color_ts tmpColor(0xFFFFFFFF);
Element(pos, size, angle, tmpColor);
}
void ewol::Sprite::Element(Vector2D<float> pos, float size, float angle, color_ts tmpColor)
{
Vector3D<float> pos2;
pos2.x = pos.x;
pos2.y = pos.y;
pos2.z = 0.0;
Element(pos2, size, angle, tmpColor);
}
void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle, color_ts tmpColor)
{
angle -= M_PI/4;
size *= 0.7;
@ -155,28 +136,34 @@ void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
point.y = yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texB);
m_coordColor.PushBack(tmpColor);
point.x = yyySin + pos.x;
point.y = -xxxCos + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texC);
m_coordColor.PushBack(tmpColor);
point.x = -xxxCos + pos.x;
point.y = -yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texD);
m_coordColor.PushBack(tmpColor);
m_coord.PushBack(point);
m_coordTex.PushBack(texD);
m_coordColor.PushBack(tmpColor);
point.x = -yyySin + pos.x;
point.y = xxxCos + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texA);
m_coordColor.PushBack(tmpColor);
point.x = xxxCos + pos.x;
point.y = yyySin + pos.y;
m_coord.PushBack(point);
m_coordTex.PushBack(texB);
m_coordColor.PushBack(tmpColor);
}

View File

@ -40,11 +40,14 @@ namespace ewol {
void Clear(void);
void Element(Vector2D<float> pos, float size, float angle);
void Element(Vector3D<float> pos, float size, float angle);
void Element(Vector2D<float> pos, float size, float angle, color_ts tmpColor);
void Element(Vector3D<float> pos, float size, float angle, color_ts tmpColor);
bool HasName(etk::UString& name) { return name == m_name; };
protected:
int32_t m_textureId; //!< texture internal ID
etk::VectorType<Vector3D<float> > m_coord; //!< internal coord of the object
etk::VectorType<texCoord_ts> m_coordTex; //!< internal texture coordinate for every point
etk::VectorType<color_ts> m_coordColor; //!< internal color of the different point
};
};