add color at the sprite
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@ -37,6 +37,7 @@ ewol::Sprite::Sprite(etk::UString spriteName)
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m_name = spriteName;
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EWOL_VERBOSE("Create Sprite : \"" << m_name << "\"");
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m_textureId = ewol::texture::Load(m_name);
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}
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ewol::Sprite::Sprite(etk::UString spriteName, float sizeX, float sizeY)
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{
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@ -63,18 +64,20 @@ void ewol::Sprite::Draw(void)
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EWOL_WARNING("Texture does not exist ...");
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return;
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}
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glEnable(GL_TEXTURE_2D);
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//EWOL_WARNING("Draw with texture : " << m_textureId << " ==> ogl=" << ewol::texture::GetGLID(m_textureId));
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glBindTexture(GL_TEXTURE_2D, ewol::texture::GetGLID(m_textureId));
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glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
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glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
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glVertexPointer( 3, GL_FLOAT, 0, &m_coord[0] );
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glTexCoordPointer( 2, GL_FLOAT, 0, &m_coordTex[0] );
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glEnableClientState( GL_VERTEX_ARRAY ); // Enable Vertex Arrays
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glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // Enable Texture Coord Arrays
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glEnableClientState( GL_COLOR_ARRAY ); // Enable Color Arrays
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glVertexPointer( 3, GL_FLOAT, 0, &m_coord[0] );
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glTexCoordPointer( 2, GL_FLOAT, 0, &m_coordTex[0] );
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glColorPointer( 4, GL_UNSIGNED_BYTE, 0, &m_coordColor[0] );
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glDrawArrays( GL_TRIANGLES, 0, m_coord.Size());
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//EWOL_DEBUG("request draw of " << m_coord.Size() << " elements");
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glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
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glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
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glDisableClientState( GL_COLOR_ARRAY ); // Disable Color Arrays
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glDisableClientState( GL_VERTEX_ARRAY ); // Disable Vertex Arrays
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glDisableClientState( GL_TEXTURE_COORD_ARRAY ); // Disable Texture Coord Arrays
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glDisable(GL_TEXTURE_2D);
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}
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@ -82,58 +85,36 @@ void ewol::Sprite::Clear(void)
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{
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m_coord.Clear();
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m_coordTex.Clear();
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m_coordColor.Clear();
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}
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void ewol::Sprite::Element(Vector2D<float> pos, float size, float angle)
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{
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angle -= M_PI/4;
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size *= 0.7;
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texCoord_ts texA, texB, texC, texD;
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texA.u = 0.0;
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texA.v = 0.0;
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texB.u = 0.0;
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texB.v = 1.0;
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texC.u = 1.0;
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texC.v = 1.0;
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texD.u = 1.0;
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texD.v = 0.0;
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Vector3D<float> point;
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point.y = 0;
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float yyySin = sin(angle) * size;
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float xxxCos = cos(angle) * size;
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point.x = xxxCos + pos.x;
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point.y = yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texB);
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point.x = yyySin + pos.x;
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point.y = -xxxCos + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texC);
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point.x = -xxxCos + pos.x;
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point.y = -yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texD);
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m_coord.PushBack(point);
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m_coordTex.PushBack(texD);
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point.x = -yyySin + pos.x;
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point.y = xxxCos + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texA);
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point.x = xxxCos + pos.x;
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point.y = yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texB);
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color_ts tmpColor(0xFFFFFFFF);
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Vector3D<float> pos2;
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pos2.x = pos.x;
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pos2.y = pos.y;
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pos2.z = 0.0;
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Element(pos2, size, angle, tmpColor);
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}
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void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
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{
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color_ts tmpColor(0xFFFFFFFF);
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Element(pos, size, angle, tmpColor);
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}
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void ewol::Sprite::Element(Vector2D<float> pos, float size, float angle, color_ts tmpColor)
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{
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Vector3D<float> pos2;
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pos2.x = pos.x;
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pos2.y = pos.y;
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pos2.z = 0.0;
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Element(pos2, size, angle, tmpColor);
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}
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void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
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void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle, color_ts tmpColor)
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{
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angle -= M_PI/4;
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size *= 0.7;
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@ -155,28 +136,34 @@ void ewol::Sprite::Element(Vector3D<float> pos, float size, float angle)
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point.y = yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texB);
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m_coordColor.PushBack(tmpColor);
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point.x = yyySin + pos.x;
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point.y = -xxxCos + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texC);
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m_coordColor.PushBack(tmpColor);
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point.x = -xxxCos + pos.x;
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point.y = -yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texD);
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m_coordColor.PushBack(tmpColor);
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m_coord.PushBack(point);
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m_coordTex.PushBack(texD);
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m_coordColor.PushBack(tmpColor);
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point.x = -yyySin + pos.x;
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point.y = xxxCos + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texA);
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m_coordColor.PushBack(tmpColor);
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point.x = xxxCos + pos.x;
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point.y = yyySin + pos.y;
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m_coord.PushBack(point);
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m_coordTex.PushBack(texB);
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m_coordColor.PushBack(tmpColor);
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}
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@ -40,11 +40,14 @@ namespace ewol {
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void Clear(void);
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void Element(Vector2D<float> pos, float size, float angle);
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void Element(Vector3D<float> pos, float size, float angle);
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void Element(Vector2D<float> pos, float size, float angle, color_ts tmpColor);
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void Element(Vector3D<float> pos, float size, float angle, color_ts tmpColor);
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bool HasName(etk::UString& name) { return name == m_name; };
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protected:
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int32_t m_textureId; //!< texture internal ID
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etk::VectorType<Vector3D<float> > m_coord; //!< internal coord of the object
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etk::VectorType<texCoord_ts> m_coordTex; //!< internal texture coordinate for every point
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etk::VectorType<color_ts> m_coordColor; //!< internal color of the different point
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};
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};
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