/******************************************************************************* * * Copyright (c) 2019 Gnarly Narwhal * * ----------------------------------------------------------------------------- * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files(the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * *******************************************************************************/ #include "../geno/GenoMacros.h" #include "Pinball.h" const float Pinball::RADIUS = 25; GenoTexture2D * Pinball::texture; GenoVao * Pinball::vao; MixShader * Pinball::shader; void Pinball::init() { uint32 textureParams[] = { GL_TEXTURE_MIN_FILTER, GL_LINEAR, GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE }; GenoTexture2DCreateInfo textureInfo = {}; textureInfo.type = GENO_TEXTURE2D_TYPE_PNG; textureInfo.texture = "res/img/Pinball.png"; textureInfo.numParams = GENO_ARRAY_SIZE(textureParams) / 2; textureInfo.params = textureParams; texture = GenoTexture2D::create(textureInfo); shader = new MixShader(); float vertices[] = { 1, -1, 0, // Top left 1, 1, 0, // Bottom left -1, 1, 0, // Bottom right -1, -1, 0 // Top right }; uint32 indices[] = { 0, 1, 3, 1, 2, 3 }; float texCoords[] = { 1, 0, 1, 1, 0, 1, 0, 0 }; vao = new GenoVao(4, vertices, 6, indices); vao->addAttrib(4, 2, texCoords); } Pinball::Pinball(GenoCamera2D * camera, GenoVector4f * palette, uint32 color, const GenoVector2f & position, const GenoVector2f & velocity) : camera(camera), palette(palette), color(color), position(position), velocity(velocity) {} void Pinball::render() { texture->bind(); shader->enable(); shader->setColor(palette[color]); shader->setMvp(translate2D(camera->getVPMatrix(), position).rotate2D(rotation).scale(RADIUS)); vao->render(); } Pinball::~Pinball() {}