ludum_dare_44/src/pinball/Pinball.cpp
2024-08-07 05:01:16 +00:00

89 lines
No EOL
2.8 KiB
C++

/*******************************************************************************
*
* 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() {}