LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip )
{
if( mTextureID != 0 )
{
GLfloat texTop = 0.f;
GLfloat texBottom = (GLfloat)mImageHeight / (GLfloat)mTextureHeight;
GLfloat texLeft = 0.f;
GLfloat texRight = (GLfloat)mImageWidth / (GLfloat)mTextureWidth;
GLfloat quadWidth = mImageWidth;
GLfloat quadHeight = mImageHeight;
if( clip != NULL )
{
texLeft = clip->x / mTextureWidth;
texRight = ( clip->x + clip->w ) / mTextureWidth;
texTop = clip->y / mTextureHeight;
texBottom = ( clip->y + clip->h ) / mTextureHeight;
quadWidth = clip->w;
quadHeight = clip->h;
}
glTranslatef( x, y, 0.f );
glBindTexture( GL_TEXTURE_2D, mTextureID );
glBegin( GL_QUADS );
glTexCoord2f( texLeft, texTop ); glVertex2f( 0.f, 0.f );
glTexCoord2f( texRight, texTop ); glVertex2f( quadWidth, 0.f );
glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth, quadHeight );
glTexCoord2f( texLeft, texBottom ); glVertex2f( 0.f, quadHeight );
glEnd();
}
}
LUtil.cpp
LTexture gRotatingTexture;
GLfloat gAngle = 0.f;
int gTransformationCombo = 0;
void update()
{
gAngle += 360.f / SCREEN_FPS;
if( gAngle > 360.f )
{
gAngle -= 360.f;
}
}
void render()
{
glClear( GL_COLOR_BUFFER_BIT );
glLoadIdentity();
switch( gTransformationCombo )
{
case 0:
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );
glRotatef( gAngle, 0.f, 0.f, 1.f );
glScalef( 2.f, 2.f, 0.f );
glTranslatef( gRotatingTexture.imageWidth() / -2.f, gRotatingTexture.imageHeight() / -2.f, 0.f );
break;
case 1:
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );
glRotatef( gAngle, 0.f, 0.f, 1.f );
glTranslatef( gRotatingTexture.imageWidth() / -2.f, gRotatingTexture.imageHeight() / -2.f, 0.f );
glScalef( 2.f, 2.f, 0.f );
break;
case 2:
glScalef( 2.f, 2.f, 0.f );
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );
glRotatef( gAngle, 0.f, 0.f, 1.f );
glTranslatef( gRotatingTexture.imageWidth() / -2.f, gRotatingTexture.imageHeight() / -2.f, 0.f );
break;
case 3:
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );
glRotatef( gAngle, 0.f, 0.f, 1.f );
glScalef( 2.f, 2.f, 0.f );
break;
case 4:
glRotatef( gAngle, 0.f, 0.f, 1.f );
glTranslatef( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f, 0.f );
glScalef( 2.f, 2.f, 0.f );
glTranslatef( gRotatingTexture.imageWidth() / -2.f, gRotatingTexture.imageHeight() / -2.f, 0.f );
break;
}
gRotatingTexture.render( 0.f, 0.f );
glutSwapBuffers();
}
void handleKeys( unsigned char key, int x, int y )
{
if( key == 'q' )
{
gAngle = 0.f;
gTransformationCombo++;
if( gTransformationCombo > 4 )
{
gTransformationCombo = 0;
}
}
}