forked from 0ad/0ad
86 lines
1.8 KiB
C++
Executable File
86 lines
1.8 KiB
C++
Executable File
/*==================================================================
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| Name: Sprite.h
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|===================================================================
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| Author: Ben Vinegar
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| Contact: benvinegar () hotmail ! com
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| Last Modified: 03/08/04
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| Overview: Billboarding sprite class - always faces the camera. It
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| does this by getting the current model view matrix state.
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| Usage: The functions speak for themselves. Instantiate, then be
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| sure to pass a loaded (using tex_load()) texture before
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| calling Render().
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| To do: TBA
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| More Information: TBA
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==================================================================*/
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#ifndef SPRITE_H
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#define SPRITE_H
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "Vector3D.h"
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#include <GL/gl.h>
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//--------------------------------------------------------
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// Declarations
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//--------------------------------------------------------
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class CSprite
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{
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public:
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CSprite();
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~CSprite();
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void Render();
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int SetTexture(GLuint tex);
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void SetSize(float width, float height);
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float GetWidth();
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void SetWidth(float width);
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float GetHeight();
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void SetHeight(float height);
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CVector3D GetTranslation();
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void SetTranslation(CVector3D pos);
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void SetTranslation(float x, float y, float z);
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CVector3D GetScale();
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void SetScale(CVector3D scale);
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void SetScale(float x, float y, float z);
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void SetColour(float * colour);
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void SetColour(float r, float g, float b, float a = 1.0f);
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private:
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void BeginBillboard();
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void EndBillboard();
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GLuint m_texture;
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CVector3D m_coords[4];
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float m_width;
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float m_height;
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CVector3D m_translation;
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CVector3D m_scale;
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float m_colour[4];
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};
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#endif // SPRITE_H
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