86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Billboarding sprite class - always faces the camera. It does this by
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* getting the current model view matrix state.
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*/
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// Usage: Instantiate, then be sure to pass a loaded
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// (using ogl_tex_load()) texture before calling Render().
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#ifndef INCLUDED_SPRITE
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#define INCLUDED_SPRITE
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "maths/Vector3D.h"
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#include "Texture.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(CTexture *texture);
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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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CTexture *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 // INCLUDED_SPRITE
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