73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
/**
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* =========================================================================
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* File : Sprite.h
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* Project : 0 A.D.
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* Description : 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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* =========================================================================
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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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