<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<title>Unuk: src/libUnuk/Sprite.cpp Source File</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/search.js"></script>
<link href="navtree.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="navtree.js"></script>
<script type="text/javascript" src="resize.js"></script>
<script type="text/javascript">
$(document).ready(initResizable);
</script>
<link href="doxygen.css" rel="stylesheet" type="text/css"/>
</head>
<body onload='searchBox.OnSelectItem(0);'>
<!-- Generated by Doxygen 1.7.4 -->
<script type="text/javascript"><!--
var searchBox = new SearchBox("searchBox", "search",false,'Search');
--></script>
<div id="top">
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td id="projectlogo"><img alt="Logo" src="logo.png"/></td>
  <td style="padding-left: 0.5em;">
   <div id="projectname">Unuk&#160;<span id="projectnumber">1.0</span></div>
  </td>
 </tr>
 </tbody>
</table>
</div>
  <div id="navrow1" class="tabs">
    <ul class="tablist">
      <li><a href="index.html"><span>Main&#160;Page</span></a></li>
      <li><a href="annotated.html"><span>Classes</span></a></li>
      <li class="current"><a href="files.html"><span>Files</span></a></li>
      <li id="searchli">
        <div id="MSearchBox" class="MSearchBoxInactive">
        <span class="left">
          <img id="MSearchSelect" src="search/mag_sel.png"
               onmouseover="return searchBox.OnSearchSelectShow()"
               onmouseout="return searchBox.OnSearchSelectHide()"
               alt=""/>
          <input type="text" id="MSearchField" value="Search" accesskey="S"
               onfocus="searchBox.OnSearchFieldFocus(true)" 
               onblur="searchBox.OnSearchFieldFocus(false)" 
               onkeyup="searchBox.OnSearchFieldChange(event)"/>
          </span><span class="right">
            <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a>
          </span>
        </div>
      </li>
    </ul>
  </div>
  <div id="navrow2" class="tabs2">
    <ul class="tablist">
      <li><a href="files.html"><span>File&#160;List</span></a></li>
      <li><a href="globals.html"><span>File&#160;Members</span></a></li>
    </ul>
  </div>
</div>
<div id="side-nav" class="ui-resizable side-nav-resizable">
  <div id="nav-tree">
    <div id="nav-tree-contents">
    </div>
  </div>
  <div id="splitbar" style="-moz-user-select:none;" 
       class="ui-resizable-handle">
  </div>
</div>
<script type="text/javascript">
  initNavTree('_sprite_8cpp.html','');
</script>
<div id="doc-content">
<div class="header">
  <div class="headertitle">
<div class="title">src/libUnuk/Sprite.cpp</div>  </div>
</div>
<div class="contents">
<a href="_sprite_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="preprocessor">#include &lt;GL/glut.h&gt;</span>
<a name="l00002"></a>00002 <span class="preprocessor">#include &lt;iostream&gt;</span>
<a name="l00003"></a>00003 <span class="preprocessor">#include &lt;cstring&gt;</span>
<a name="l00004"></a>00004 <span class="preprocessor">#include &quot;<a class="code" href="_sprite_8h.html">Sprite.h</a>&quot;</span>
<a name="l00005"></a>00005 <span class="preprocessor">#include &quot;<a class="code" href="_image_loader_8h.html">ImageLoader.h</a>&quot;</span>
<a name="l00006"></a>00006 <span class="preprocessor">#include &quot;<a class="code" href="_debug_8h.html">Debug.h</a>&quot;</span>
<a name="l00007"></a>00007 
<a name="l00008"></a><a class="code" href="class_sprite.html#ac9efd3711ed9c2cf94a0f8bdd0fcf332">00008</a> <a class="code" href="class_sprite.html#ac9efd3711ed9c2cf94a0f8bdd0fcf332">Sprite::Sprite</a>(<span class="keywordtype">string</span> filename) {
<a name="l00009"></a>00009   image = <span class="keyword">new</span> <a class="code" href="class_image_loader.html">ImageLoader</a>(filename.c_str());
<a name="l00010"></a>00010   angle = 0;
<a name="l00011"></a>00011   <a class="code" href="wglext_8h.html#ad77deca22f617d3f0e0eb786445689fc">x</a>     = 0.0f;
<a name="l00012"></a>00012   <a class="code" href="wglext_8h.html#a9298c7ad619074f5285b32c6b72bfdea">y</a>     = 0.0f;
<a name="l00013"></a>00013   <a class="code" href="class_sprite.html#a70d31712d0f598d26a68c268bd4390eb">SetPivot</a>(0.0f, 0.0f);
<a name="l00014"></a>00014   <a class="code" href="class_sprite.html#ae0db821f5ffe067ab771a419bcbdb971">SetScale</a>(1.0f, 1.0f);
<a name="l00015"></a>00015 }
<a name="l00016"></a>00016 
<a name="l00017"></a><a class="code" href="class_sprite.html#ae2cc659dea1ee5802b336d5c9b4f8f41">00017</a> <a class="code" href="class_sprite.html#ae2cc659dea1ee5802b336d5c9b4f8f41">Sprite::~Sprite</a>(<span class="keywordtype">void</span>) {
<a name="l00018"></a>00018   <span class="keyword">delete</span> image;
<a name="l00019"></a>00019 }
<a name="l00020"></a>00020 
<a name="l00021"></a>00021 <span class="comment">// Enable 2D drawing mode to draw our sprites. This function MUST be</span>
<a name="l00022"></a>00022 <span class="comment">// called before any sprite is drawn on screen using the Draw method.</span>
<a name="l00023"></a><a class="code" href="class_sprite.html#a56b5bbc83ef6c8f8d6fc97b281a08cf4">00023</a> <span class="keywordtype">void</span> <a class="code" href="class_sprite.html#a56b5bbc83ef6c8f8d6fc97b281a08cf4">Sprite::Enable2D</a>(<span class="keywordtype">void</span>) {
<a name="l00024"></a>00024   GLint iViewport[4];
<a name="l00025"></a>00025   
<a name="l00026"></a>00026   <span class="comment">// Get a copy of the viewport.</span>
<a name="l00027"></a>00027   glGetIntegerv(GL_VIEWPORT, iViewport);
<a name="l00028"></a>00028   glPushMatrix();
<a name="l00029"></a>00029   glLoadIdentity();
<a name="l00030"></a>00030 
<a name="l00031"></a>00031   <span class="comment">// Save a copy of the projection atrix so that we can restore</span>
<a name="l00032"></a>00032   <span class="comment">// it when it&#39;s time to do 3D rendering again.</span>
<a name="l00033"></a>00033   glMatrixMode(GL_PROJECTION);
<a name="l00034"></a>00034   glPushMatrix();
<a name="l00035"></a>00035   glLoadIdentity();
<a name="l00036"></a>00036 
<a name="l00037"></a>00037   <span class="comment">// Set upt the orthographic projection.</span>
<a name="l00038"></a>00038   glOrtho( iViewport[0], iViewport[0] + iViewport[2],
<a name="l00039"></a>00039             iViewport[1] + iViewport[3], iViewport[1], -1, 1);
<a name="l00040"></a>00040   glMatrixMode(GL_MODELVIEW);
<a name="l00041"></a>00041   glPushMatrix();
<a name="l00042"></a>00042   glLoadIdentity();
<a name="l00043"></a>00043 
<a name="l00044"></a>00044   <span class="comment">// Make sure depth testing and lighting are disabled for 2D rendering </span>
<a name="l00045"></a>00045   <span class="comment">//until we are finished rendering in 2D.</span>
<a name="l00046"></a>00046   glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);
<a name="l00047"></a>00047   glDisable(GL_DEPTH_TEST);
<a name="l00048"></a>00048   glDisable(GL_LIGHTING);
<a name="l00049"></a>00049 }
<a name="l00050"></a>00050 
<a name="l00051"></a>00051 <span class="comment">// Disables the 2D drawing. This can be called before you are done </span>
<a name="l00052"></a>00052 <span class="comment">// drawing all 2D sprites on screen using the Draw method.</span>
<a name="l00053"></a><a class="code" href="class_sprite.html#ab1074ed774ebbdac0095e711dffc7ff5">00053</a> <span class="keywordtype">void</span> <a class="code" href="class_sprite.html#ab1074ed774ebbdac0095e711dffc7ff5">Sprite::Disable2D</a>(<span class="keywordtype">void</span>) {
<a name="l00054"></a>00054   glPopAttrib();
<a name="l00055"></a>00055   glMatrixMode(GL_PROJECTION);
<a name="l00056"></a>00056   glPopMatrix();
<a name="l00057"></a>00057   glMatrixMode(GL_MODELVIEW);
<a name="l00058"></a>00058   glPopMatrix();
<a name="l00059"></a>00059 }
<a name="l00060"></a>00060 
<a name="l00061"></a>00061 <span class="comment">// Initializes extensions, textures, render states, etc. before rendering.</span>
<a name="l00062"></a>00062 <span class="keywordtype">void</span> Sprite::InitScene(<span class="keywordtype">void</span>) {
<a name="l00063"></a>00063   <span class="comment">// Disable lighting.</span>
<a name="l00064"></a>00064   glDisable(GL_LIGHTING);
<a name="l00065"></a>00065   <span class="comment">// Disable dithering.</span>
<a name="l00066"></a>00066   glDisable(GL_DITHER);
<a name="l00067"></a>00067   <span class="comment">// Disable blending (for now).</span>
<a name="l00068"></a>00068   glDisable(GL_BLEND);
<a name="l00069"></a>00069   <span class="comment">// Disable depth testing.</span>
<a name="l00070"></a>00070   glDisable(GL_DEPTH_TEST);
<a name="l00071"></a>00071 
<a name="l00072"></a>00072   <span class="comment">// Is the extension supported on this driver/card?</span>
<a name="l00073"></a>00073   <span class="keywordflow">if</span>(!IsExtensionSupported(<span class="stringliteral">&quot;GL_ARB_texture_rectangle&quot;</span>)) {
<a name="l00074"></a>00074     <a class="code" href="class_debug.html#ace75e2aa3105e64f9fc82c537b45135d">Debug::logger</a>-&gt;<a class="code" href="class_debug.html#a7f171818a11f4d6b8dee3b44c4d6f0a7">message</a>(<span class="stringliteral">&quot;\nERROR: Texture rectangles not supported on this video card!&quot;</span>);
<a name="l00075"></a>00075     exit(-1);
<a name="l00076"></a>00076   }
<a name="l00077"></a>00077 
<a name="l00078"></a>00078   <span class="comment">// TODO:</span>
<a name="l00079"></a>00079   <span class="comment">// If your machine does not support GL_NV_texture_rectangle, you can try</span>
<a name="l00080"></a>00080   <span class="comment">// using GL_EXT_texture_rectangle. Maybe I will run a test so I can support both.</span>
<a name="l00081"></a>00081 
<a name="l00082"></a>00082   <span class="comment">// Enable the texture rectangle extension.</span>
<a name="l00083"></a>00083   glEnable(GL_TEXTURE_RECTANGLE_ARB);
<a name="l00084"></a>00084 
<a name="l00085"></a>00085   <span class="comment">// Generate one texture ID.</span>
<a name="l00086"></a>00086   glGenTextures(1, &amp;textureID);
<a name="l00087"></a>00087   <span class="comment">// Bind the texture using GL_TEXTURE_RECTANGLE_NV</span>
<a name="l00088"></a>00088   glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textureID);
<a name="l00089"></a>00089   <span class="comment">// Enable bilinear filtering on this texture.</span>
<a name="l00090"></a>00090   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
<a name="l00091"></a>00091   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
<a name="l00092"></a>00092 
<a name="l00093"></a>00093   <span class="comment">// Write the 32-bit RGBA texture buffer to video memory.</span>
<a name="l00094"></a>00094   glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>(),
<a name="l00095"></a>00095                 0, GL_RGBA, GL_UNSIGNED_BYTE, image-&gt;<a class="code" href="class_image_loader.html#a3a4ed52e7b28bb4f48f967de8bf702a9">GetPixelData</a>());
<a name="l00096"></a>00096 }
<a name="l00097"></a>00097 
<a name="l00098"></a>00098 <span class="comment">// =================================================================</span>
<a name="l00099"></a>00099 <span class="comment">// Set the pivot point in relation to the sprite itself, that is</span>
<a name="l00100"></a>00100 <span class="comment">// using the object coordinates system. In this coordinate system</span>
<a name="l00101"></a>00101 <span class="comment">// the bottom left point of the object is at (0,0) and the top</span>
<a name="l00102"></a>00102 <span class="comment">// right is at (1,1).</span>
<a name="l00103"></a>00103 <span class="comment">//</span>
<a name="l00104"></a>00104 <span class="comment">// Example: To set the pivot to be in the middle of the sprite use</span>
<a name="l00105"></a>00105 <span class="comment">// (0.5, 0.5) default values are (1,1).</span>
<a name="l00106"></a>00106 <span class="comment">// pivotX can be any value, but when x is in the range [0,1] the</span>
<a name="l00107"></a>00107 <span class="comment">// pivot is inside the sprite where 0 is the left edge of the sprite</span>
<a name="l00108"></a>00108 <span class="comment">// and 1 is the right edge of the sprite.</span>
<a name="l00109"></a>00109 <span class="comment">// pivotY is the same as pivotX but when y is in the range of [0,1]</span>
<a name="l00110"></a>00110 <span class="comment">// the pivot is inside the sprite where 0 is the bottom edge of the</span>
<a name="l00111"></a>00111 <span class="comment">// sprite and 1 is the top edge of the sprite.</span>
<a name="l00112"></a>00112 <span class="comment">// =================================================================</span>
<a name="l00113"></a><a class="code" href="class_sprite.html#a70d31712d0f598d26a68c268bd4390eb">00113</a> <span class="keywordtype">void</span> <a class="code" href="class_sprite.html#a70d31712d0f598d26a68c268bd4390eb">Sprite::SetPivot</a>(GLfloat pivotX, GLfloat pivotY) {
<a name="l00114"></a>00114   GLfloat deltaPivotX = pivotX - <a class="code" href="class_sprite.html#a5b3a7ec629671f2a0e55ec35906d4677">GetPivotX</a>();
<a name="l00115"></a>00115   GLfloat deltaPivotY = pivotY - <a class="code" href="class_sprite.html#ae9c1b0ea9f702290518565a279849454">GetPivotY</a>();
<a name="l00116"></a>00116 
<a name="l00117"></a>00117   this-&gt;pivotX = pivotX;
<a name="l00118"></a>00118   this-&gt;pivotY = pivotY;
<a name="l00119"></a>00119 
<a name="l00120"></a>00120   <a class="code" href="wglext_8h.html#ad77deca22f617d3f0e0eb786445689fc">x</a> += deltaPivotX * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>();
<a name="l00121"></a>00121   <a class="code" href="wglext_8h.html#a9298c7ad619074f5285b32c6b72bfdea">y</a> += deltaPivotY * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>();
<a name="l00122"></a>00122 }
<a name="l00123"></a>00123 
<a name="l00124"></a>00124 <span class="comment">// =================================================================</span>
<a name="l00125"></a>00125 <span class="comment">// Sets the pivot to be at the point where object&#39;s pivot is set.</span>
<a name="l00126"></a>00126 <span class="comment">// obj is the reference object to whose pivot we will set this pivot</span>
<a name="l00127"></a>00127 <span class="comment">// to be.</span>
<a name="l00128"></a>00128 <span class="comment">// Note: If the obj pivot changes or the obj moves after the SetPivot</span>
<a name="l00129"></a>00129 <span class="comment">// call has been issued, the pivot of this object will not reflect these</span>
<a name="l00130"></a>00130 <span class="comment">// changes. You must call SetPivot again with that object to update the</span>
<a name="l00131"></a>00131 <span class="comment">// pivot information.</span>
<a name="l00132"></a>00132 <span class="comment">// =================================================================</span>
<a name="l00133"></a><a class="code" href="class_sprite.html#aee58f3653a2874def9dfc11086ad109a">00133</a> <span class="keywordtype">void</span> <a class="code" href="class_sprite.html#a70d31712d0f598d26a68c268bd4390eb">Sprite::SetPivot</a>(<span class="keyword">const</span> <a class="code" href="class_sprite.html">Sprite</a> &amp;obj) {
<a name="l00134"></a>00134   <span class="comment">// This x location if the pivot was at SetPivot(0, 0);</span>
<a name="l00135"></a>00135   GLint worldX;
<a name="l00136"></a>00136   <span class="comment">// This y location it the pivot was at SetPivot(0, 0);</span>
<a name="l00137"></a>00137   GLint worldY;
<a name="l00138"></a>00138   GLfloat newPivotX;
<a name="l00139"></a>00139   GLfloat newPivotY;
<a name="l00140"></a>00140  
<a name="l00141"></a>00141   worldX = <a class="code" href="wglext_8h.html#ad77deca22f617d3f0e0eb786445689fc">x</a> - <a class="code" href="class_sprite.html#a5b3a7ec629671f2a0e55ec35906d4677">GetPivotX</a>() * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>();
<a name="l00142"></a>00142   worldY = <a class="code" href="wglext_8h.html#a9298c7ad619074f5285b32c6b72bfdea">y</a> - <a class="code" href="class_sprite.html#ae9c1b0ea9f702290518565a279849454">GetPivotY</a>() * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>();
<a name="l00143"></a>00143 
<a name="l00144"></a>00144   newPivotX = (float)(obj.x - worldX) / image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>();
<a name="l00145"></a>00145   newPivotY = (float)(obj.y - worldY) / image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>();
<a name="l00146"></a>00146 
<a name="l00147"></a>00147   <a class="code" href="class_sprite.html#a70d31712d0f598d26a68c268bd4390eb">SetPivot</a>(newPivotX, newPivotY);
<a name="l00148"></a>00148 }
<a name="l00149"></a>00149 
<a name="l00150"></a>00150 <span class="comment">// Help determine if an OpenGL extension is supported on the target machine</span>
<a name="l00151"></a>00151 <span class="comment">// at runtime.</span>
<a name="l00152"></a>00152 <span class="keywordtype">bool</span> Sprite::IsExtensionSupported(<span class="keyword">const</span> <span class="keywordtype">char</span> *extension)<span class="keyword"> const </span>{
<a name="l00153"></a>00153   <span class="keyword">const</span> GLubyte *extensions = <a class="code" href="_node_8h.html#a070d2ce7b6bb7e5c05602aa8c308d0c4">NULL</a>;
<a name="l00154"></a>00154   <span class="keyword">const</span> GLubyte *start;
<a name="l00155"></a>00155   GLubyte *where, *terminator;
<a name="l00156"></a>00156 
<a name="l00157"></a>00157   <span class="comment">// Extension names should not have spaces.</span>
<a name="l00158"></a>00158   where = (GLubyte *) strchr(extension, <span class="charliteral">&#39; &#39;</span>);
<a name="l00159"></a>00159 
<a name="l00160"></a>00160   <span class="keywordflow">if</span> (where || *extension == <span class="charliteral">&#39;\0&#39;</span>)  {
<a name="l00161"></a>00161     <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00162"></a>00162   }
<a name="l00163"></a>00163 
<a name="l00164"></a>00164   extensions = glGetString(GL_EXTENSIONS);
<a name="l00165"></a>00165 
<a name="l00166"></a>00166   <span class="comment">// It takes a bit of care to be fool-proof about parsing the</span>
<a name="l00167"></a>00167   <span class="comment">// OpenGL extensions string. Don&#39;t be fooled by sub-strings, etc.</span>
<a name="l00168"></a>00168   start = extensions;
<a name="l00169"></a>00169 
<a name="l00170"></a>00170   <span class="keywordflow">for</span> (;;)  {
<a name="l00171"></a>00171     where = (GLubyte *) strstr((<span class="keyword">const</span> <span class="keywordtype">char</span> *) start, extension);
<a name="l00172"></a>00172 
<a name="l00173"></a>00173     <span class="keywordflow">if</span> (!where) {
<a name="l00174"></a>00174        <span class="keywordflow">break</span>;
<a name="l00175"></a>00175     }
<a name="l00176"></a>00176 
<a name="l00177"></a>00177     terminator = where + strlen(extension);
<a name="l00178"></a>00178     <span class="keywordflow">if</span> (where == start || *(where - 1) == <span class="charliteral">&#39; &#39;</span>) {
<a name="l00179"></a>00179       <span class="keywordflow">if</span> (*terminator == <span class="charliteral">&#39; &#39;</span> || *terminator == <span class="charliteral">&#39;\0&#39;</span>) {
<a name="l00180"></a>00180         <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00181"></a>00181       }
<a name="l00182"></a>00182     }
<a name="l00183"></a>00183 
<a name="l00184"></a>00184     start = terminator;
<a name="l00185"></a>00185   }
<a name="l00186"></a>00186 
<a name="l00187"></a>00187   <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00188"></a>00188 }
<a name="l00189"></a>00189 
<a name="l00190"></a><a class="code" href="class_sprite.html#a0f9680e3bd7bf6bcd4c59620ba936347">00190</a> <span class="keywordtype">void</span> <a class="code" href="class_sprite.html#a0f9680e3bd7bf6bcd4c59620ba936347">Sprite::Render</a>(<span class="keywordtype">void</span>) {
<a name="l00191"></a>00191   InitScene();
<a name="l00192"></a>00192 
<a name="l00193"></a>00193   glEnable(GL_BLEND);
<a name="l00194"></a>00194   glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
<a name="l00195"></a>00195   glEnable(GL_TEXTURE_2D);
<a name="l00196"></a>00196 
<a name="l00197"></a>00197   <span class="comment">// Set the primitive color to white</span>
<a name="l00198"></a>00198   glColor3f(1.0f, 1.0f, 1.0f);
<a name="l00199"></a>00199   <span class="comment">// Bind the texture to the polygons</span>
<a name="l00200"></a>00200   glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textureID);
<a name="l00201"></a>00201 
<a name="l00202"></a>00202   glPushMatrix();
<a name="l00203"></a>00203 
<a name="l00204"></a>00204   GLfloat transX = 1;
<a name="l00205"></a>00205   GLfloat transY = 1;
<a name="l00206"></a>00206 
<a name="l00207"></a>00207   <span class="keywordflow">if</span>(<a class="code" href="wglext_8h.html#ad77deca22f617d3f0e0eb786445689fc">x</a> != 0.0) {
<a name="l00208"></a>00208     transX = <a class="code" href="wglext_8h.html#ad77deca22f617d3f0e0eb786445689fc">x</a>;
<a name="l00209"></a>00209   }
<a name="l00210"></a>00210 
<a name="l00211"></a>00211   <span class="keywordflow">if</span>(<a class="code" href="wglext_8h.html#a9298c7ad619074f5285b32c6b72bfdea">y</a> != 0.0) {
<a name="l00212"></a>00212     transY = <a class="code" href="wglext_8h.html#a9298c7ad619074f5285b32c6b72bfdea">y</a>;
<a name="l00213"></a>00213   }
<a name="l00214"></a>00214 
<a name="l00215"></a>00215   glLoadIdentity();
<a name="l00216"></a>00216   glTranslatef(transX, transY, 0);
<a name="l00217"></a>00217   glScalef(scaleX, scaleY, 1.0);
<a name="l00218"></a>00218   glRotatef(angle, 0.0, 0.0, 1.0);
<a name="l00219"></a>00219 
<a name="l00220"></a>00220   <span class="comment">// =================================================================</span>
<a name="l00221"></a>00221   <span class="comment">// Render a quad</span>
<a name="l00222"></a>00222   <span class="comment">// Instead of the using (s,t) coordinates, with the GL_NV_texture_rectangle</span>
<a name="l00223"></a>00223   <span class="comment">// extension, you need to use the actual dimensions of the texture.</span>
<a name="l00224"></a>00224   <span class="comment">// This makes using 2D sprites for games and emulators much easier now</span>
<a name="l00225"></a>00225   <span class="comment">// that you won&#39;t have to convert :)</span>
<a name="l00226"></a>00226   <span class="comment">//</span>
<a name="l00227"></a>00227   <span class="comment">// convert the coordinates so that the bottom left corner changes to</span>
<a name="l00228"></a>00228   <span class="comment">// (0, 0) -&gt; (1, 1) and the top right corner changes from (1, 1) -&gt; (0, 0)</span>
<a name="l00229"></a>00229   <span class="comment">// we will use this new coordinate system to calculate the location of the sprite</span>
<a name="l00230"></a>00230   <span class="comment">// in the world coordinates to do the rotation and scaling. This mapping is done in</span>
<a name="l00231"></a>00231   <span class="comment">// order to make implementation simpler in this class and let the caller keep using</span>
<a name="l00232"></a>00232   <span class="comment">// the standard OpenGL coordinates system (bottom left corner at (0, 0))</span>
<a name="l00233"></a>00233   <span class="comment">// =================================================================</span>
<a name="l00234"></a>00234   glBegin(GL_QUADS);
<a name="l00235"></a>00235     glTexCoord2i(0, 0);
<a name="l00236"></a>00236     glVertex2i(-pivotX * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), -pivotY * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00237"></a>00237     
<a name="l00238"></a>00238     glTexCoord2i(0, image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00239"></a>00239     glVertex2i(-pivotX * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), (1 - pivotY) * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00240"></a>00240 
<a name="l00241"></a>00241     glTexCoord2i(image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00242"></a>00242     glVertex2i( (1 - pivotX) * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), (1 - pivotY) * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00243"></a>00243 
<a name="l00244"></a>00244     glTexCoord2i(image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), 0);
<a name="l00245"></a>00245     glVertex2i( (1 - pivotX) * image-&gt;<a class="code" href="class_image_loader.html#ab673a17dd93d0a4393934afc14b86885">GetWidth</a>(), -pivotY * image-&gt;<a class="code" href="class_image_loader.html#a82df5f39b2a699ab215ae2f1c714b76e">GetHeight</a>());
<a name="l00246"></a>00246   glEnd();
<a name="l00247"></a>00247 
<a name="l00248"></a>00248   glPopMatrix();
<a name="l00249"></a>00249 }
</pre></div></div>
</div>
  <div id="nav-path" class="navpath">
    <ul>
      <li class="navelem"><a class="el" href="_sprite_8cpp.html">Sprite.cpp</a>      </li>
      <li class="footer">Generated on Wed Nov 2 2011 23:04:26 for Unuk by&#160;
<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.7.4 </li>
    </ul>
  </div>
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark">&#160;</span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark">&#160;</span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark">&#160;</span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark">&#160;</span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark">&#160;</span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark">&#160;</span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark">&#160;</span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(7)"><span class="SelectionMark">&#160;</span>Enumerator</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(8)"><span class="SelectionMark">&#160;</span>Defines</a></div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>


</body>
</html>