#include "renderer.h" #include #include Renderer::Renderer(Shader shader): m_shader(shader) { this->init(); } void Renderer::draw(glm::vec2 position, glm::vec2 size, float rotate, glm::vec3 color) { this->m_shader.use(); glm::mat4 model = glm::mat4(1.0f); model = glm::translate(model, glm::vec3(position, 0.0f)); model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f)); // move origin of rotation to center of quad model = glm::rotate(model, glm::radians(rotate), glm::vec3(0.0f, 0.0f, 1.0f)); // then rotate model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f)); // move origin back model = glm::scale(model, glm::vec3(size, 1.0f)); // last scale this->m_shader.setMatrix4("model", model); // render textured quad this->m_shader.setVector3f("spriteColor", color); //glActiveTexture(GL_TEXTURE0); //texture.Bind(); glBindVertexArray(this->m_vao); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); } void Renderer::init() { // configure VAO/VBO unsigned int VBO; float vertices[] = { // pos // tex 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f }; glGenVertexArrays(1, &this->m_vao); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(this->m_vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); }