#include "../../include/mgl/graphics/sprite.h" #include "../../include/mgl/graphics/texture.h" #include "../../include/mgl/mgl.h" void mgl_sprite_init(mgl_sprite *self, mgl_texture *texture, float x, float y) { self->texture = texture; self->color = (mgl_color){ 1.0f, 1.0f, 1.0f, 1.0f }; self->position = (mgl_vec2f){ x, y }; self->scale = (mgl_vec2f){ 1.0f, 1.0f }; } /* TODO: Cache texture bind to not bind texture if its already bound and do not bind texture 0 */ void mgl_sprite_draw(mgl_context *context, mgl_sprite *sprite) { context->gl.glColor4f(sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a); context->gl.glBindTexture(GL_TEXTURE_2D, sprite->texture->id); context->gl.glBegin(GL_QUADS); context->gl.glTexCoord2f(0.0f, 0.0f); context->gl.glVertex3f(sprite->position.x, sprite->position.y, 0.0f); context->gl.glTexCoord2f(1.0f, 0.0f); context->gl.glVertex3f(sprite->position.x + sprite->texture->width * sprite->scale.x, sprite->position.y, 0.0f); context->gl.glTexCoord2f(1.0f, 1.0f); context->gl.glVertex3f(sprite->position.x + sprite->texture->width * sprite->scale.x, sprite->position.y + sprite->texture->height * sprite->scale.y, 0.0f); context->gl.glTexCoord2f(0.0f, 1.0f); context->gl.glVertex3f(sprite->position.x, sprite->position.y + sprite->texture->height * sprite->scale.y, 0.0f); context->gl.glEnd(); context->gl.glBindTexture(GL_TEXTURE_2D, 0); } void mgl_sprite_set_color(mgl_sprite *self, float r, float g, float b, float a) { self->color.r = r; self->color.g = g; self->color.b = b; self->color.a = a; }