#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){ 255, 255, 255, 255 }; self->position = (mgl_vec2f){ x, y }; self->scale = (mgl_vec2f){ 1.0f, 1.0f }; } void mgl_sprite_set_texture(mgl_sprite *self, mgl_texture *texture) { self->texture = texture; } void mgl_sprite_set_position(mgl_sprite *self, mgl_vec2f position) { self->position = position; } void mgl_sprite_set_color(mgl_sprite *self, mgl_color color) { self->color = color; } /* 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) { if(!sprite->texture) return; context->gl.glColor4ub(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); }