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/**
* Copyright (c) 2010-2011, Vincent Vollers and Christopher J. Kucera
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the Minecraft X-Ray team nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL VINCENT VOLLERS OR CJ KUCERA BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.apocalyptech.minecraft.xray;
import org.lwjgl.opengl.GL11;
/**
* @author Vincent Vollers
*
* Some tools to draw very simple unoptimized sprites (ortho (2D) mode)
*/
public class SpriteTool {
/***
* Draw a sprite starting at x,y
* @param texture
* @param x
* @param y
*/
public static void drawSpriteAbsoluteXY(Texture texture, float x, float y) {
//manager.bindTexture(spriteName);
//XRay.logger.debug(texture.getImage().getWidth() + " " + texture.getImage().getHeight());
int width = texture.getImage().getWidth();
int height = texture.getImage().getHeight();
texture.bind();
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(width, 0);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(0, height);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(width, height);
GL11.glEnd();
GL11.glPopMatrix();
}
public static void drawCurrentSprite(float x, float y, float width, float height, float startTexX, float startTexY, float endTexX, float endTexY) {
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(startTexX, startTexY);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(endTexX, startTexY);
GL11.glVertex2f(width, 0);
GL11.glTexCoord2f(startTexX, endTexY);
GL11.glVertex2f(0, height);
GL11.glTexCoord2f(endTexX, endTexY);
GL11.glVertex2f(width, height);
GL11.glEnd();
GL11.glPopMatrix();
}
/***
* Draw a sprite with the center of the sprite at x,y
* @param frame
* @param x
* @param y
*/
public static void drawSprite(Texture frame, float x, float y) {
float halfWidth = frame.getImage().getWidth() / 2.0f;
float halfHeight = frame.getImage().getHeight() / 2.0f;
frame.bind();
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(-halfWidth, -halfHeight);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(halfWidth, -halfHeight);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(-halfWidth, halfHeight);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(halfWidth, halfHeight);
GL11.glEnd();
GL11.glPopMatrix();
}
/***
* Draw a sprite with its center at x,y and rotate it
* @param frame
* @param x
* @param y
* @param rotation
*/
public static void drawSpriteAndRotate(Texture frame, float x, float y,
float rotation) {
float halfWidth = frame.getImage().getWidth() / 2.0f;
float halfHeight = frame.getImage().getHeight() / 2.0f;
rotation = (rotation + 90.0f) % 360.0f;
frame.bind();
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glRotatef(rotation, 0, 0, 1);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(-halfWidth, -halfHeight);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(halfWidth, -halfHeight);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(-halfWidth, halfHeight);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(halfWidth, halfHeight);
GL11.glEnd();
GL11.glPopMatrix();
}
/***
* Draw a sprite with its center at x,y and scale it
* @param frame
* @param x
* @param y
* @param scale
*/
public static void drawSpriteAndScale(Texture frame, float x, float y, float scale) {
float halfWidth = frame.getImage().getWidth() / 2.0f;
float halfHeight = frame.getImage().getHeight() / 2.0f;
frame.bind();
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glScalef(scale, scale, 1.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(-halfWidth, -halfHeight);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(halfWidth, -halfHeight);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(-halfWidth, halfHeight);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(halfWidth, halfHeight);
GL11.glEnd();
GL11.glPopMatrix();
}
/***
* Draw a sprite with its center at x,y and scale and rotate it
* @param frame
* @param x
* @param y
* @param scale
*/
public static void drawSpriteAndRotateAndScale(Texture frame, float x,
float y, float rotation, float scale) {
float halfWidth = frame.getImage().getWidth() / 2.0f;
float halfHeight = frame.getImage().getHeight() / 2.0f;
rotation = (rotation + 90.0f) % 360.0f;
frame.bind();
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 0.0f);
GL11.glRotatef(rotation, 0, 0, 1.0f);
GL11.glScalef(scale, scale, 1.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(-halfWidth, -halfHeight);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(halfWidth, -halfHeight);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(-halfWidth, halfHeight);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(halfWidth, halfHeight);
GL11.glEnd();
GL11.glPopMatrix();
}
}