void Graphic::render(unsigned wd, unsigned ht) const
{
- GL::VertexArray varr((GL::TEXCOORD2, GL::VERTEX2));
- RefPtr<GL::VertexArrayBuilder> vab=varr.modify();
-
vector<float> x, y;
create_coords(0.0f-shadow.left, wd+shadow.right, border.left, border.right, slice.w-border.left-border.right, x);
create_coords(0.0f-shadow.bottom, ht+shadow.top, border.bottom, border.top, slice.h-border.bottom-border.top, y);
create_texcoords(slice.x, slice.x+slice.w, border.left, border.right, texture->get_width(), u);
create_texcoords(slice.y, slice.y+slice.h, border.bottom, border.top, texture->get_height(), v);
- unsigned xmin=border.left ? 0 : 1;
- unsigned xmax=x.size()-(border.right ? 2 : 3);
- unsigned ymin=border.bottom ? 0 : 1;
- unsigned ymax=y.size()-(border.top ? 2 : 3);
+ unsigned xmin = border.left ? 0 : 1;
+ unsigned xmax = x.size()-(border.right ? 2 : 3);
+ unsigned ymin = border.bottom ? 0 : 1;
+ unsigned ymax = y.size()-(border.top ? 2 : 3);
texture->bind();
- GL::Immediate imm((GL::TEXCOORD2,GL::VERTEX2));
+ GL::Immediate imm((GL::COLOR4_UBYTE, GL::TEXCOORD2, GL::VERTEX2));
+ imm.color(1.0f, 1.0f, 1.0f);
imm.begin(GL::QUADS);
for(unsigned i=ymin; i<=ymax; ++i)
{
- unsigned i2=(i==0 ? 0 : i==y.size()-2 ? 2 : 1);
+ unsigned i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
for(unsigned j=xmin; j<=xmax; ++j)
{
- unsigned j2=(j==0 ? 0 : j==x.size()-2 ? 2 : 1);
+ unsigned j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
imm.texcoord(u[j2], v[i2]);
imm.vertex(x[j], y[i]);
imm.texcoord(u[j2+1], v[i2]);
coords.push_back(low+brd1);
if(repeat)
{
- float space=high-low-brd1-brd2;
- unsigned div=max(static_cast<unsigned>(space/block), 1U);
- float delta=space/div;
+ float space = high-low-brd1-brd2;
+ unsigned div = max(static_cast<unsigned>(space/block), 1U);
+ float delta = space/div;
for(unsigned i=1; i<div; ++i)
coords.push_back(low+brd1+delta*i);
}
void Graphic::Loader::texture(const string &n)
{
- graph.texture=res.get<GL::Texture2D>(n);
- graph.slice=Geometry(0, 0, graph.texture->get_width(), graph.texture->get_height());
+ graph.texture = res.get<GL::Texture2D>(n);
+ graph.slice = Geometry(0, 0, graph.texture->get_width(), graph.texture->get_height());
}
void Graphic::Loader::slice(unsigned x, unsigned y, unsigned w, unsigned h)
{
- graph.slice=Geometry(x, y, w, h);
+ graph.slice = Geometry(x, y, w, h);
}
void Graphic::Loader::border()