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- #include "rendering/Renderer.h"
- #include "gaming-core/wrapper/GL.h"
- Renderer::Renderer(const Size& size, Shader& shader) : size(size), shader(shader), texture(true), color(true) {
- shader.use();
- GL::enableBlending();
- setTextureMode(false);
- setColorMode(false);
- }
- void Renderer::pop() {
- stack.pop();
- }
- void Renderer::push() {
- stack.push();
- }
- void Renderer::update() {
- shader.setMatrix("model", stack.peek().getValues());
- }
- Renderer& Renderer::scale(float sx, float sy) {
- stack.peek().scale(Vector3(sx, sy, 1.0f));
- return *this;
- }
- Renderer& Renderer::scale(float s) {
- stack.peek().scale(s);
- return *this;
- }
- Renderer& Renderer::translate(float tx, float ty) {
- stack.peek().translateX(tx).translateY(ty);
- return *this;
- }
- Renderer& Renderer::translateX(float tx) {
- stack.peek().translateX(tx);
- return *this;
- }
- Renderer& Renderer::translateY(float ty) {
- stack.peek().translateY(ty);
- return *this;
- }
- Renderer& Renderer::translateTo(float tx, float ty) {
- stack.peek().translateTo(Vector3(tx, ty, 0.0f));
- return *this;
- }
- Renderer& Renderer::rotate(float degrees) {
- stack.peek().rotateZ(degrees);
- return *this;
- }
- void Renderer::setTextureMode(bool b) {
- if(b != texture) {
- texture = b;
- shader.setInt("useTexture", b);
- }
- }
- void Renderer::setColorMode(bool b) {
- if(b != color) {
- color = b;
- shader.setInt("useColor", b);
- }
- }
- void Renderer::setStringSize(int size) {
- fontRenderer.setSize(size);
- }
- float Renderer::drawString(float x, float y, const char* text) {
- setTextureMode(true);
- setColorMode(true);
- return fontRenderer.drawString(x, y, text);
- }
- void Renderer::drawTriangle(const ColorRenderer::Vertex& v1, const ColorRenderer::Vertex& v2, const ColorRenderer::Vertex& v3) {
- setTextureMode(false);
- setColorMode(true);
- colorRenderer.draw(v1, v2, v3);
- }
- void Renderer::drawTriangle(float x1, float y1, float x2, float y2, float x3, float y3, Color4 color) {
- ColorRenderer::Vertex v1 = {x1, y1, color};
- ColorRenderer::Vertex v2 = {x2, y2, color};
- ColorRenderer::Vertex v3 = {x3, y3, color};
- drawTriangle(v1, v2, v3);
- }
- void Renderer::drawRectangle(float x, float y, float width, float height, Color4 color) {
- drawTriangle(x, y, x + width, y, x, y + height, color);
- drawTriangle(x + width, y, x, y + height, x + width, y + height, color);
- }
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