public void renderAnimationFrame( Transform transform, int frame, Texture tex, boolean horizontalFlip) { GL20.glUseProgram(animSpriteShaderProgram.getProgramId()); spriteVAO.bind(); // GL30.glBindVertexArray(flatPlane.getVaoId()); Matrix4f finalMatrix = rs.getCamera() .getProjectionMatrix() .multiply(rs.getCamera().getWorldMatrix().multiply(transform.toMatrix())); // Diffuse Texture GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, tex.getTextureId()); GL20.glUniformMatrix4fv( animSpriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, finalMatrix.toBuffer()); GL20.glUniform1i(animSpriteShaderProgram.getUniform("diffuseTextureAtlas").getLocation(), 0); GL20.glUniform1i(animSpriteShaderProgram.getUniform("currentFrame").getLocation(), frame); GL20.glUniform1i( animSpriteShaderProgram.getUniform("horizontalFlip").getLocation(), (horizontalFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
public void renderSprite(Transform transform, Texture texture, boolean hFlip, boolean vFlip) { GL20.glUseProgram(spriteShaderProgram.getProgramId()); spriteVAO.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId()); Matrix4f finalMatrix = rs.getCamera() .getProjectionMatrix() .multiply(rs.getCamera().getWorldMatrix().multiply(transform.toMatrix())); GL20.glUniformMatrix4fv( spriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, finalMatrix.toBuffer()); GL20.glUniform1i( spriteShaderProgram.getUniform("horizontalFlip").getLocation(), (hFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i( spriteShaderProgram.getUniform("verticalFlip").getLocation(), (vFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i(spriteShaderProgram.getUniform("sprite").getLocation(), 0); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
@Deprecated public void renderUISprite(Rectangle rect, Texture image, boolean hFlip, boolean vFlip) { GL20.glUseProgram(spriteShaderProgram.getProgramId()); // Remember to change this calculation when I change the size of the flatplane Matrix4f modelMatrix = Matrix4f.translation(rect.getX(), rect.getY(), 0) .multiply(Matrix4f.scale(rect.getWidth(), rect.getHeight(), 1f)); spriteVAO.bind(); image.bind(); // GL30.glBindVertexArray(flatPlane.getVaoId()); GL20.glUniformMatrix4fv( spriteShaderProgram.getUniform("mvpMatrix").getLocation(), false, modelMatrix.toBuffer()); GL20.glUniform1i( spriteShaderProgram.getUniform("horizontalFlip").getLocation(), (hFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i( spriteShaderProgram.getUniform("verticalFlip").getLocation(), (vFlip) ? GL11.GL_TRUE : GL11.GL_FALSE); GL20.glUniform1i(spriteShaderProgram.getUniform("sprite").getLocation(), 0); GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, SPRITE_NUM_VERTICES); }
public SpriteRenderer(RenderSystem rs) { this.rs = rs; spriteShaderProgram = new ShaderProgram( Resources.loadText("shader/default_vert.shader"), Resources.loadText("shader/sprite_frag.shader")); animSpriteShaderProgram = new ShaderProgram( Resources.loadText("shader/default_vert.shader"), Resources.loadText("shader/animsprite_frag.shader")); spriteVAO = new VertexArrayObject(); spriteVAO.bind(); spriteVAO.addArrayBuffer(0, Game.toBuffer(SPRITE_VERTS), 2, GL11.GL_FLOAT, Buffer.STATIC_DRAW); spriteVAO.addArrayBuffer(1, Game.toBuffer(SPRITE_UV), 2, GL11.GL_FLOAT, Buffer.STATIC_DRAW); spriteVAO.unbind(); }