/* * Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com> * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.rendering.gui.framework; import org.lwjgl.opengl.GL11; import org.terasology.logic.manager.ShaderManager; import org.terasology.rendering.assets.Texture; import org.terasology.rendering.primitives.Mesh; import org.terasology.rendering.primitives.Tessellator; import org.terasology.rendering.primitives.TessellatorHelper; import javax.vecmath.Vector2f; import javax.vecmath.Vector4f; import static org.lwjgl.opengl.GL11.*; /** * Provides support for rendering graphical elements. * * @author Benjamin Glatzel <benjamin.glatzel@me.com> */ public class UIGraphicsElement extends UIDisplayElement { private final Texture texture; private final Vector2f _textureOrigin = new Vector2f(0.0f, 0.0f); private final Vector2f _textureSize = new Vector2f(1.0f, 1.0f); private float _rotate = 0f; private Mesh _mesh; public UIGraphicsElement(Texture texture) { this.texture = texture; if (_mesh == null) { Tessellator tessellator = new Tessellator(); TessellatorHelper.addGUIQuadMesh(tessellator, new Vector4f(1f, 1f, 1f, 1f), 1.0f, 1.0f); _mesh = tessellator.generateMesh(); } } @Override public void render() { if (_mesh == null) return; ShaderManager.getInstance().enableDefaultTextured(); glBindTexture(GL11.GL_TEXTURE_2D, texture != null ? texture.getId() : 0); glMatrixMode(GL_TEXTURE); glPushMatrix(); glTranslatef(_textureOrigin.x, _textureOrigin.y, 0.0f); glScalef(_textureSize.x, _textureSize.y, 1.0f); glMatrixMode(GL11.GL_MODELVIEW); glPushMatrix(); if (_rotate > 0f) { glRotatef(_rotate, 0f, 0f, 1f); } glScalef(getSize().x, getSize().y, 1.0f); _mesh.render(); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL11.GL_MODELVIEW); } public Vector2f getTextureOrigin() { return _textureOrigin; } public Vector2f getTextureSize() { return _textureSize; } @Override public void update() { } /* * Rotate graphics element */ public void setRotateAngle(float angle) { _rotate = angle; } public float getRotateAngle() { return _rotate; } }