/*
* 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;
}
}