org.spout.engine.batcher.GL11SpriteBatch.java Source code

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/*
 * This file is part of Spout.
 *
 * Copyright (c) 2011-2012, SpoutDev <http://www.spout.org/>
 * Spout is licensed under the SpoutDev License Version 1.
 *
 * Spout is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * In addition, 180 days after any changes are published, you can use the
 * software, incorporating those changes, under the terms of the MIT license,
 * as described in the SpoutDev License Version 1.
 *
 * Spout is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License,
 * the MIT license and the SpoutDev License Version 1 along with this program.
 * If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
 * License and see <http://www.spout.org/SpoutDevLicenseV1.txt> for the full license,
 * including the MIT license.
 */
package org.spout.engine.batcher;

import org.lwjgl.opengl.GL11;
import org.spout.api.gui.render.RenderPart;

public class GL11SpriteBatch extends SpriteBatch {

    public GL11SpriteBatch(float screenW, float screenH) {
        super(screenW, screenH);
    }

    public void render() {
        GL11.glDisable(GL11.GL_DEPTH_TEST);

        for (int i = 0; i < sprites.size(); i++) {
            RenderPart rect = sprites.get(i);

            rect.getRenderMaterial().getShader().setUniform("View", this.view);
            rect.getRenderMaterial().getShader().setUniform("Projection", this.projection);
            rect.getRenderMaterial().getShader().setUniform("Model", this.view); //View is always an identity matrix.

            rect.getRenderMaterial().assign();

            GL11.glBegin(GL11.GL_TRIANGLES);

            float r = (float) rect.getColor().getRed() / 255f;
            float g = (float) rect.getColor().getGreen() / 255f;
            float b = (float) rect.getColor().getBlue() / 255f;
            float a = (float) rect.getColor().getAlpha() / 255f;

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY());
            GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f);

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY() + rect.getSource().getHeight());
            GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY(), 0.f);

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(),
                    rect.getSource().getY() + rect.getSource().getHeight());
            GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(), rect.getSprite().getY(), 0.f);

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX(), rect.getSource().getY());
            GL11.glVertex3f(rect.getSprite().getX(), rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f);

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(),
                    rect.getSource().getY() + rect.getSource().getHeight());
            GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(), rect.getSprite().getY(), 0.f);

            GL11.glColor4f(r, g, b, a);
            GL11.glTexCoord2f(rect.getSource().getX() + rect.getSource().getWidth(), rect.getSource().getY());
            GL11.glVertex3f(rect.getSprite().getX() + rect.getSprite().getWidth(),
                    rect.getSprite().getY() + rect.getSprite().getHeight(), 0.f);

            GL11.glEnd();
        }
        GL11.glEnable(GL11.GL_DEPTH_TEST);
    }
}