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subrectquad.cpp
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54 lines (43 loc) · 1.58 KB
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#include <fea/rendering/subrectquad.hpp>
namespace fea
{
SubrectQuad::SubrectQuad() : Quad()
{
}
SubrectQuad::SubrectQuad(const glm::vec2& size) : Quad(size)
{
}
void SubrectQuad::setTexture(const Texture& texture)
{
Quad::setTexture(texture);
updateTexCoords();
}
void SubrectQuad::setSubrect(const glm::ivec2& subrectStart, const glm::ivec2& subrectEnd)
{
mSubrectStart = subrectStart;
mSubrectEnd = subrectEnd;
updateTexCoords();
}
std::vector<RenderEntity> SubrectQuad::getRenderInfo() const
{
std::vector<RenderEntity> temp = Quad::getRenderInfo();
//temp[0].mVertexAttributes.push_back(VertexAttribute("texCoords", 2, &mTexCoords[0]));
return temp;
}
void SubrectQuad::updateTexCoords()
{
if(mTexture)
{
auto percentSubrectStart = static_cast<glm::vec2>(mSubrectStart) / static_cast<glm::vec2>(mTexture->getSize());
auto percentSubrectEnd = static_cast<glm::vec2>(mSubrectEnd) / static_cast<glm::vec2>(mTexture->getSize());
glm::vec2 texCoordsX = glm::vec2(percentSubrectStart.x, percentSubrectEnd.x) * mHFlip;
glm::vec2 texCoordsY = glm::vec2(percentSubrectStart.y, percentSubrectEnd.y) * mVFlip;
mTexCoords = {texCoordsX[0], texCoordsY[0],
texCoordsX[0], texCoordsY[1],
texCoordsX[1], texCoordsY[0],
texCoordsX[1], texCoordsY[0],
texCoordsX[0], texCoordsY[1],
texCoordsX[1], texCoordsY[1]};
}
}
}