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#include <glad/glad.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "drawable.h"
#include <string.h>
#include <stdlib.h>
GLfloat vertices[] = {
// Position Texcoords
0.0f, 0.0f, 0.0f, 0.0f, // Top-left
0.0f, 0.0f, 1.0f, 0.0f, // Top-right
0.0f, 0.0f, 1.0f, 1.0f, // Bottom-right
0.0f, 0.0f, 0.0f, 1.0f // Bottom-left
};
GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
bool load_image(char* file_name, drawable_t *drawable) {
int w, h, channel;
unsigned char *data = stbi_load(file_name, &w, &h, &channel, STBI_rgb_alpha);
if (data == NULL) return false;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
drawable->w = w;
drawable->h = h;
return true;
}
void crop_texture(drawable_t *drawable, int h, int w) {
drawable->vertices[2] = drawable->vertices[14] = w;
drawable->vertices[3] = drawable->vertices[7] = h;
drawable->vertices[6] = drawable->vertices[10] = 1.0f;
drawable->vertices[15] = drawable->vertices[11] = h;
}
void set_block_texture(drawable_t *drawable, uint8_t mino) {
GLfloat index = (mino + 2) * .0625f;
drawable->vertices[2] = drawable->vertices[14] = index;
drawable->vertices[6] = drawable->vertices[10] = index + .0625f;
}
void update_rect(drawable_t *drawable, GLfloat x, GLfloat y,
GLfloat w, GLfloat h, GLfloat window_width, GLfloat window_height) {
GLfloat x_ratio = window_width / 2.0f;
GLfloat y_ratio = window_height / 2.0f;
drawable->vertices[0] = drawable->vertices[12] = -1.0f + (x / x_ratio);
drawable->vertices[1] = drawable->vertices[5] = 1.0f - (y / y_ratio);
drawable->vertices[9] = drawable->vertices[13] = drawable->vertices[1] - (h) / y_ratio;
drawable->vertices[4] = drawable->vertices[8] = drawable->vertices[0] + (w) / x_ratio;
glBindBuffer(GL_ARRAY_BUFFER, drawable->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), drawable->vertices, GL_DYNAMIC_DRAW);
}
void new_rectangle(drawable_t* drawable) {
drawable->vertices = malloc(sizeof(vertices));
memcpy(drawable->vertices, &vertices[0], sizeof(vertices));
glGenVertexArrays(1, &drawable->vao);
glBindVertexArray(drawable->vao);
glGenBuffers(1, &drawable->vbo);
glBindBuffer(GL_ARRAY_BUFFER, drawable->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), drawable->vertices, GL_DYNAMIC_DRAW);
glGenBuffers(1, &drawable->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawable->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
//glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2* sizeof(GLfloat)));
//glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
}
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