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/*
* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "frame_background_image.hpp"
namespace usdx
{
FrameBackgroundImage::FrameBackgroundImage(boost::filesystem::wpath filename)
{
texture = new Texture(filename);
this->vertices[0] = 0.0f;
this->vertices[1] = 600.0f;
this->vertices[2] = 0.0f;
this->vertices[3] = 800.0f;
this->vertices[4] = 600.0f;
this->vertices[5] = 0.0f;
this->vertices[6] = 800.0f;
this->vertices[7] = 0.0f;
this->vertices[8] = 0.0f;
this->vertices[9] = 0.0f;
this->vertices[10] = 0.0f;
this->vertices[11] = 0.0f;
this->color[0] = 255;
this->color[1] = 255;
this->color[2] = 255;
this->color[3] = 255;
this->color[4] = 255;
this->color[5] = 255;
this->color[6] = 255;
this->color[7] = 255;
this->color[8] = 255;
this->color[9] = 255;
this->color[10] = 255;
this->color[11] = 255;
this->color[12] = 255;
this->color[13] = 255;
this->color[14] = 255;
this->color[15] = 255;
this->tex[0] = 0.0f;
this->tex[1] = 1.0f;
this->tex[2] = 1.0f;
this->tex[3] = 1.0f;
this->tex[4] = 1.0f;
this->tex[5] = 0.0f;
this->tex[6] = 0.0f;
this->tex[7] = 0.0f;
}
FrameBackgroundImage::~FrameBackgroundImage()
{
delete texture;
}
void FrameBackgroundImage::draw(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texture->get_texture());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
};
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