/* * pictures.c * * Copyright (c) 2003-2012, NVIDIA CORPORATION. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ // // Texture images // #include "nvgldemo.h" #include "picture.h" #include "shaders.h" Picture* Picture_new( GLuint t) { Picture *o = (Picture*)MALLOC(sizeof(Picture)); o->left = 0.0f; o->right = 1.0f; o->bottom = 0.0f; o->top = 1.0f; o->texture = t; return o; } void Picture_delete( Picture *o) { FREE(o); } void Picture_setPos( Picture *o, float l, float r, float b, float t) { o->left = l; o->right = r; o->bottom = b; o->top = t; } void Picture_draw( Picture *o) { const float texcoords[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; float vertices[4*2]; // Load program and bind texture glUseProgram(prog_overlaytex); glBindTexture(GL_TEXTURE_2D, o->texture); // Set up vertex coordinates vertices[0] = vertices[6] = o->left; vertices[1] = vertices[3] = o->bottom; vertices[2] = vertices[4] = o->right; vertices[5] = vertices[7] = o->top; // Render glEnableVertexAttribArray(aloc_overlaytexVertex); glEnableVertexAttribArray(aloc_overlaytexTexcoord); glVertexAttribPointer(aloc_overlaytexVertex, 2, GL_FLOAT, GL_FALSE, 0 , vertices); glVertexAttribPointer(aloc_overlaytexTexcoord, 2, GL_FLOAT, GL_FALSE, 0, texcoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(aloc_overlaytexVertex); glDisableVertexAttribArray(aloc_overlaytexTexcoord); }