LTexture.cpp
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip, LFRect* stretch, GLfloat degrees )
{
if( mTextureID != 0 )
{
glLoadIdentity();
GLfloat texTop = 0.f;
GLfloat texBottom = (GLfloat)mImageHeight / (GLfloat)mTextureHeight;
GLfloat texLeft = 0.f;
GLfloat texRight = (GLfloat)mImageWidth / (GLfloat)mTextureWidth;
GLfloat quadWidth = mImageWidth;
GLfloat quadHeight = mImageHeight;
if( clip != NULL )
{
texLeft = clip->x / mTextureWidth;
texRight = ( clip->x + clip->w ) / mTextureWidth;
texTop = clip->y / mTextureHeight;
texBottom = ( clip->y + clip->h ) / mTextureHeight;
quadWidth = clip->w;
quadHeight = clip->h;
}
if( stretch != NULL )
{
quadWidth = stretch->w;
quadHeight = stretch->h;
}
glTranslatef( x + quadWidth / 2.f, y + quadHeight / 2.f, 0.f );//移到绘制区域中心点
glRotatef( degrees, 0.f, 0.f, 1.f );//旋转
glBindTexture( GL_TEXTURE_2D, mTextureID );
glBegin( GL_QUADS );
glTexCoord2f( texLeft, texTop ); glVertex2f( -quadWidth / 2.f, -quadHeight / 2.f );
glTexCoord2f( texRight, texTop ); glVertex2f( quadWidth / 2.f, -quadHeight / 2.f );
glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth / 2.f, quadHeight / 2.f );
glTexCoord2f( texLeft, texBottom ); glVertex2f( -quadWidth / 2.f, quadHeight / 2.f );
glEnd();
}
}
LUtil.cpp
void update()
{
gAngle += 360.f / SCREEN_FPS;//旋转角度
if( gAngle > 360.f )
{
gAngle -= 360.f;
}
}
void render()
{
glClear( GL_COLOR_BUFFER_BIT );
gRotatingTexture.render( ( SCREEN_WIDTH - gRotatingTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gRotatingTexture.imageHeight() ) / 2.f, NULL, NULL, gAngle );
glutSwapBuffers();
}