/**
* Copyright 2012 Jason Sorensen (sorensenj@smert.net)
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
*/
package net.smert.frameworkgl.gameobjects;
import net.smert.frameworkgl.Fw;
import net.smert.frameworkgl.opengl.GL;
import net.smert.frameworkgl.opengl.TextureType;
import net.smert.frameworkgl.opengl.mesh.Mesh;
import net.smert.frameworkgl.opengl.mesh.SegmentMaterial;
import net.smert.frameworkgl.opengl.renderable.AbstractRenderable;
/**
*
* @author Jason Sorensen <sorensenj@smert.net>
*/
public class CrosshairGameObject extends GameObject {
public void init(int width, int height, String textureFilename) {
// Create quad
Mesh mesh = GL.meshFactory.createMesh();
GL.dynamicMeshBuilder.
setQuality(1, 1, 1).
setSize(width, height, 1.0f).
build("quad").
createMesh(true, mesh);
// Create segment material
SegmentMaterial segmentMaterial = mesh.getSegment(0).getMaterial();
if (segmentMaterial == null) {
segmentMaterial = GL.meshFactory.createSegmentMaterial();
mesh.getSegment(0).setMaterial(segmentMaterial);
}
// Set the diffuse texture
mesh.getSegment(0).getMaterial().setTexture(TextureType.DIFFUSE, textureFilename);
// Create renderable from mesh
AbstractRenderable renderable = Fw.graphics.createInterleavedRenderable();
renderable.create(mesh); // Texture must be loaded before renderable is created
// Attach to game object
setMesh(mesh);
setRenderable(renderable);
}
@Override
public void update() {
getWorldTransform().setPosition(Fw.config.getCurrentWidth() / 2f, Fw.config.getCurrentHeight() / 2f, 0f);
}
}