Add small example
This commit is contained in:
parent
d15fb54804
commit
b50cb62ac3
@ -11,10 +11,20 @@ pkg_check_modules(SDL2 REQUIRED sdl2)
|
||||
|
||||
include_directories("${CMAKE_CURRENT_SOURCE_DIR}/include" ${EPOXY_INCLUDE_DIRS} ${SDL2_INCLUDE_DIRS})
|
||||
|
||||
|
||||
configure_file("shaders/2d-passthrough-vertex.glsl" "shaders/2d-passthrough-vertex.glsl" COPYONLY)
|
||||
configure_file("shaders/fixed-red-fragment.glsl" "shaders/fixed-red-fragment.glsl" COPYONLY)
|
||||
configure_file("shaders/triangle-gen-geometry.glsl" "shaders/triangle-gen-geometry.glsl" COPYONLY)
|
||||
configure_file("shaders/triangle-gen-zoomed-geometry.glsl" "shaders/triangle-gen-zoomed-geometry.glsl" COPYONLY)
|
||||
configure_file("shaders/textured-rectangle-vertex.glsl" "shaders/textured-rectangle-vertex.glsl" COPYONLY)
|
||||
configure_file("shaders/textured-rectangle-fragment.glsl" "shaders/textured-rectangle-fragment.glsl" COPYONLY)
|
||||
|
||||
|
||||
configure_file("shaders/2d-zoom-translate-vertex.glsl" "shaders/2d-zoom-translate-vertex.glsl" COPYONLY)
|
||||
|
||||
aux_source_directory("src" SOURCES)
|
||||
add_compile_options(-Wall)
|
||||
|
||||
add_executable(${PROJECT_NAME} ${SOURCES})
|
||||
target_link_libraries(${PROJECT_NAME} m pthread ${EPOXY_LIBRARIES} ${SDL2_LIBRARIES})
|
||||
install (TARGETS ${PROJECT_NAME} DESTINATION bin)
|
||||
|
||||
|
19
include/opengl-playground/openglgraphics.hpp
Normal file
19
include/opengl-playground/openglgraphics.hpp
Normal file
@ -0,0 +1,19 @@
|
||||
#ifndef OPENGLGRAPHICS_H
|
||||
#define OPENGLGRAPHICS_H
|
||||
|
||||
#include <string>
|
||||
#include <epoxy/gl.h>
|
||||
#include <opengl-playground/openglshader.hpp>
|
||||
|
||||
class OpenGlGraphics
|
||||
{
|
||||
public:
|
||||
OpenGlGraphics(OpenGlShaderProgram &prog);
|
||||
~OpenGlGraphics();
|
||||
virtual void realize() = 0;
|
||||
virtual void render() = 0;
|
||||
protected:
|
||||
OpenGlShaderProgram shaderprog;
|
||||
};
|
||||
|
||||
#endif // OPENGLGRAPHICS_H
|
@ -12,6 +12,9 @@ class OpenGlShaderProgram
|
||||
int compile();
|
||||
void unload();
|
||||
int use();
|
||||
int getUniformLoc(const std::string &uniform);
|
||||
void setUniformFloat(const std::string &uniform, float value);
|
||||
void setUniformVec2(const std::string &uniform, float *vector);
|
||||
private:
|
||||
bool compiled;
|
||||
GLuint shader_program;
|
||||
|
27
include/opengl-playground/textured-rectangle.hpp
Normal file
27
include/opengl-playground/textured-rectangle.hpp
Normal file
@ -0,0 +1,27 @@
|
||||
#ifndef TEXTURED_RECTANGLE_H
|
||||
#define TEXTURED_RECTANGLE_H
|
||||
|
||||
#include <opengl-playground/openglgraphics.hpp>
|
||||
#include <epoxy/gl.h>
|
||||
|
||||
class TexturedRectangle : OpenGlGraphics
|
||||
{
|
||||
public:
|
||||
TexturedRectangle(float x0, float y0, float x1, float y1, OpenGlShaderProgram &shaderprog);
|
||||
void realize();
|
||||
void render();
|
||||
void setZoom(float zoom);
|
||||
float getZoom();
|
||||
void setOffset(float x_off, float y_off);
|
||||
float getOffsetX();
|
||||
float getOffsetY();
|
||||
private:
|
||||
float pos1[2];
|
||||
float pos2[2];
|
||||
float x_offset;
|
||||
float y_offset;
|
||||
float zoom;
|
||||
GLuint vao;
|
||||
};
|
||||
|
||||
#endif // TEXTURED_RECTANGLE_H
|
8
shaders/2d-passthrough-vertex.glsl
Normal file
8
shaders/2d-passthrough-vertex.glsl
Normal file
@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 inputVertex;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(inputVertex.x, inputVertex.y, 0.0, 1.0);
|
||||
}
|
11
shaders/2d-zoom-translate-vertex.glsl
Normal file
11
shaders/2d-zoom-translate-vertex.glsl
Normal file
@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 inputVertex;
|
||||
uniform float zoom;
|
||||
uniform vec2 center_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 translated = (vec4(inputVertex.x, inputVertex.y, 0.0, 1.0) - vec4(center_pos.x, center_pos.y, 0.0, 0.0));
|
||||
gl_Position = vec4(translated.x, translated.y, translated.z, translated.w) * vec4(zoom, zoom, 1, 1);
|
||||
}
|
8
shaders/fixed-red-fragment.glsl
Normal file
8
shaders/fixed-red-fragment.glsl
Normal file
@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
}
|
8
shaders/textured-rectangle-fragment.glsl
Normal file
8
shaders/textured-rectangle-fragment.glsl
Normal file
@ -0,0 +1,8 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
}
|
11
shaders/textured-rectangle-vertex.glsl
Normal file
11
shaders/textured-rectangle-vertex.glsl
Normal file
@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 inputVertex;
|
||||
uniform float zoom;
|
||||
uniform vec2 pos_offset;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos2d = (inputVertex - pos_offset) * zoom;
|
||||
gl_Position = vec4(pos2d.x , pos2d.y, 0.0, 1.0);
|
||||
}
|
15
shaders/triangle-gen-geometry.glsl
Normal file
15
shaders/triangle-gen-geometry.glsl
Normal file
@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices=3) out;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
17
shaders/triangle-gen-zoomed-geometry.glsl
Normal file
17
shaders/triangle-gen-zoomed-geometry.glsl
Normal file
@ -0,0 +1,17 @@
|
||||
#version 330 core
|
||||
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices=3) out;
|
||||
|
||||
uniform float zoom;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0) * zoom;
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0) * zoom;
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0) * zoom;
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
93
src/main.cpp
93
src/main.cpp
@ -1,6 +1,7 @@
|
||||
#include <iostream>
|
||||
#include <iostream>
|
||||
#include <opengl-playground/sdlmainwindow.hpp>
|
||||
#include <epoxy/gl.h>
|
||||
#include <opengl-playground/openglshader.hpp>
|
||||
#include <opengl-playground/textured-rectangle.hpp>
|
||||
|
||||
#define WINDOW_WIDTH 800
|
||||
#define WINDOW_HEIGHT 640
|
||||
@ -10,8 +11,26 @@ int main(int argc, char **argv)
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
MainWindow *window;
|
||||
GLuint triangle_vao;
|
||||
GLuint triangle_vbo;
|
||||
SDL_Event event;
|
||||
bool run = true;
|
||||
bool got_event = false;
|
||||
|
||||
window = new SdlMainWindow(WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
float nav_point[2] = {0.0f, 0.0f};
|
||||
float zoom = 1.0;
|
||||
|
||||
float triangle_vertices[] = { -0.5f, 0.0f,
|
||||
0.0f, 0.5f,
|
||||
0.0f, 0.0f,
|
||||
0.8f, 0.0f,
|
||||
0.8f, 0.5f,
|
||||
0.5f, 0.2f,
|
||||
};
|
||||
|
||||
|
||||
|
||||
window = new SdlMainWindow(WINDOW_HEIGHT, WINDOW_WIDTH);
|
||||
|
||||
window->show();
|
||||
window->activateGlContext();
|
||||
@ -21,9 +40,73 @@ int main(int argc, char **argv)
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
window->swapBuffer();
|
||||
glGenVertexArrays(1, &triangle_vao);
|
||||
glBindVertexArray(triangle_vao);
|
||||
glGenBuffers(1, &triangle_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangle_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
SDL_Delay(5000);
|
||||
OpenGlShaderProgram prog = OpenGlShaderProgram("shaders/2d-zoom-translate-vertex.glsl", "shaders/triangle-gen-zoomed-geometry.glsl", "shaders/fixed-red-fragment.glsl");
|
||||
prog.compile();
|
||||
|
||||
OpenGlShaderProgram textured_rect_prog = OpenGlShaderProgram("shaders/textured-rectangle-vertex.glsl", "", "shaders/textured-rectangle-fragment.glsl");
|
||||
textured_rect_prog.compile();
|
||||
|
||||
TexturedRectangle rect = TexturedRectangle(-0.1, -0.1, 0.1, 0.1, textured_rect_prog);
|
||||
rect.realize();
|
||||
|
||||
while (run) {
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
// Draw the triangles
|
||||
prog.use();
|
||||
|
||||
prog.setUniformFloat("zoom", zoom);
|
||||
prog.setUniformVec2("center_pos", nav_point);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glBindVertexArray(triangle_vao);
|
||||
glDrawArrays(GL_POINTS, 0, sizeof(triangle_vertices)/2);
|
||||
|
||||
rect.setZoom(zoom);
|
||||
rect.setOffset(nav_point[0], nav_point[1]);
|
||||
rect.render();
|
||||
|
||||
window->swapBuffer();
|
||||
got_event = false;
|
||||
|
||||
while (!got_event) {
|
||||
if (SDL_WaitEvent(&event)) {
|
||||
if (event.type == SDL_KEYDOWN) {
|
||||
if (event.key.keysym.sym == SDLK_w) {
|
||||
nav_point[1] += 0.05;
|
||||
} else if (event.key.keysym.sym == SDLK_s) {
|
||||
nav_point[1] -= 0.05;
|
||||
} else if (event.key.keysym.sym == SDLK_a) {
|
||||
nav_point[0] -= 0.05;
|
||||
} else if (event.key.keysym.sym == SDLK_d) {
|
||||
nav_point[0] += 0.05;
|
||||
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
|
||||
std::cout << "Bye!" << std::endl;
|
||||
run = false;
|
||||
} else if (event.key.keysym.sym == SDLK_PLUS) {
|
||||
zoom += 0.01f;
|
||||
} else if (event.key.keysym.sym == SDLK_MINUS) {
|
||||
zoom -= 0.01f;
|
||||
if (zoom < 0.0f)
|
||||
zoom = 0.0f;
|
||||
}
|
||||
got_event = true;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
textured_rect_prog.unload();
|
||||
prog.unload();
|
||||
delete window;
|
||||
}
|
||||
|
13
src/openglgraphics.cpp
Normal file
13
src/openglgraphics.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include <opengl-playground/openglgraphics.hpp>
|
||||
|
||||
|
||||
|
||||
OpenGlGraphics::OpenGlGraphics(OpenGlShaderProgram &prog) : shaderprog(prog)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
OpenGlGraphics::~OpenGlGraphics()
|
||||
{
|
||||
|
||||
}
|
@ -1,4 +1,7 @@
|
||||
#include <opengl-playground/openglshader.hpp>
|
||||
#include <string.h>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string geometry_file, std::string fragment_file)
|
||||
{
|
||||
@ -10,12 +13,16 @@ OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string ge
|
||||
|
||||
OpenGlShaderProgram::~OpenGlShaderProgram()
|
||||
{
|
||||
this->unload();
|
||||
|
||||
}
|
||||
|
||||
char *load_shader_program_from_file(std::string file_name)
|
||||
std::string load_shader_program_from_file(std::string &file_name)
|
||||
{
|
||||
return NULL;
|
||||
std::ifstream ifs(file_name);
|
||||
std::string file_content((std::istreambuf_iterator<char>(ifs)),
|
||||
(std::istreambuf_iterator<char>()));
|
||||
|
||||
return file_content;
|
||||
}
|
||||
|
||||
int OpenGlShaderProgram::compile()
|
||||
@ -25,7 +32,8 @@ int OpenGlShaderProgram::compile()
|
||||
char info_log[512];
|
||||
unsigned int vertex_shader, geometry_shader, fragment_shader;
|
||||
bool vertex_b = false, geo_b = false, frag_b = false;
|
||||
char *src_code;
|
||||
std::string src_code;
|
||||
const char *c_string;
|
||||
|
||||
if (this->compiled) {
|
||||
glDeleteProgram(shader_program);
|
||||
@ -37,32 +45,37 @@ int OpenGlShaderProgram::compile()
|
||||
if (!vertex_file.empty()) {
|
||||
vertex_b = true;
|
||||
|
||||
src_code = load_shader_program_from_file(this->vertex_file);
|
||||
c_string = src_code.c_str();
|
||||
|
||||
/* Compile the vertex shader */
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex_shader, 1, &src_code, NULL);
|
||||
|
||||
glShaderSource(vertex_shader, 1, &c_string, NULL);
|
||||
glCompileShader(vertex_shader);
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
||||
free(src_code);
|
||||
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
|
||||
fprintf(stderr, "%s\n", info_log);
|
||||
printf("Error in vertex shader: %s\n", info_log);
|
||||
ret_code = -1;
|
||||
goto delete_vertex;
|
||||
}
|
||||
|
||||
glAttachShader(this->shader_program, vertex_shader);
|
||||
}
|
||||
} else
|
||||
printf("Empty\n");
|
||||
|
||||
if (!this->geometry_file.empty()) {
|
||||
geo_b = true;
|
||||
|
||||
/* Compile the vertex shader */
|
||||
geometry_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(geometry_shader, 1, &src_code, NULL);
|
||||
src_code = load_shader_program_from_file(this->geometry_file);
|
||||
c_string = src_code.c_str();
|
||||
|
||||
/* Compile the vertex shader */
|
||||
geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometry_shader, 1, &c_string, NULL);
|
||||
glCompileShader(geometry_shader);
|
||||
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
|
||||
free(src_code);
|
||||
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(geometry_shader, 512, NULL, info_log);
|
||||
@ -78,12 +91,14 @@ int OpenGlShaderProgram::compile()
|
||||
if (!this->fragment_file.empty()) {
|
||||
frag_b = true;
|
||||
|
||||
/* Compile the vertex shader */
|
||||
fragment_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(fragment_shader, 1, &src_code, NULL);
|
||||
src_code = load_shader_program_from_file(this->fragment_file);
|
||||
c_string = src_code.c_str();
|
||||
|
||||
/* Compile the vertex shader */
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment_shader, 1, &c_string, NULL);
|
||||
glCompileShader(fragment_shader);
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
||||
free(src_code);
|
||||
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragment_shader, 512, NULL, info_log);
|
||||
@ -141,3 +156,27 @@ int OpenGlShaderProgram::use()
|
||||
glUseProgram(this->shader_program);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void OpenGlShaderProgram::setUniformFloat(const std::string &uniform, float value)
|
||||
{
|
||||
int loc = this->getUniformLoc(uniform);
|
||||
if (loc >= 0) {
|
||||
glUniform1f(loc, value);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGlShaderProgram::setUniformVec2(const std::string &uniform, float *vector)
|
||||
{
|
||||
int loc = this->getUniformLoc(uniform);
|
||||
if (loc >= 0) {
|
||||
glUniform2fv(loc, 1, vector);
|
||||
}
|
||||
}
|
||||
|
||||
int OpenGlShaderProgram::getUniformLoc(const std::string &uniform)
|
||||
{
|
||||
if (!this->compiled)
|
||||
return -1;
|
||||
|
||||
return glGetUniformLocation(this->shader_program, uniform.c_str());
|
||||
}
|
||||
|
@ -29,6 +29,11 @@ void SdlMainWindow::swapBuffer()
|
||||
|
||||
void SdlMainWindow::activateGlContext()
|
||||
{
|
||||
// OPENGL VERSION
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
|
||||
if (this->context == NULL)
|
||||
this->context = SDL_GL_CreateContext(this->window);
|
||||
else
|
||||
|
86
src/textured-rectangle.cpp
Normal file
86
src/textured-rectangle.cpp
Normal file
@ -0,0 +1,86 @@
|
||||
#include <opengl-playground/textured-rectangle.hpp>
|
||||
|
||||
|
||||
|
||||
TexturedRectangle::TexturedRectangle(float x0, float y0, float x1, float y1, OpenGlShaderProgram &shaderprog) :
|
||||
OpenGlGraphics(shaderprog)
|
||||
{
|
||||
this->pos1[0] = x0;
|
||||
this->pos1[1] = y0;
|
||||
this->pos2[0] = x1;
|
||||
this->pos2[1] = y1;
|
||||
this->setZoom(1.0f);
|
||||
this->setOffset(0.0f, 0.0f);
|
||||
this->vao = 0;
|
||||
}
|
||||
|
||||
void TexturedRectangle::realize()
|
||||
{
|
||||
GLuint vbo;
|
||||
GLuint elem_buff;
|
||||
const unsigned int indices[] = {
|
||||
0, 1, 2,
|
||||
2, 0, 3
|
||||
};
|
||||
|
||||
float vertices[8] = {
|
||||
this->pos1[0], this->pos1[1],
|
||||
this->pos1[0], this->pos2[1],
|
||||
this->pos2[0], this->pos2[1],
|
||||
this->pos2[0], this->pos1[1],
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &this->vao);
|
||||
glBindVertexArray(this->vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
glGenBuffers(1, &elem_buff);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elem_buff);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
||||
void TexturedRectangle::render()
|
||||
{
|
||||
float offset[2];
|
||||
|
||||
this->shaderprog.use();
|
||||
offset[0] = this->getOffsetX();
|
||||
offset[1] = this->getOffsetY();
|
||||
this->shaderprog.setUniformVec2("pos_offset", offset);
|
||||
this->shaderprog.setUniformFloat("zoom", this->zoom);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glBindVertexArray(this->vao);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
}
|
||||
|
||||
void TexturedRectangle::setZoom(float zoom)
|
||||
{
|
||||
this->zoom = zoom;
|
||||
}
|
||||
|
||||
float TexturedRectangle::getZoom()
|
||||
{
|
||||
return this->zoom;
|
||||
}
|
||||
|
||||
void TexturedRectangle::setOffset(float x_off, float y_off)
|
||||
{
|
||||
this->x_offset = x_off;
|
||||
this->y_offset = y_off;
|
||||
}
|
||||
|
||||
float TexturedRectangle::getOffsetX()
|
||||
{
|
||||
return this->x_offset;
|
||||
}
|
||||
|
||||
float TexturedRectangle::getOffsetY()
|
||||
{
|
||||
return this->y_offset;
|
||||
}
|
Loading…
Reference in New Issue
Block a user