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#include "AnimeComponent.h"
#ifndef _MSC_VER
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#include "../../../anime.h"
#endif
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#include <cmath>
AnimeComponent::AnimeComponent(const float rawX, const float rawY, const float rawWidth, const float rawHeight, const int passedWindowWidth, const int passedWindowHeight) : BoxComponent(rawX, rawY, rawWidth, rawHeight, passedWindowWidth, passedWindowHeight){
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x = rawX;
y = rawY;
width = rawWidth;
height = rawHeight;
#ifndef _MSC_VER
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if (width == 512) {
for (int py = 0; py < 1024; py++) {
for (int px = 0; px < 1024; px++) {
for (int i = 0; i < 4; i++) {
data[1023 - py][px][i] = anime.pixel_data[((px * 4) + (py * 4 * 1024)) + i];
}
}
}
}
#endif
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float vx = rawX;
float vy = rawY;
float vWidth = rawWidth;
float vHeight = rawHeight;
pointToViewport(vx, vy, windowWidth, windowHeight);
distanceToViewport(vWidth, vHeight, windowWidth, windowHeight);
vertices[(0 * 5) + 0] = vx;
vertices[(0 * 5) + 1] = vy + vHeight;
vertices[(1 * 5) + 0] = vx + vWidth;
vertices[(1 * 5) + 1] = vy + vHeight;
vertices[(2 * 5) + 0] = vx + vWidth;
vertices[(2 * 5) + 1] = vy;
vertices[(3 * 5) + 0] = vx;
vertices[(3 * 5) + 1] = vy;
glGenVertexArrays(1, &vertexArrayObject);
glGenBuffers(1, &vertexBufferObject);
glGenBuffers(1, &elementBufferObject);
glBindVertexArray(vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}