diff options
author | chai <chaifix@163.com> | 2018-10-19 08:36:44 +0800 |
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committer | chai <chaifix@163.com> | 2018-10-19 08:36:44 +0800 |
commit | 7d5f055547e70fa93ee9ac944e62f8d657b9dc55 (patch) | |
tree | 081782a1541854db4b8eb69c4b43081f52711286 /src/libjin/Graphics/je_shapes.cpp | |
parent | 02dd1f38008594048f0e28bad01e7c6d18844198 (diff) |
*修改文件名
Diffstat (limited to 'src/libjin/Graphics/je_shapes.cpp')
-rw-r--r-- | src/libjin/Graphics/je_shapes.cpp | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/src/libjin/Graphics/je_shapes.cpp b/src/libjin/Graphics/je_shapes.cpp new file mode 100644 index 0000000..31c793f --- /dev/null +++ b/src/libjin/Graphics/je_shapes.cpp @@ -0,0 +1,128 @@ +#include "../core/je_configuration.h" +#if LIBJIN_MODULES_RENDER + +#include <string> + +#include "../math/je_matrix.h" +#include "../math/je_constant.h" + +#include "shader/je_shader.h" +#include "je_shapes.h" + +namespace jin +{ + namespace graphics + { + + using namespace math; + + void point(int x, int y) + { + float verts[] = { x + 0.5f , y + 0.5f }; + + Shader* shader = Shader::getCurrentShader(); + shader->bindVertexPointer(2, GL_FLOAT, 0, verts); + gl.ModelMatrix.setIdentity(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + + glDrawArrays(GL_POINTS, 0, 1); + } + + void points(int n, GLshort* p) + { + Shader* shader = Shader::getCurrentShader(); + shader->bindVertexPointer(2, GL_SHORT, 0, p); + gl.ModelMatrix.setIdentity(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + + glDrawArrays(GL_POINTS, 0, n); + } + + void line(int x1, int y1, int x2, int y2) + { + float verts[] = { + x1, y1, + x2, y2 + }; + + Shader* shader = Shader::getCurrentShader(); + shader->bindVertexPointer(2, GL_FLOAT, 0, verts); + gl.ModelMatrix.setIdentity(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + + glDrawArrays(GL_LINES, 0, 2); + } + + void circle(RenderMode mode, int x, int y, int r) + { + r = r < 0 ? 0 : r; + + int points = 40; + float two_pi = static_cast<float>(PI * 2); + if (points <= 0) points = 1; + float angle_shift = (two_pi / points); + float phi = .0f; + + float *coords = new float[2 * (points + 1)]; + for (int i = 0; i < points; ++i, phi += angle_shift) + { + coords[2 * i] = x + r * cos(phi); + coords[2 * i + 1] = y + r * sin(phi); + } + + coords[2 * points] = coords[0]; + coords[2 * points + 1] = coords[1]; + + polygon(mode, coords, points); + + delete[] coords; + } + + void rect(RenderMode mode, int x, int y, int w, int h) + { + float coords[] = { x, y, x + w, y, x + w, y + h, x, y + h }; + polygon(mode, coords, 4); + } + + void triangle(RenderMode mode, int x1, int y1, int x2, int y2, int x3, int y3) + { + float coords[] = { x1, y1, x2, y2, x3, y3 }; + polygon(mode, coords, 3); + } + + void polygon_line(float* p, int count) + { + Shader* shader = Shader::getCurrentShader(); + gl.ModelMatrix.setIdentity(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->bindVertexPointer(2, GL_FLOAT, 0, p); + + glDrawArrays(GL_LINE_LOOP, 0, count); + } + + void polygon(RenderMode mode, float* p, int count) + { + if (mode == LINE) + { + polygon_line(p, count); + } + else if (mode == FILL) + { + Shader* shader = Shader::getCurrentShader(); + gl.ModelMatrix.setIdentity(); + shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix); + shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix); + shader->bindVertexPointer(2, GL_FLOAT, 0, p); + + glDrawArrays(GL_POLYGON, 0, count); + } + } + + } // namespace graphics +} // namespace jin + +#endif // LIBJIN_MODULES_RENDER
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