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authorchai <chaifix@163.com>2020-02-11 11:29:07 +0800
committerchai <chaifix@163.com>2020-02-11 11:29:07 +0800
commit160e1299ef3d95f8e8c48706d7f61dd3dc6c6b60 (patch)
treeabe5ae5242d9cc6caf6edf103e662c44e978fca0 /src/libjin/graphics/shapes.cpp
parente095043485d1d298571af6d9eca7f0db9009ea7a (diff)
*修改 tab大小HEADmaster
Diffstat (limited to 'src/libjin/graphics/shapes.cpp')
-rw-r--r--src/libjin/graphics/shapes.cpp260
1 files changed, 130 insertions, 130 deletions
diff --git a/src/libjin/graphics/shapes.cpp b/src/libjin/graphics/shapes.cpp
index 23fc888..228f4c8 100644
--- a/src/libjin/graphics/shapes.cpp
+++ b/src/libjin/graphics/shapes.cpp
@@ -13,136 +13,136 @@ using namespace JinEngine::Graphics::Shaders;
namespace JinEngine
{
- namespace Graphics
- {
-
- using namespace Math;
-
- void point(int x, int y)
- {
- float verts[] = { x + 0.5f , y + 0.5f };
-
- Matrix modelMatrix = gl.getModelViewMatrix();
-
- Shader* shader = gl.getShader();
- shader->begin()
- .uploadVertices(2, GL_FLOAT, 0, verts)
- .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
- .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
-
- gl.drawArrays(GL_POINTS, 0, 1);
-
- shader->end();
- }
-
- void points(int n, GLshort* p)
- {
- Matrix modelMatrix = gl.getModelViewMatrix();
-
- Shader* shader = gl.getShader();
- shader->begin()
- .uploadVertices(2, GL_SHORT, 0, p)
- .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
- .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
-
- gl.drawArrays(GL_POINTS, 0, n);
-
- shader->end();
- }
-
- void line(int x1, int y1, int x2, int y2)
- {
- float verts[] = {
- x1 + 0.5f, y1 + 0.5f,
- x2 + 0.5f, y2 + 0.5f
- };
-
- Matrix modelMatrix = gl.getModelViewMatrix();
-
- Shader* shader = gl.getShader();
- shader->begin()
- .uploadVertices(2, GL_FLOAT, 0, verts)
- .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
- .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
-
- gl.drawArrays(GL_LINES, 0, 2);
-
- shader->end();
- }
-
- 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 + 0.5f, y + 0.5f, x + w + 0.5f, y + 0.5f, x + w + 0.5f, y + h + 0.5f, x + 0.5f, y + h + 0.5f };
- polygon(mode, coords, 4);
- }
-
- void triangle(RenderMode mode, int x1, int y1, int x2, int y2, int x3, int y3)
- {
- float coords[] = { x1 + 0.5f, y1 + 0.5f, x2 + 0.5f, y2 + 0.5f, x3 + 0.5f, y3 + 0.5f };
- polygon(mode, coords, 3);
- }
-
- void polygon_line(float* p, int count)
- {
- Shader* shader = gl.getShader();
- Matrix modelMatrix = gl.getModelViewMatrix();
- shader->begin()
- .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
- .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
- .uploadVertices(2, GL_FLOAT, 0, p);
-
- gl.drawArrays(GL_LINE_LOOP, 0, count);
-
- shader->end();
- }
-
- void polygon(RenderMode mode, float* p, int count)
- {
- if (mode == LINE)
- {
- polygon_line(p, count);
- }
- else if (mode == FILL)
- {
- Shader* shader = gl.getShader();
- Matrix modelMatrix = gl.getModelViewMatrix();
- shader->begin()
- .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
- .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
- .uploadVertices(2, GL_FLOAT, 0, p);
-
- gl.drawArrays(GL_POLYGON, 0, count);
-
- shader->end();
- }
- }
-
- } // namespace Graphics
+ namespace Graphics
+ {
+
+ using namespace Math;
+
+ void point(int x, int y)
+ {
+ float verts[] = { x + 0.5f , y + 0.5f };
+
+ Matrix modelMatrix = gl.getModelViewMatrix();
+
+ Shader* shader = gl.getShader();
+ shader->begin()
+ .uploadVertices(2, GL_FLOAT, 0, verts)
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
+
+ gl.drawArrays(GL_POINTS, 0, 1);
+
+ shader->end();
+ }
+
+ void points(int n, GLshort* p)
+ {
+ Matrix modelMatrix = gl.getModelViewMatrix();
+
+ Shader* shader = gl.getShader();
+ shader->begin()
+ .uploadVertices(2, GL_SHORT, 0, p)
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
+
+ gl.drawArrays(GL_POINTS, 0, n);
+
+ shader->end();
+ }
+
+ void line(int x1, int y1, int x2, int y2)
+ {
+ float verts[] = {
+ x1 + 0.5f, y1 + 0.5f,
+ x2 + 0.5f, y2 + 0.5f
+ };
+
+ Matrix modelMatrix = gl.getModelViewMatrix();
+
+ Shader* shader = gl.getShader();
+ shader->begin()
+ .uploadVertices(2, GL_FLOAT, 0, verts)
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix());
+
+ gl.drawArrays(GL_LINES, 0, 2);
+
+ shader->end();
+ }
+
+ 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 + 0.5f, y + 0.5f, x + w + 0.5f, y + 0.5f, x + w + 0.5f, y + h + 0.5f, x + 0.5f, y + h + 0.5f };
+ polygon(mode, coords, 4);
+ }
+
+ void triangle(RenderMode mode, int x1, int y1, int x2, int y2, int x3, int y3)
+ {
+ float coords[] = { x1 + 0.5f, y1 + 0.5f, x2 + 0.5f, y2 + 0.5f, x3 + 0.5f, y3 + 0.5f };
+ polygon(mode, coords, 3);
+ }
+
+ void polygon_line(float* p, int count)
+ {
+ Shader* shader = gl.getShader();
+ Matrix modelMatrix = gl.getModelViewMatrix();
+ shader->begin()
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
+ .uploadVertices(2, GL_FLOAT, 0, p);
+
+ gl.drawArrays(GL_LINE_LOOP, 0, count);
+
+ shader->end();
+ }
+
+ void polygon(RenderMode mode, float* p, int count)
+ {
+ if (mode == LINE)
+ {
+ polygon_line(p, count);
+ }
+ else if (mode == FILL)
+ {
+ Shader* shader = gl.getShader();
+ Matrix modelMatrix = gl.getModelViewMatrix();
+ shader->begin()
+ .sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix)
+ .sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix())
+ .uploadVertices(2, GL_FLOAT, 0, p);
+
+ gl.drawArrays(GL_POLYGON, 0, count);
+
+ shader->end();
+ }
+ }
+
+ } // namespace Graphics
} // namespace JinEngine
#endif // defined(jin_graphics) \ No newline at end of file