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-rw-r--r--src/libjin/Graphics/Shapes.cpp198
1 files changed, 99 insertions, 99 deletions
diff --git a/src/libjin/Graphics/Shapes.cpp b/src/libjin/Graphics/Shapes.cpp
index f5aedd4..5e87473 100644
--- a/src/libjin/Graphics/Shapes.cpp
+++ b/src/libjin/Graphics/Shapes.cpp
@@ -9,118 +9,118 @@
namespace jin
{
-namespace graphics
-{
+ namespace graphics
+ {
- using namespace math;
+ using namespace math;
- void point(int x, int y)
- {
- float verts[] = { x + 0.5f , y + 0.5f };
+ 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);
+ 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);
- }
+ 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);
+ 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
- };
+ 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);
+ 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)
- {
+ 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();
+ 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);
- }
- }
-
-} // graphics
+ 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);
+ }
+ }
+
+ } // graphics
} // jin
#endif // LIBJIN_MODULES_RENDER \ No newline at end of file