diff options
Diffstat (limited to 'src/libjin/graphics/shapes.cpp')
-rw-r--r-- | src/libjin/graphics/shapes.cpp | 260 |
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)
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