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-rw-r--r--src/libjin/graphics/shapes.cpp148
1 files changed, 148 insertions, 0 deletions
diff --git a/src/libjin/graphics/shapes.cpp b/src/libjin/graphics/shapes.cpp
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+++ b/src/libjin/graphics/shapes.cpp
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+#include "../core/configuration.h"
+#if defined(jin_graphics)
+
+#include <string>
+
+#include "../math/matrix.h"
+#include "../math/constant.h"
+
+#include "shaders/shader.h"
+#include "shapes.h"
+
+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 JinEngine
+
+#endif // defined(jin_graphics) \ No newline at end of file