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path: root/src/libjin/Graphics/Shapes.cpp
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#include "../jin_configuration.h"
#if LIBJIN_MODULES_RENDER

#include "Shader.h"
#include "Shapes.h" 
#include "../math/matrix.h"
#include "../math/constant.h"
#include <string>

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::SHADER_MODEL_MATRIX, &gl.ModelMatrix);
		shader->sendMatrix4(Shader::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::SHADER_MODEL_MATRIX, &gl.ModelMatrix);
		shader->sendMatrix4(Shader::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::SHADER_MODEL_MATRIX, &gl.ModelMatrix);
		shader->sendMatrix4(Shader::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::SHADER_MODEL_MATRIX, &gl.ModelMatrix);
		shader->sendMatrix4(Shader::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::SHADER_MODEL_MATRIX, &gl.ModelMatrix);
			shader->sendMatrix4(Shader::SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
			shader->bindVertexPointer(2, GL_FLOAT, 0, p);

            glDrawArrays(GL_POLYGON, 0, count);
        }
    }

} // graphics
} // jin

#endif // LIBJIN_MODULES_RENDER