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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
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