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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/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_MODEL_MATRIX, &gl.ModelMatrix);
			shader->sendMatrix4(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_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
			};
		
			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)
			{
				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);
			}
		}

	} // namespace graphics
} // namespace jin

#endif // LIBJIN_MODULES_RENDER