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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)
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