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#include "graphics.h"
#include "../utils/math.h"
#include <string>
namespace jin
{
namespace render
{
void point(int x, int y)
{
float vers[] = { x + 0.5f , y + 0.5f };
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (GLvoid*)vers);
glDrawArrays(GL_POINTS, 0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
}
void points(int n, GLshort* p)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_SHORT, 0, (GLvoid*)p);
glDrawArrays(GL_POINTS, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
}
void line(int x1, int y1, int x2, int y2)
{
glDisable(GL_TEXTURE_2D);
float verts[] = {
x1, y1,
x2, y2
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (GLvoid*)verts);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
}
void circle(RENDER_MODE 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(RENDER_MODE 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(RENDER_MODE 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)
{
float* verts = new float[count * 4];
for (int i = 0; i < count; ++i)
{
// each line has two point n,n+1
verts[i * 4] = p[i * 2];
verts[i * 4 + 1] = p[i * 2 + 1];
verts[i * 4 + 2] = p[(i + 1) % count * 2];
verts[i * 4 + 3] = p[(i + 1) % count * 2 + 1];
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (GLvoid*)verts);
glDrawArrays(GL_LINES, 0, count * 2);
glDisableClientState(GL_VERTEX_ARRAY);
delete[] verts;
}
void polygon(RENDER_MODE mode, float* p, int count)
{
if (mode == LINE)
{
polygon_line(p, count);
}
else if (mode == FILL)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid*)p);
glDrawArrays(GL_POLYGON, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
}
}
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