axmol/tests/Classes/Box2DTestBed/GLES-Render.cpp

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
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#include "GLES-Render.h"
#include "cocos2d.h"
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
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USING_NS_CC;
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GLESDebugDraw::GLESDebugDraw()
: mRatio( 1.0f )
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{
this->initShader();
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}
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GLESDebugDraw::GLESDebugDraw( float32 ratio )
: mRatio( ratio )
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{
this->initShader();
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}
void GLESDebugDraw::initShader( void )
{
mShaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
}
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void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
b2Vec2* vertices = new b2Vec2[vertexCount];
for( int i=0;i<vertexCount;i++)
{
vertices[i] = old_vertices[i];
vertices[i] *= mRatio;
}
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount);
CHECK_GL_ERROR_DEBUG();
delete[] vertices;
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}
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void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
b2Vec2* vertices = new b2Vec2[vertexCount];
for( int i=0;i<vertexCount;i++) {
vertices[i] = old_vertices[i];
vertices[i] *= mRatio;
}
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,vertexCount*2);
CHECK_GL_ERROR_DEBUG();
delete[] vertices;
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}
void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
const float32 k_segments = 16.0f;
int vertexCount=16;
const float32 k_increment = 2.0f * b2_pi / k_segments;
float32 theta = 0.0f;
GLfloat* glVertices = new GLfloat[vertexCount*2];
for (int i = 0; i < k_segments; ++i)
{
b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
glVertices[i*2]=v.x * mRatio;
glVertices[i*2+1]=v.y * mRatio;
theta += k_increment;
}
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount);
CHECK_GL_ERROR_DEBUG();
delete[] glVertices;
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}
void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
const float32 k_segments = 16.0f;
int vertexCount=16;
const float32 k_increment = 2.0f * b2_pi / k_segments;
float32 theta = 0.0f;
GLfloat* glVertices = new GLfloat[vertexCount*2];
for (int i = 0; i < k_segments; ++i)
{
b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
glVertices[i*2]=v.x * mRatio;
glVertices[i*2+1]=v.y * mRatio;
theta += k_increment;
}
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
// Draw the axis line
DrawSegment(center,center+radius*axis,color);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,vertexCount*2);
CHECK_GL_ERROR_DEBUG();
delete[] glVertices;
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}
void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
GLfloat glVertices[] =
{
p1.x * mRatio, p1.y * mRatio,
p2.x * mRatio, p2.y * mRatio
};
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
glDrawArrays(GL_LINES, 0, 2);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2);
CHECK_GL_ERROR_DEBUG();
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}
void GLESDebugDraw::DrawTransform(const b2Transform& xf)
{
b2Vec2 p1 = xf.p, p2;
const float32 k_axisScale = 0.4f;
p2 = p1 + k_axisScale * xf.q.GetXAxis();
DrawSegment(p1, p2, b2Color(1,0,0));
p2 = p1 + k_axisScale * xf.q.GetYAxis();
DrawSegment(p1,p2,b2Color(0,1,0));
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}
void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
// glPointSize(size);
GLfloat glVertices[] = {
p.x * mRatio, p.y * mRatio
};
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
glDrawArrays(GL_POINTS, 0, 1);
// glPointSize(1.0f);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1);
CHECK_GL_ERROR_DEBUG();
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}
void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
{
// NSLog(@"DrawString: unsupported: %s", string);
//printf(string);
/* Unsupported as yet. Could replace with bitmap font renderer at a later date */
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}
void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
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{
mShaderProgram->use();
mShaderProgram->setUniformsForBuiltins();
mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
GLfloat glVertices[] = {
aabb->lowerBound.x * mRatio, aabb->lowerBound.y * mRatio,
aabb->upperBound.x * mRatio, aabb->lowerBound.y * mRatio,
aabb->upperBound.x * mRatio, aabb->upperBound.y * mRatio,
aabb->lowerBound.x * mRatio, aabb->upperBound.y * mRatio
};
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
glDrawArrays(GL_LINE_LOOP, 0, 8);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,8);
CHECK_GL_ERROR_DEBUG();
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}