axmol/cocos2dx/draw_nodes/CCDrawingPrimitives.cpp

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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/*
*
* IMPORTANT IMPORTANT IMPORTANT IMPORTANT
*
*
* LEGACY FUNCTIONS
*
* USE DrawNode instead
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*
*/
#include "CCDrawingPrimitives.h"
#include "ccTypes.h"
#include "ccMacros.h"
#include "CCGL.h"
#include "CCDirector.h"
#include "shaders/ccGLStateCache.h"
#include "shaders/CCShaderCache.h"
#include "shaders/CCGLProgram.h"
#include "actions/CCActionCatmullRom.h"
#include <string.h>
#include <cmath>
NS_CC_BEGIN
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static bool s_bInitialized = false;
static GLProgram* s_pShader = NULL;
static int s_nColorLocation = -1;
static Color4F s_tColor(1.0f,1.0f,1.0f,1.0f);
static int s_nPointSizeLocation = -1;
static GLfloat s_fPointSize = 1.0f;
#ifdef EMSCRIPTEN
static GLuint s_bufferObject = 0;
static GLuint s_bufferSize = 0;
static void setGLBufferData(void *buf, GLuint bufSize)
{
if(s_bufferSize < bufSize)
{
if(s_bufferObject)
{
glDeleteBuffers(1, &s_bufferObject);
}
glGenBuffers(1, &s_bufferObject);
s_bufferSize = bufSize;
glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_DYNAMIC_DRAW);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufSize, buf);
}
}
#endif // EMSCRIPTEN
static void lazy_init( void )
{
if( ! s_bInitialized ) {
//
// Position and 1 color passed as a uniform (to simulate glColor4ub )
//
s_pShader = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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s_pShader->retain();
s_nColorLocation = glGetUniformLocation( s_pShader->getProgram(), "u_color");
CHECK_GL_ERROR_DEBUG();
s_nPointSizeLocation = glGetUniformLocation( s_pShader->getProgram(), "u_pointSize");
CHECK_GL_ERROR_DEBUG();
s_bInitialized = true;
}
}
// When switching from backround to foreground on android, we want the params to be initialized again
void ccDrawInit()
{
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lazy_init();
}
void ccDrawFree()
{
CC_SAFE_RELEASE_NULL(s_pShader);
s_bInitialized = false;
}
void ccDrawPoint( const Point& point )
{
lazy_init();
Vertex2F p;
p.x = point.x;
p.y = point.y;
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize);
#ifdef EMSCRIPTEN
setGLBufferData(&p, 8);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &p);
#endif // EMSCRIPTEN
glDrawArrays(GL_POINTS, 0, 1);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawPoints( const Point *points, unsigned int numberOfPoints )
{
lazy_init();
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize);
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vertex2F* newPoints = new Vertex2F[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Point) == sizeof(Vertex2F) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) points, numberOfPoints * sizeof(Point));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, points);
#endif // EMSCRIPTEN
}
else
{
// Mac on 64-bit
for( unsigned int i=0; i<numberOfPoints;i++) {
newPoints[i].x = points[i].x;
newPoints[i].y = points[i].y;
}
#ifdef EMSCRIPTEN
// Suspect Emscripten won't be emitting 64-bit code for a while yet,
// but want to make sure this continues to work even if they do.
setGLBufferData(newPoints, numberOfPoints * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
#endif // EMSCRIPTEN
}
glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);
CC_SAFE_DELETE_ARRAY(newPoints);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawLine( const Point& origin, const Point& destination )
{
lazy_init();
Vertex2F vertices[2] = {
Vertex2F(origin.x, origin.y),
Vertex2F(destination.x, destination.y)
};
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, 16);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINES, 0, 2);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawRect( Point origin, Point destination )
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{
ccDrawLine(Point(origin.x, origin.y), Point(destination.x, origin.y));
ccDrawLine(Point(destination.x, origin.y), Point(destination.x, destination.y));
ccDrawLine(Point(destination.x, destination.y), Point(origin.x, destination.y));
ccDrawLine(Point(origin.x, destination.y), Point(origin.x, origin.y));
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}
void ccDrawSolidRect( Point origin, Point destination, Color4F color )
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{
Point vertices[] = {
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origin,
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Point(destination.x, origin.y),
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destination,
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Point(origin.x, destination.y)
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};
ccDrawSolidPoly(vertices, 4, color );
}
void ccDrawPoly( const Point *poli, unsigned int numberOfPoints, bool closePolygon )
{
lazy_init();
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
// iPhone and 32-bit machines optimization
if( sizeof(Point) == sizeof(Vertex2F) )
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{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Point));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
#endif // EMSCRIPTEN
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if( closePolygon )
glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
else
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
}
else
{
// Mac on 64-bit
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vertex2F* newPoli = new Vertex2F[numberOfPoints];
for( unsigned int i=0; i<numberOfPoints;i++) {
newPoli[i].x = poli[i].x;
newPoli[i].y = poli[i].y;
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
#endif // EMSCRIPTEN
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if( closePolygon )
glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
else
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
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CC_SAFE_DELETE_ARRAY(newPoli);
}
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawSolidPoly( const Point *poli, unsigned int numberOfPoints, Color4F color )
{
lazy_init();
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &color.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vertex2F* newPoli = new Vertex2F[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Point) == sizeof(Vertex2F) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Point));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
#endif // EMSCRIPTEN
}
else
{
// Mac on 64-bit
for( unsigned int i=0; i<numberOfPoints;i++)
{
newPoli[i] = Vertex2F( poli[i].x, poli[i].y );
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
#endif // EMSCRIPTEN
}
glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);
CC_SAFE_DELETE_ARRAY(newPoli);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawCircle( const Point& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
{
lazy_init();
int additionalSegment = 1;
if (drawLineToCenter)
additionalSegment++;
const float coef = 2.0f * (float)M_PI/segments;
GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
if( ! vertices )
return;
for(unsigned int i = 0;i <= segments; i++) {
float rads = i*coef;
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GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
vertices[i*2] = j;
vertices[i*2+1] = k;
}
vertices[(segments+1)*2] = center.x;
vertices[(segments+1)*2+1] = center.y;
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment);
free( vertices );
CC_INCREMENT_GL_DRAWS(1);
}
void CC_DLL ccDrawCircle( const Point& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
{
ccDrawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f);
}
void ccDrawSolidCircle( const Point& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY)
{
lazy_init();
const float coef = 2.0f * (float)M_PI/segments;
GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
if( ! vertices )
return;
for(unsigned int i = 0;i <= segments; i++) {
float rads = i*coef;
GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
vertices[i*2] = j;
vertices[i*2+1] = k;
}
vertices[(segments+1)*2] = center.x;
vertices[(segments+1)*2+1] = center.y;
s_pShader->use();
s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) segments+1);
free( vertices );
CC_INCREMENT_GL_DRAWS(1);
}
void CC_DLL ccDrawSolidCircle( const Point& center, float radius, float angle, unsigned int segments)
{
ccDrawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f);
}
void ccDrawQuadBezier(const Point& origin, const Point& control, const Point& destination, unsigned int segments)
{
lazy_init();
Vertex2F* vertices = new Vertex2F[segments + 1];
float t = 0.0f;
for(unsigned int i = 0; i < segments; i++)
{
vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
t += 1.0f / segments;
}
vertices[segments].x = destination.x;
vertices[segments].y = destination.y;
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawCatmullRom( PointArray *points, unsigned int segments )
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{
ccDrawCardinalSpline( points, 0.5f, segments );
}
void ccDrawCardinalSpline( PointArray *config, float tension, unsigned int segments )
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{
lazy_init();
Vertex2F* vertices = new Vertex2F[segments + 1];
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unsigned int p;
float lt;
float deltaT = 1.0f / config->count();
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for( unsigned int i=0; i < segments+1;i++) {
float dt = (float)i / segments;
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// border
if( dt == 1 ) {
p = config->count() - 1;
lt = 1;
} else {
p = dt / deltaT;
lt = (dt - deltaT * (float)p) / deltaT;
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}
// Interpolate
Point pp0 = config->getControlPointAtIndex(p-1);
Point pp1 = config->getControlPointAtIndex(p+0);
Point pp2 = config->getControlPointAtIndex(p+1);
Point pp3 = config->getControlPointAtIndex(p+2);
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Point newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
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vertices[i].x = newPos.x;
vertices[i].y = newPos.y;
}
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*)&s_tColor.r, 1);
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ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawCubicBezier(const Point& origin, const Point& control1, const Point& control2, const Point& destination, unsigned int segments)
{
lazy_init();
Vertex2F* vertices = new Vertex2F[segments + 1];
float t = 0;
for(unsigned int i = 0; i < segments; i++)
{
vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
t += 1.0f / segments;
}
vertices[segments].x = destination.x;
vertices[segments].y = destination.y;
s_pShader->use();
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s_pShader->setUniformsForBuiltins();
s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWS(1);
}
void ccDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
{
s_tColor.r = r;
s_tColor.g = g;
s_tColor.b = b;
s_tColor.a = a;
}
void ccPointSize( GLfloat pointSize )
{
s_fPointSize = pointSize * CC_CONTENT_SCALE_FACTOR();
//TODO :glPointSize( pointSize );
}
void ccDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
s_tColor.r = r/255.0f;
s_tColor.g = g/255.0f;
s_tColor.b = b/255.0f;
s_tColor.a = a/255.0f;
}
NS_CC_END