Added triangle, quad bezier, cubic bezier drawing to DrawNode

This commit is contained in:
PickleMan 2013-10-13 23:41:55 -04:00
parent 1751cc3d89
commit 01ebb2ac29
2 changed files with 89 additions and 0 deletions

View File

@ -437,6 +437,86 @@ void DrawNode::drawPolygon(Point *verts, unsigned int count, const Color4F &fill
free(extrude);
}
void DrawNode::drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
Color4B col = Color4B(color);
V2F_C4B_T2F a = {Vertex2F(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vertex2F(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vertex2F(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle = {a, b, c};
triangles[0] = triangle;
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
Vertex2F vertex;
Vertex2F firstVertex = Vertex2F(from.x, from.y);
Vertex2F lastVertex = Vertex2F(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x;
float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y;
vertex = Vertex2F(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };
V2F_C4B_T2F c = {vertex, col, texCoord };
V2F_C4B_T2F_Triangle triangle = {a, b, c};
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
lastVertex = vertex;
t += 1.0f / segments;
_bufferCount += 3;
}
_dirty = true;
}
void DrawNode::drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
Vertex2F vertex;
Vertex2F firstVertex = Vertex2F(from.x, from.y);
Vertex2F lastVertex = Vertex2F(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
vertex = Vertex2F(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };
V2F_C4B_T2F c = {vertex, col, texCoord };
V2F_C4B_T2F_Triangle triangle = {a, b, c};
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
lastVertex = vertex;
t += 1.0f / segments;
_bufferCount += 3;
}
_dirty = true;
}
void DrawNode::clear()
{
_bufferCount = 0;

View File

@ -72,6 +72,15 @@ public:
* @endcode
*/
void drawPolygon(Point *verts, unsigned int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
/** draw a triangle with color */
void drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color);
/** draw a cubic bezier curve with color and number of segments */
void drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color);
/** draw a quadratic bezier curve with color and number of segments */
void drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
/** Clear the geometry in the node's buffer. */
void clear();