mirror of https://github.com/axmolengine/axmol.git
Added triangle, quad bezier, cubic bezier drawing to DrawNode
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@ -437,6 +437,86 @@ void DrawNode::drawPolygon(Point *verts, unsigned int count, const Color4F &fill
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free(extrude);
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}
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void DrawNode::drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color)
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{
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unsigned int vertex_count = 2*3;
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ensureCapacity(vertex_count);
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Color4B col = Color4B(color);
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V2F_C4B_T2F a = {Vertex2F(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
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V2F_C4B_T2F b = {Vertex2F(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
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V2F_C4B_T2F c = {Vertex2F(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle triangle = {a, b, c};
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triangles[0] = triangle;
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_bufferCount += vertex_count;
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_dirty = true;
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}
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void DrawNode::drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color)
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{
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unsigned int vertex_count = (segments + 1) * 3;
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ensureCapacity(vertex_count);
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Tex2F texCoord = Tex2F(0.0, 0.0);
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Color4B col = Color4B(color);
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Vertex2F vertex;
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Vertex2F firstVertex = Vertex2F(from.x, from.y);
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Vertex2F lastVertex = Vertex2F(to.x, to.y);
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float t = 0;
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for(unsigned int i = segments + 1; i > 0; i--)
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{
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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;
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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;
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vertex = Vertex2F(x, y);
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V2F_C4B_T2F a = {firstVertex, col, texCoord };
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V2F_C4B_T2F b = {lastVertex, col, texCoord };
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V2F_C4B_T2F c = {vertex, col, texCoord };
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V2F_C4B_T2F_Triangle triangle = {a, b, c};
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((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
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lastVertex = vertex;
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t += 1.0f / segments;
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_bufferCount += 3;
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}
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_dirty = true;
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}
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void DrawNode::drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
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{
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unsigned int vertex_count = (segments + 1) * 3;
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ensureCapacity(vertex_count);
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Tex2F texCoord = Tex2F(0.0, 0.0);
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Color4B col = Color4B(color);
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Vertex2F vertex;
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Vertex2F firstVertex = Vertex2F(from.x, from.y);
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Vertex2F lastVertex = Vertex2F(to.x, to.y);
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float t = 0;
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for(unsigned int i = segments + 1; i > 0; i--)
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{
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float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
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float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
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vertex = Vertex2F(x, y);
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V2F_C4B_T2F a = {firstVertex, col, texCoord };
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V2F_C4B_T2F b = {lastVertex, col, texCoord };
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V2F_C4B_T2F c = {vertex, col, texCoord };
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V2F_C4B_T2F_Triangle triangle = {a, b, c};
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((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
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lastVertex = vertex;
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t += 1.0f / segments;
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_bufferCount += 3;
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}
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_dirty = true;
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}
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void DrawNode::clear()
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{
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_bufferCount = 0;
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@ -72,6 +72,15 @@ public:
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* @endcode
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*/
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void drawPolygon(Point *verts, unsigned int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
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/** draw a triangle with color */
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void drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color);
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/** draw a cubic bezier curve with color and number of segments */
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void drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color);
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/** draw a quadratic bezier curve with color and number of segments */
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void drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
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/** Clear the geometry in the node's buffer. */
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void clear();
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