mirror of https://github.com/axmolengine/axmol.git
migrate Vertex2f to Vector2
This commit is contained in:
parent
56aa50617c
commit
2e315fb215
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@ -454,9 +454,9 @@ CC_DEPRECATED_ATTRIBUTE static inline bool ccc4FEqual(Color4F a, Color4F b)
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return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
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}
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CC_DEPRECATED_ATTRIBUTE static inline Vertex2F vertex2(const float x, const float y)
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CC_DEPRECATED_ATTRIBUTE static inline Vector2 vertex2(const float x, const float y)
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{
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Vertex2F c(x, y);
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Vector2 c(x, y);
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return c;
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}
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@ -775,7 +775,8 @@ CC_DEPRECATED_ATTRIBUTE typedef Rect CCRect;
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CC_DEPRECATED_ATTRIBUTE typedef Color3B ccColor3B;
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CC_DEPRECATED_ATTRIBUTE typedef Color4F ccColor4F;
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CC_DEPRECATED_ATTRIBUTE typedef Color4B ccColor4B;
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CC_DEPRECATED_ATTRIBUTE typedef Vertex2F ccVertex2F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector2 ccVertex2F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector2 Vertex2F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector3 ccVertex3F;
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CC_DEPRECATED_ATTRIBUTE typedef Vector3 Vertex3F;
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CC_DEPRECATED_ATTRIBUTE typedef Tex2F ccTex2F;
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@ -34,67 +34,67 @@
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NS_CC_BEGIN
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// Vertex2F == CGPoint in 32-bits, but not in 64-bits (OS X)
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// Vector2 == CGPoint in 32-bits, but not in 64-bits (OS X)
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// that's why the "v2f" functions are needed
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static Vertex2F v2fzero(0.0f,0.0f);
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static Vector2 v2fzero(0.0f,0.0f);
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static inline Vertex2F v2f(float x, float y)
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static inline Vector2 v2f(float x, float y)
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{
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Vertex2F ret(x, y);
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Vector2 ret(x, y);
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return ret;
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}
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static inline Vertex2F v2fadd(const Vertex2F &v0, const Vertex2F &v1)
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static inline Vector2 v2fadd(const Vector2 &v0, const Vector2 &v1)
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{
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return v2f(v0.x+v1.x, v0.y+v1.y);
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}
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static inline Vertex2F v2fsub(const Vertex2F &v0, const Vertex2F &v1)
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static inline Vector2 v2fsub(const Vector2 &v0, const Vector2 &v1)
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{
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return v2f(v0.x-v1.x, v0.y-v1.y);
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}
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static inline Vertex2F v2fmult(const Vertex2F &v, float s)
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static inline Vector2 v2fmult(const Vector2 &v, float s)
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{
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return v2f(v.x * s, v.y * s);
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}
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static inline Vertex2F v2fperp(const Vertex2F &p0)
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static inline Vector2 v2fperp(const Vector2 &p0)
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{
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return v2f(-p0.y, p0.x);
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}
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static inline Vertex2F v2fneg(const Vertex2F &p0)
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static inline Vector2 v2fneg(const Vector2 &p0)
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{
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return v2f(-p0.x, - p0.y);
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}
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static inline float v2fdot(const Vertex2F &p0, const Vertex2F &p1)
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static inline float v2fdot(const Vector2 &p0, const Vector2 &p1)
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{
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return p0.x * p1.x + p0.y * p1.y;
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}
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static inline Vertex2F v2fforangle(float _a_)
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static inline Vector2 v2fforangle(float _a_)
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{
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return v2f(cosf(_a_), sinf(_a_));
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}
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static inline Vertex2F v2fnormalize(const Vertex2F &p)
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static inline Vector2 v2fnormalize(const Vector2 &p)
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{
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Point r = Point(p.x, p.y).normalize();
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return v2f(r.x, r.y);
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}
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static inline Vertex2F __v2f(const Point &v)
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static inline Vector2 __v2f(const Point &v)
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{
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//#ifdef __LP64__
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return v2f(v.x, v.y);
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// #else
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// return * ((Vertex2F*) &v);
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// return * ((Vector2*) &v);
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// #endif
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}
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static inline Tex2F __t(const Vertex2F &v)
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static inline Tex2F __t(const Vector2 &v)
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{
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return *(Tex2F*)&v;
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}
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@ -256,10 +256,10 @@ void DrawNode::drawDot(const Point &pos, float radius, const Color4F &color)
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unsigned int vertex_count = 2*3;
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ensureCapacity(vertex_count);
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V2F_C4B_T2F a = {Vertex2F(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
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V2F_C4B_T2F b = {Vertex2F(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
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V2F_C4B_T2F c = {Vertex2F(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
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V2F_C4B_T2F d = {Vertex2F(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
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V2F_C4B_T2F a = {Vector2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
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V2F_C4B_T2F b = {Vector2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
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V2F_C4B_T2F c = {Vector2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
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V2F_C4B_T2F d = {Vector2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
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@ -277,23 +277,23 @@ void DrawNode::drawSegment(const Point &from, const Point &to, float radius, con
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unsigned int vertex_count = 6*3;
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ensureCapacity(vertex_count);
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Vertex2F a = __v2f(from);
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Vertex2F b = __v2f(to);
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Vector2 a = __v2f(from);
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Vector2 b = __v2f(to);
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Vertex2F n = v2fnormalize(v2fperp(v2fsub(b, a)));
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Vertex2F t = v2fperp(n);
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Vector2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
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Vector2 t = v2fperp(n);
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Vertex2F nw = v2fmult(n, radius);
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Vertex2F tw = v2fmult(t, radius);
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Vertex2F v0 = v2fsub(b, v2fadd(nw, tw));
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Vertex2F v1 = v2fadd(b, v2fsub(nw, tw));
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Vertex2F v2 = v2fsub(b, nw);
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Vertex2F v3 = v2fadd(b, nw);
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Vertex2F v4 = v2fsub(a, nw);
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Vertex2F v5 = v2fadd(a, nw);
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Vertex2F v6 = v2fsub(a, v2fsub(nw, tw));
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Vertex2F v7 = v2fadd(a, v2fadd(nw, tw));
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Vector2 nw = v2fmult(n, radius);
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Vector2 tw = v2fmult(t, radius);
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Vector2 v0 = v2fsub(b, v2fadd(nw, tw));
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Vector2 v1 = v2fadd(b, v2fsub(nw, tw));
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Vector2 v2 = v2fsub(b, nw);
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Vector2 v3 = v2fadd(b, nw);
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Vector2 v4 = v2fsub(a, nw);
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Vector2 v5 = v2fadd(a, nw);
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Vector2 v6 = v2fsub(a, v2fsub(nw, tw));
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Vector2 v7 = v2fadd(a, v2fadd(nw, tw));
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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@ -349,20 +349,20 @@ void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, fl
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{
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CCASSERT(count >= 0, "invalid count value");
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struct ExtrudeVerts {Vertex2F offset, n;};
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struct ExtrudeVerts {Vector2 offset, n;};
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struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
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memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
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for (int i = 0; i < count; i++)
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{
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Vertex2F v0 = __v2f(verts[(i-1+count)%count]);
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Vertex2F v1 = __v2f(verts[i]);
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Vertex2F v2 = __v2f(verts[(i+1)%count]);
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Vector2 v0 = __v2f(verts[(i-1+count)%count]);
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Vector2 v1 = __v2f(verts[i]);
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Vector2 v2 = __v2f(verts[(i+1)%count]);
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Vertex2F n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
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Vertex2F n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
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Vector2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
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Vector2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
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Vertex2F offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
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Vector2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
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struct ExtrudeVerts tmp = {offset, n2};
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extrude[i] = tmp;
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}
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@ -379,9 +379,9 @@ void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, fl
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float inset = (outline == false ? 0.5 : 0.0);
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for (int i = 0; i < count-2; i++)
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{
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Vertex2F v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
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Vertex2F v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
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Vertex2F v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
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Vector2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
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Vector2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
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Vector2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
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V2F_C4B_T2F_Triangle tmp = {
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{v0, Color4B(fillColor), __t(v2fzero)},
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@ -395,20 +395,20 @@ void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, fl
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for(int i = 0; i < count; i++)
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{
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int j = (i+1)%count;
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Vertex2F v0 = __v2f(verts[i]);
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Vertex2F v1 = __v2f(verts[j]);
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Vector2 v0 = __v2f(verts[i]);
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Vector2 v1 = __v2f(verts[j]);
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Vertex2F n0 = extrude[i].n;
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Vector2 n0 = extrude[i].n;
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Vertex2F offset0 = extrude[i].offset;
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Vertex2F offset1 = extrude[j].offset;
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Vector2 offset0 = extrude[i].offset;
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Vector2 offset1 = extrude[j].offset;
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if(outline)
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{
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Vertex2F inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
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Vertex2F inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
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Vertex2F outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
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Vertex2F outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
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Vector2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
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Vector2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
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Vector2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(borderColor), __t(v2fneg(n0))},
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@ -425,10 +425,10 @@ void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, fl
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*cursor++ = tmp2;
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}
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else {
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Vertex2F inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
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Vertex2F inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
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Vertex2F outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
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Vertex2F outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
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Vector2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
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Vector2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
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Vector2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(fillColor), __t(v2fzero)},
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@ -459,9 +459,9 @@ void DrawNode::drawTriangle(const Point &p1, const Point &p2, const Point &p3, c
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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 a = {Vector2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
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V2F_C4B_T2F b = {Vector2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
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V2F_C4B_T2F c = {Vector2(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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@ -478,16 +478,16 @@ void DrawNode::drawCubicBezier(const Point& from, const Point& control1, const P
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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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Vector2 vertex;
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Vector2 firstVertex = Vector2(from.x, from.y);
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Vector2 lastVertex = Vector2(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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vertex = Vector2(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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@ -509,16 +509,16 @@ void DrawNode::drawQuadraticBezier(const Point& from, const Point& control, cons
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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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Vector2 vertex;
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Vector2 firstVertex = Vector2(from.x, from.y);
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Vector2 lastVertex = Vector2(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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vertex = Vector2(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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@ -127,7 +127,7 @@ void drawPoint( const Point& point )
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{
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lazy_init();
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Vertex2F p;
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Vector2 p;
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p.x = point.x;
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p.y = point.y;
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@ -161,10 +161,10 @@ void drawPoints( const Point *points, unsigned int numberOfPoints )
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s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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Vertex2F* newPoints = new Vertex2F[numberOfPoints];
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Vector2* newPoints = new Vector2[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(Point) == sizeof(Vertex2F) )
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if( sizeof(Point) == sizeof(Vector2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) points, numberOfPoints * sizeof(Point));
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@ -183,7 +183,7 @@ void drawPoints( const Point *points, unsigned int numberOfPoints )
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#ifdef EMSCRIPTEN
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// Suspect Emscripten won't be emitting 64-bit code for a while yet,
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// but want to make sure this continues to work even if they do.
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setGLBufferData(newPoints, numberOfPoints * sizeof(Vertex2F));
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setGLBufferData(newPoints, numberOfPoints * sizeof(Vector2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
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@ -202,9 +202,9 @@ void drawLine( const Point& origin, const Point& destination )
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{
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lazy_init();
|
||||
|
||||
Vertex2F vertices[2] = {
|
||||
Vertex2F(origin.x, origin.y),
|
||||
Vertex2F(destination.x, destination.y)
|
||||
Vector2 vertices[2] = {
|
||||
Vector2(origin.x, origin.y),
|
||||
Vector2(destination.x, destination.y)
|
||||
};
|
||||
|
||||
s_shader->use();
|
||||
|
@ -254,7 +254,7 @@ void drawPoly( const Point *poli, unsigned int numberOfPoints, bool closePolygon
|
|||
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
||||
|
||||
// iPhone and 32-bit machines optimization
|
||||
if( sizeof(Point) == sizeof(Vertex2F) )
|
||||
if( sizeof(Point) == sizeof(Vector2) )
|
||||
{
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData((void*) poli, numberOfPoints * sizeof(Point));
|
||||
|
@ -272,13 +272,13 @@ void drawPoly( const Point *poli, unsigned int numberOfPoints, bool closePolygon
|
|||
{
|
||||
// Mac on 64-bit
|
||||
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
|
||||
Vertex2F* newPoli = new Vertex2F[numberOfPoints];
|
||||
Vector2* newPoli = new Vector2[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));
|
||||
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
|
||||
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);
|
||||
|
@ -306,10 +306,10 @@ void drawSolidPoly( const Point *poli, unsigned int numberOfPoints, Color4F colo
|
|||
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
||||
|
||||
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
|
||||
Vertex2F* newPoli = new Vertex2F[numberOfPoints];
|
||||
Vector2* newPoli = new Vector2[numberOfPoints];
|
||||
|
||||
// iPhone and 32-bit machines optimization
|
||||
if( sizeof(Point) == sizeof(Vertex2F) )
|
||||
if( sizeof(Point) == sizeof(Vector2) )
|
||||
{
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData((void*) poli, numberOfPoints * sizeof(Point));
|
||||
|
@ -323,10 +323,10 @@ void drawSolidPoly( const Point *poli, unsigned int numberOfPoints, Color4F colo
|
|||
// Mac on 64-bit
|
||||
for( unsigned int i=0; i<numberOfPoints;i++)
|
||||
{
|
||||
newPoli[i] = Vertex2F( poli[i].x, poli[i].y );
|
||||
newPoli[i] = Vector2( poli[i].x, poli[i].y );
|
||||
}
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData(newPoli, numberOfPoints * sizeof(Vertex2F));
|
||||
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
|
||||
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);
|
||||
|
@ -438,7 +438,7 @@ void drawQuadBezier(const Point& origin, const Point& control, const Point& dest
|
|||
{
|
||||
lazy_init();
|
||||
|
||||
Vertex2F* vertices = new Vertex2F[segments + 1];
|
||||
Vector2* vertices = new Vector2[segments + 1];
|
||||
|
||||
float t = 0.0f;
|
||||
for(unsigned int i = 0; i < segments; i++)
|
||||
|
@ -457,7 +457,7 @@ void drawQuadBezier(const Point& origin, const Point& control, const Point& dest
|
|||
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
|
||||
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);
|
||||
|
@ -477,7 +477,7 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
|
|||
{
|
||||
lazy_init();
|
||||
|
||||
Vertex2F* vertices = new Vertex2F[segments + 1];
|
||||
Vector2* vertices = new Vector2[segments + 1];
|
||||
|
||||
ssize_t p;
|
||||
float lt;
|
||||
|
@ -514,7 +514,7 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
|
|||
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
|
||||
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);
|
||||
|
@ -529,7 +529,7 @@ void drawCubicBezier(const Point& origin, const Point& control1, const Point& co
|
|||
{
|
||||
lazy_init();
|
||||
|
||||
Vertex2F* vertices = new Vertex2F[segments + 1];
|
||||
Vector2* vertices = new Vector2[segments + 1];
|
||||
|
||||
float t = 0;
|
||||
for(unsigned int i = 0; i < segments; i++)
|
||||
|
@ -548,7 +548,7 @@ void drawCubicBezier(const Point& origin, const Point& control1, const Point& co
|
|||
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vertex2F));
|
||||
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
|
||||
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);
|
||||
|
|
|
@ -334,7 +334,7 @@ void Grid3D::blit(void)
|
|||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
// texCoords
|
||||
setGLBufferData(_texCoordinates, numOfPoints * sizeof(Vertex2F), 1);
|
||||
setGLBufferData(_texCoordinates, numOfPoints * sizeof(Vector2), 1);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
setGLIndexData(_indices, n * 12, 0);
|
||||
|
@ -367,7 +367,7 @@ void Grid3D::calculateVertexPoints(void)
|
|||
|
||||
_vertices = malloc(numOfPoints * sizeof(Vector3));
|
||||
_originalVertices = malloc(numOfPoints * sizeof(Vector3));
|
||||
_texCoordinates = malloc(numOfPoints * sizeof(Vertex2F));
|
||||
_texCoordinates = malloc(numOfPoints * sizeof(Vector2));
|
||||
_indices = (GLushort*)malloc(_gridSize.width * _gridSize.height * sizeof(GLushort) * 6);
|
||||
|
||||
GLfloat *vertArray = (GLfloat*)_vertices;
|
||||
|
@ -549,7 +549,7 @@ void TiledGrid3D::blit(void)
|
|||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
// texCoords
|
||||
setGLBufferData(_texCoordinates, (numQuads*4*sizeof(Vertex2F)), 1);
|
||||
setGLBufferData(_texCoordinates, (numQuads*4*sizeof(Vector2)), 1);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
setGLIndexData(_indices, n * 12, 0);
|
||||
|
@ -582,7 +582,7 @@ void TiledGrid3D::calculateVertexPoints(void)
|
|||
|
||||
_vertices = malloc(numQuads*4*sizeof(Vector3));
|
||||
_originalVertices = malloc(numQuads*4*sizeof(Vector3));
|
||||
_texCoordinates = malloc(numQuads*4*sizeof(Vertex2F));
|
||||
_texCoordinates = malloc(numQuads*4*sizeof(Vector2));
|
||||
_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
|
||||
|
||||
GLfloat *vertArray = (GLfloat*)_vertices;
|
||||
|
|
|
@ -301,7 +301,7 @@ protected:
|
|||
virtual void updateColor() override;
|
||||
|
||||
BlendFunc _blendFunc;
|
||||
Vertex2F _squareVertices[4];
|
||||
Vector2 _squareVertices[4];
|
||||
Color4F _squareColors[4];
|
||||
CustomCommand _customCommand;
|
||||
Vector3 _noMVPVertices[4];
|
||||
|
|
|
@ -120,7 +120,7 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
|
|||
_pointState = (float *)malloc(sizeof(float) * _maxPoints);
|
||||
_pointVertexes = (Point*)malloc(sizeof(Point) * _maxPoints);
|
||||
|
||||
_vertices = (Vertex2F*)malloc(sizeof(Vertex2F) * _maxPoints * 2);
|
||||
_vertices = (Vector2*)malloc(sizeof(Vector2) * _maxPoints * 2);
|
||||
_texCoords = (Tex2F*)malloc(sizeof(Tex2F) * _maxPoints * 2);
|
||||
_colorPointer = (GLubyte*)malloc(sizeof(GLubyte) * _maxPoints * 2 * 4);
|
||||
|
||||
|
@ -385,7 +385,7 @@ void MotionStreak::onDraw(const kmMat4 &transform, bool transformUpdated)
|
|||
|
||||
#ifdef EMSCRIPTEN
|
||||
// Size calculations from ::initWithFade
|
||||
setGLBufferData(_vertices, (sizeof(Vertex2F) * _maxPoints * 2), 0);
|
||||
setGLBufferData(_vertices, (sizeof(Vector2) * _maxPoints * 2), 0);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
setGLBufferData(_texCoords, (sizeof(Tex2F) * _maxPoints * 2), 1);
|
||||
|
|
|
@ -143,7 +143,7 @@ protected:
|
|||
float* _pointState;
|
||||
|
||||
// Opengl
|
||||
Vertex2F* _vertices;
|
||||
Vector2* _vertices;
|
||||
GLubyte* _colorPointer;
|
||||
Tex2F* _texCoords;
|
||||
|
||||
|
|
|
@ -173,9 +173,9 @@ Tex2F ProgressTimer::textureCoordFromAlphaPoint(Point alpha)
|
|||
return Tex2F(min.x * (1.f - alpha.x) + max.x * alpha.x, min.y * (1.f - alpha.y) + max.y * alpha.y);
|
||||
}
|
||||
|
||||
Vertex2F ProgressTimer::vertexFromAlphaPoint(Point alpha)
|
||||
Vector2 ProgressTimer::vertexFromAlphaPoint(Point alpha)
|
||||
{
|
||||
Vertex2F ret(0.0f, 0.0f);
|
||||
Vector2 ret(0.0f, 0.0f);
|
||||
if (!_sprite) {
|
||||
return ret;
|
||||
}
|
||||
|
@ -519,7 +519,7 @@ void ProgressTimer::onDraw(const kmMat4 &transform, bool transformUpdated)
|
|||
int offset = 0;
|
||||
glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
|
||||
|
||||
offset += sizeof(Vertex2F);
|
||||
offset += sizeof(Vector2);
|
||||
glVertexAttribPointer( GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid*)offset);
|
||||
|
||||
offset += sizeof(Color4B);
|
||||
|
|
|
@ -136,7 +136,7 @@ protected:
|
|||
void onDraw(const kmMat4 &transform, bool transformUpdated);
|
||||
|
||||
Tex2F textureCoordFromAlphaPoint(Point alpha);
|
||||
Vertex2F vertexFromAlphaPoint(Point alpha);
|
||||
Vector2 vertexFromAlphaPoint(Point alpha);
|
||||
void updateProgress(void);
|
||||
void updateBar(void);
|
||||
void updateRadial(void);
|
||||
|
|
|
@ -29,7 +29,7 @@
|
|||
|
||||
NS_CC_BEGIN
|
||||
|
||||
void ccVertexLineToPolygon(Point *points, float stroke, Vertex2F *vertices, unsigned int offset, unsigned int nuPoints)
|
||||
void ccVertexLineToPolygon(Point *points, float stroke, Vector2 *vertices, unsigned int offset, unsigned int nuPoints)
|
||||
{
|
||||
nuPoints += offset;
|
||||
if(nuPoints<=1) return;
|
||||
|
@ -69,8 +69,8 @@ void ccVertexLineToPolygon(Point *points, float stroke, Vertex2F *vertices, unsi
|
|||
}
|
||||
perpVector = perpVector * stroke;
|
||||
|
||||
vertices[idx] = Vertex2F(p1.x+perpVector.x, p1.y+perpVector.y);
|
||||
vertices[idx+1] = Vertex2F(p1.x-perpVector.x, p1.y-perpVector.y);
|
||||
vertices[idx] = Vector2(p1.x+perpVector.x, p1.y+perpVector.y);
|
||||
vertices[idx+1] = Vector2(p1.x-perpVector.x, p1.y-perpVector.y);
|
||||
|
||||
}
|
||||
|
||||
|
@ -81,10 +81,10 @@ void ccVertexLineToPolygon(Point *points, float stroke, Vertex2F *vertices, unsi
|
|||
idx = i*2;
|
||||
const unsigned int idx1 = idx+2;
|
||||
|
||||
Vertex2F p1 = vertices[idx];
|
||||
Vertex2F p2 = vertices[idx+1];
|
||||
Vertex2F p3 = vertices[idx1];
|
||||
Vertex2F p4 = vertices[idx1+1];
|
||||
Vector2 p1 = vertices[idx];
|
||||
Vector2 p2 = vertices[idx+1];
|
||||
Vector2 p3 = vertices[idx1];
|
||||
Vector2 p4 = vertices[idx1+1];
|
||||
|
||||
float s;
|
||||
//BOOL fixVertex = !ccpLineIntersect(Point(p1.x, p1.y), Point(p4.x, p4.y), Point(p2.x, p2.y), Point(p3.x, p3.y), &s, &t);
|
||||
|
|
|
@ -38,7 +38,7 @@ NS_CC_BEGIN
|
|||
/** @file CCVertex.h */
|
||||
|
||||
/** converts a line to a polygon */
|
||||
void CC_DLL ccVertexLineToPolygon(Point *points, float stroke, Vertex2F *vertices, unsigned int offset, unsigned int nuPoints);
|
||||
void CC_DLL ccVertexLineToPolygon(Point *points, float stroke, Vector2 *vertices, unsigned int offset, unsigned int nuPoints);
|
||||
|
||||
/** returns whether or not the line intersects */
|
||||
bool CC_DLL ccVertexLineIntersect(float Ax, float Ay,
|
||||
|
|
|
@ -152,15 +152,15 @@ struct Color4F
|
|||
/** A vertex composed of 2 floats: x, y
|
||||
@since v3.0
|
||||
*/
|
||||
struct Vertex2F
|
||||
{
|
||||
Vertex2F(float _x, float _y) :x(_x), y(_y) {}
|
||||
// struct Vertex2F
|
||||
// {
|
||||
// Vertex2F(float _x, float _y) :x(_x), y(_y) {}
|
||||
|
||||
Vertex2F(): x(0.f), y(0.f) {}
|
||||
// Vertex2F(): x(0.f), y(0.f) {}
|
||||
|
||||
GLfloat x;
|
||||
GLfloat y;
|
||||
};
|
||||
// GLfloat x;
|
||||
// GLfloat y;
|
||||
// };
|
||||
|
||||
|
||||
/** A vertex composed of 2 floats: x, y
|
||||
|
@ -197,7 +197,7 @@ struct Tex2F {
|
|||
//! Point Sprite component
|
||||
struct PointSprite
|
||||
{
|
||||
Vertex2F pos; // 8 bytes
|
||||
Vector2 pos; // 8 bytes
|
||||
Color4B color; // 4 bytes
|
||||
GLfloat size; // 4 bytes
|
||||
};
|
||||
|
@ -205,10 +205,10 @@ struct PointSprite
|
|||
//! A 2D Quad. 4 * 2 floats
|
||||
struct Quad2
|
||||
{
|
||||
Vertex2F tl;
|
||||
Vertex2F tr;
|
||||
Vertex2F bl;
|
||||
Vertex2F br;
|
||||
Vector2 tl;
|
||||
Vector2 tr;
|
||||
Vector2 bl;
|
||||
Vector2 br;
|
||||
};
|
||||
|
||||
|
||||
|
@ -224,7 +224,7 @@ struct Quad3 {
|
|||
struct V2F_C4B_T2F
|
||||
{
|
||||
//! vertices (2F)
|
||||
Vertex2F vertices;
|
||||
Vector2 vertices;
|
||||
//! colors (4B)
|
||||
Color4B colors;
|
||||
//! tex coords (2F)
|
||||
|
@ -235,7 +235,7 @@ struct V2F_C4B_T2F
|
|||
struct V2F_C4F_T2F
|
||||
{
|
||||
//! vertices (2F)
|
||||
Vertex2F vertices;
|
||||
Vector2 vertices;
|
||||
//! colors (4F)
|
||||
Color4F colors;
|
||||
//! tex coords (2F)
|
||||
|
|
Loading…
Reference in New Issue