/**************************************************************************** Copyright (c) 2010 cocos2d-x.org 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. ****************************************************************************/ #include "CCDrawingPrimitives.h" #define _USE_MATH_DEFINES #include #include #include #include void ccDrawPoint(CGPoint point) { // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &point); glDrawArrays(GL_POINTS, 0, 1); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawPoints(CGPoint *points, unsigned int numberOfPoints) { // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, points); glDrawArrays(GL_POINTS, 0, numberOfPoints); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawLine(CGPoint origin, CGPoint destination) { CGPoint vertices[2]; vertices[0] = origin; vertices[1] = destination; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINES, 0, 2); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawPoly(CGPoint *poli, int points, bool closePolygon) { // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, poli); if (closePolygon) { glDrawArrays(GL_LINE_LOOP, 0, points); } else { glDrawArrays(GL_LINE_STRIP, 0, points); } // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawCircle(CGPoint center, float r, float a, int segs, bool drawLineToCenter) { int additionalSegment = 1; if (drawLineToCenter) { ++additionalSegment; } const float coef = 2.0f * (float)M_PI/segs; float *vertices = (float *)malloc( sizeof(float)*2*(segs+2)); if( ! vertices ) { return; } memset( vertices,0, sizeof(float)*2*(segs+2)); for(int i=0;i<=segs;i++) { float rads = i*coef; float j = r * cosf(rads + a) + center.x; float k = r * sinf(rads + a) + center.y; vertices[i*2] = j; vertices[i*2+1] =k; } vertices[(segs+1)*2] = center.x; vertices[(segs+1)*2+1] = center.y; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, segs+additionalSegment); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); free(vertices); } void ccDrawQuadBezier(CGPoint origin, CGPoint control, CGPoint destination, int segments) { CGPoint *vertices = new CGPoint[segments + 1]; float t = 0.0f; for(int i = 0; i < segments; i++) { float x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x; float y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y; vertices[i] = CGPointMake(x, y); t += 1.0f / segments; } vertices[segments] = destination; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, segments + 1); delete[] vertices; // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawCubicBezier(CGPoint origin, CGPoint control1, CGPoint control2, CGPoint destination, int segments) { CGPoint *vertices = new CGPoint[segments + 1]; float t = 0; for(int i = 0; i < segments; ++i) { float 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; float 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; vertices[i] = CGPointMake(x, y); t += 1.0f / segments; } vertices[segments] = destination; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, segments + 1); delete[] vertices; // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); }