/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ //TODO minggo #include "GLES-Render.h" #include "cocos2d.h" #include #include #include USING_NS_CC; GLESDebugDraw::GLESDebugDraw() : mRatio( 1.0f ) { this->initShader(); } GLESDebugDraw::GLESDebugDraw( float32 ratio ) : mRatio( ratio ) { this->initShader(); } void GLESDebugDraw::initShader( void ) { // mShaderProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR); // // mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color"); } void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); // b2Vec2* vertices = new b2Vec2[vertexCount]; for( int i=0;isetUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); // glDrawArrays(GL_LINE_LOOP, 0, vertexCount); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount); // // // CHECK_GL_ERROR_DEBUG(); delete[] vertices; } void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); b2Vec2* vertices = new b2Vec2[vertexCount]; for( int i=0;isetUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f); // // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); // // glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); // // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // glDrawArrays(GL_LINE_LOOP, 0, vertexCount); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,vertexCount*2); // // CHECK_GL_ERROR_DEBUG(); delete[] vertices; } void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); const float32 k_segments = 16.0f; int vertexCount=16; const float32 k_increment = 2.0f * b2_pi / k_segments; float32 theta = 0.0f; float* glVertices = new (std::nothrow) float[vertexCount*2]; for (int i = 0; i < k_segments; ++i) { b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta)); glVertices[i*2]=v.x * mRatio; glVertices[i*2+1]=v.y * mRatio; theta += k_increment; } // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices); // glDrawArrays(GL_LINE_LOOP, 0, vertexCount); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount); // // CHECK_GL_ERROR_DEBUG(); delete[] glVertices; } void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); const float32 k_segments = 16.0f; int vertexCount=16; const float32 k_increment = 2.0f * b2_pi / k_segments; float32 theta = 0.0f; float* glVertices = new (std::nothrow) float[vertexCount*2]; for (int i = 0; i < k_segments; ++i) { b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta)); glVertices[i*2]=v.x * mRatio; glVertices[i*2+1]=v.y * mRatio; theta += k_increment; } // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f); // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices); // glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); // // // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // glDrawArrays(GL_LINE_LOOP, 0, vertexCount); // Draw the axis line DrawSegment(center,center+radius*axis,color); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(2,vertexCount*2); // CHECK_GL_ERROR_DEBUG(); delete[] glVertices; } void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); // // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // GLfloat glVertices[] = // { // p1.x * mRatio, p1.y * mRatio, // p2.x * mRatio, p2.y * mRatio // }; // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices); // glDrawArrays(GL_LINES, 0, 2); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2); // // CHECK_GL_ERROR_DEBUG(); } void GLESDebugDraw::DrawTransform(const b2Transform& xf) { b2Vec2 p1 = xf.p, p2; const float32 k_axisScale = 0.4f; p2 = p1 + k_axisScale * xf.q.GetXAxis(); DrawSegment(p1, p2, b2Color(1,0,0)); p2 = p1 + k_axisScale * xf.q.GetYAxis(); DrawSegment(p1,p2,b2Color(0,1,0)); } void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); // // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // // // glPointSize(size); // // GLfloat glVertices[] = { // p.x * mRatio, p.y * mRatio // }; // // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices); // glDrawArrays(GL_POINTS, 0, 1); // // glPointSize(1.0f); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1); // // CHECK_GL_ERROR_DEBUG(); } void GLESDebugDraw::DrawString(int x, int y, const char *string, ...) { // NSLog(@"DrawString: unsupported: %s", string); //printf(string); /* Unsupported as yet. Could replace with bitmap font renderer at a later date */ } void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color) { // mShaderProgram->use(); // mShaderProgram->setUniformsForBuiltins(); // // mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1); // GLfloat glVertices[] = { // aabb->lowerBound.x * mRatio, aabb->lowerBound.y * mRatio, // aabb->upperBound.x * mRatio, aabb->lowerBound.y * mRatio, // aabb->upperBound.x * mRatio, aabb->upperBound.y * mRatio, // aabb->lowerBound.x * mRatio, aabb->upperBound.y * mRatio // }; // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices); // glDrawArrays(GL_LINE_LOOP, 0, 4); // // CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,4); // // CHECK_GL_ERROR_DEBUG(); }