mirror of https://github.com/axmolengine/axmol.git
250 lines
7.5 KiB
C++
250 lines
7.5 KiB
C++
/*
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* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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*
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* iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "GLES-Render.h"
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#include "cocos2d.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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USING_NS_CC;
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GLESDebugDraw::GLESDebugDraw()
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: mRatio( 1.0f )
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{
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this->initShader();
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}
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GLESDebugDraw::GLESDebugDraw( float32 ratio )
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: mRatio( ratio )
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{
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this->initShader();
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}
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void GLESDebugDraw::initShader( void )
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{
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mShaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
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}
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void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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b2Vec2* vertices = new b2Vec2[vertexCount];
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for( int i=0;i<vertexCount;i++)
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{
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vertices[i] = old_vertices[i];
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vertices[i] *= mRatio;
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}
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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delete[] vertices;
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}
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void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int vertexCount, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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b2Vec2* vertices = new b2Vec2[vertexCount];
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for( int i=0;i<vertexCount;i++) {
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vertices[i] = old_vertices[i];
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vertices[i] *= mRatio;
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}
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
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CC_INCREMENT_GL_DRAWS(2);
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CHECK_GL_ERROR_DEBUG();
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delete[] vertices;
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}
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void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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const float32 k_segments = 16.0f;
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int vertexCount=16;
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const float32 k_increment = 2.0f * b2_pi / k_segments;
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float32 theta = 0.0f;
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GLfloat* glVertices = new GLfloat[vertexCount*2];
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for (int i = 0; i < k_segments; ++i)
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{
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b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
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glVertices[i*2]=v.x * mRatio;
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glVertices[i*2+1]=v.y * mRatio;
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theta += k_increment;
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}
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
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glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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delete[] glVertices;
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}
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void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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const float32 k_segments = 16.0f;
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int vertexCount=16;
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const float32 k_increment = 2.0f * b2_pi / k_segments;
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float32 theta = 0.0f;
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GLfloat* glVertices = new GLfloat[vertexCount*2];
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for (int i = 0; i < k_segments; ++i)
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{
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b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
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glVertices[i*2]=v.x * mRatio;
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glVertices[i*2+1]=v.y * mRatio;
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theta += k_increment;
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}
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f, 0.5f);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
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glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
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// Draw the axis line
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DrawSegment(center,center+radius*axis,color);
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CC_INCREMENT_GL_DRAWS(2);
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CHECK_GL_ERROR_DEBUG();
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delete[] glVertices;
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}
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void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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GLfloat glVertices[] =
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{
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p1.x * mRatio, p1.y * mRatio,
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p2.x * mRatio, p2.y * mRatio
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};
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
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glDrawArrays(GL_LINES, 0, 2);
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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}
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void GLESDebugDraw::DrawTransform(const b2Transform& xf)
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{
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b2Vec2 p1 = xf.p, p2;
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const float32 k_axisScale = 0.4f;
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p2 = p1 + k_axisScale * xf.q.GetXAxis();
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DrawSegment(p1, p2, b2Color(1,0,0));
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p2 = p1 + k_axisScale * xf.q.GetYAxis();
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DrawSegment(p1,p2,b2Color(0,1,0));
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}
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void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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// glPointSize(size);
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GLfloat glVertices[] = {
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p.x * mRatio, p.y * mRatio
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};
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
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glDrawArrays(GL_POINTS, 0, 1);
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// glPointSize(1.0f);
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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}
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void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
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{
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// NSLog(@"DrawString: unsupported: %s", string);
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//printf(string);
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/* Unsupported as yet. Could replace with bitmap font renderer at a later date */
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}
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void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
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{
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mShaderProgram->use();
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mShaderProgram->setUniformsForBuiltins();
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mShaderProgram->setUniformLocationWith4f(mColorLocation, color.r, color.g, color.b, 1);
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GLfloat glVertices[] = {
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aabb->lowerBound.x * mRatio, aabb->lowerBound.y * mRatio,
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aabb->upperBound.x * mRatio, aabb->lowerBound.y * mRatio,
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aabb->upperBound.x * mRatio, aabb->upperBound.y * mRatio,
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aabb->lowerBound.x * mRatio, aabb->upperBound.y * mRatio
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};
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
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glDrawArrays(GL_LINE_LOOP, 0, 8);
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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}
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