mirror of https://github.com/axmolengine/axmol.git
589 lines
18 KiB
C++
589 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/*
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*
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* IMPORTANT IMPORTANT IMPORTANT IMPORTANT
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*
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*
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* LEGACY FUNCTIONS
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*
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* USE DrawNode instead
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*
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*/
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#include "CCDrawingPrimitives.h"
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#include <string.h>
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#include <cmath>
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#include "ccTypes.h"
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#include "ccMacros.h"
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#include "CCGL.h"
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#include "CCDirector.h"
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#include "ccGLStateCache.h"
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#include "CCShaderCache.h"
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#include "CCGLProgram.h"
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#include "CCActionCatmullRom.h"
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#include "renderer/CCRenderer.h"
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NS_CC_BEGIN
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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namespace DrawPrimitives {
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static bool s_initialized = false;
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static GLProgram* s_shader = nullptr;
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static int s_colorLocation = -1;
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static Color4F s_color(1.0f,1.0f,1.0f,1.0f);
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static int s_pointSizeLocation = -1;
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static GLfloat s_pointSize = 1.0f;
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#ifdef EMSCRIPTEN
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static GLuint s_bufferObject = 0;
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static GLuint s_bufferSize = 0;
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static void setGLBufferData(void *buf, GLuint bufSize)
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{
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if(s_bufferSize < bufSize)
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{
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if(s_bufferObject)
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{
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glDeleteBuffers(1, &s_bufferObject);
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}
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glGenBuffers(1, &s_bufferObject);
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s_bufferSize = bufSize;
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glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
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glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_DYNAMIC_DRAW);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
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glBufferSubData(GL_ARRAY_BUFFER, 0, bufSize, buf);
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}
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}
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#endif // EMSCRIPTEN
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static void lazy_init( void )
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{
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if( ! s_initialized ) {
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//
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// Position and 1 color passed as a uniform (to simulate glColor4ub )
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//
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s_shader = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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s_shader->retain();
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s_colorLocation = s_shader->getUniformLocation("u_color");
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CHECK_GL_ERROR_DEBUG();
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s_pointSizeLocation = s_shader->getUniformLocation("u_pointSize");
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CHECK_GL_ERROR_DEBUG();
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s_initialized = true;
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}
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}
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// When switching from backround to foreground on android, we want the params to be initialized again
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void init()
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{
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lazy_init();
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}
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void free()
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{
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CC_SAFE_RELEASE_NULL(s_shader);
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s_initialized = false;
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}
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void drawPoint( const Vector2& point )
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{
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lazy_init();
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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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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
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#ifdef EMSCRIPTEN
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setGLBufferData(&p, 8);
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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, &p);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_POINTS, 0, 1);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1);
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}
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void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
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{
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lazy_init();
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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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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Vector2* newPoints = new Vector2[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(Vector2) == sizeof(Vector2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) points, 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, points);
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#endif // EMSCRIPTEN
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}
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else
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{
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// Mac on 64-bit
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for( unsigned int i=0; i<numberOfPoints;i++) {
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newPoints[i].x = points[i].x;
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newPoints[i].y = points[i].y;
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}
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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(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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#endif // EMSCRIPTEN
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}
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glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);
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CC_SAFE_DELETE_ARRAY(newPoints);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
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}
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void drawLine( const Vector2& origin, const Vector2& destination )
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{
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lazy_init();
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Vector2 vertices[2] = {
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Vector2(origin.x, origin.y),
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Vector2(destination.x, destination.y)
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};
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, 16);
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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, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINES, 0, 2);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2);
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}
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void drawRect( Vector2 origin, Vector2 destination )
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{
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drawLine(Vector2(origin.x, origin.y), Vector2(destination.x, origin.y));
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drawLine(Vector2(destination.x, origin.y), Vector2(destination.x, destination.y));
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drawLine(Vector2(destination.x, destination.y), Vector2(origin.x, destination.y));
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drawLine(Vector2(origin.x, destination.y), Vector2(origin.x, origin.y));
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}
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void drawSolidRect( Vector2 origin, Vector2 destination, Color4F color )
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{
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Vector2 vertices[] = {
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origin,
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Vector2(destination.x, origin.y),
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destination,
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Vector2(origin.x, destination.y)
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};
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drawSolidPoly(vertices, 4, color );
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}
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void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolygon )
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{
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lazy_init();
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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// iPhone and 32-bit machines optimization
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if( sizeof(Vector2) == sizeof(Vector2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) poli, 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, poli);
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#endif // EMSCRIPTEN
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if( closePolygon )
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glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
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else
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
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}
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else
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{
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// Mac on 64-bit
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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Vector2* newPoli = new Vector2[numberOfPoints];
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for( unsigned int i=0; i<numberOfPoints;i++) {
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newPoli[i].x = poli[i].x;
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newPoli[i].y = poli[i].y;
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}
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#ifdef EMSCRIPTEN
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setGLBufferData(newPoli, 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, newPoli);
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#endif // EMSCRIPTEN
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if( closePolygon )
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glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
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else
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
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CC_SAFE_DELETE_ARRAY(newPoli);
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}
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
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}
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void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F color )
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{
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lazy_init();
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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Vector2* newPoli = new Vector2[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(Vector2) == sizeof(Vector2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) poli, 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, poli);
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#endif // EMSCRIPTEN
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}
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else
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{
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// Mac on 64-bit
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for( unsigned int i=0; i<numberOfPoints;i++)
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{
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newPoli[i] = Vector2( poli[i].x, poli[i].y );
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}
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#ifdef EMSCRIPTEN
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setGLBufferData(newPoli, 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, newPoli);
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#endif // EMSCRIPTEN
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);
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CC_SAFE_DELETE_ARRAY(newPoli);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
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}
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void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
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{
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lazy_init();
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int additionalSegment = 1;
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if (drawLineToCenter)
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additionalSegment++;
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const float coef = 2.0f * (float)M_PI/segments;
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GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
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if( ! vertices )
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return;
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for(unsigned int i = 0;i <= segments; i++) {
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float rads = i*coef;
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GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
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GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
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vertices[i*2] = j;
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vertices[i*2+1] = k;
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}
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vertices[(segments+1)*2] = center.x;
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vertices[(segments+1)*2+1] = center.y;
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
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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, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment);
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::free( vertices );
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+additionalSegment);
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}
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void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
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{
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drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f);
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}
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void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY)
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{
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lazy_init();
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const float coef = 2.0f * (float)M_PI/segments;
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GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
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if( ! vertices )
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return;
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for(unsigned int i = 0;i <= segments; i++) {
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float rads = i*coef;
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GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
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GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
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vertices[i*2] = j;
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vertices[i*2+1] = k;
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}
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vertices[(segments+1)*2] = center.x;
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vertices[(segments+1)*2+1] = center.y;
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
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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, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) segments+1);
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::free( vertices );
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
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}
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void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments)
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{
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drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f);
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}
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void drawQuadBezier(const Vector2& origin, const Vector2& control, const Vector2& destination, unsigned int segments)
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{
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lazy_init();
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Vector2* vertices = new Vector2[segments + 1];
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float t = 0.0f;
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for(unsigned int i = 0; i < segments; i++)
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{
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vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
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vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
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t += 1.0f / segments;
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}
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vertices[segments].x = destination.x;
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vertices[segments].y = destination.y;
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, (segments + 1) * 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, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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CC_SAFE_DELETE_ARRAY(vertices);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
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}
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void drawCatmullRom( PointArray *points, unsigned int segments )
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{
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drawCardinalSpline( points, 0.5f, segments );
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}
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void drawCardinalSpline( PointArray *config, float tension, unsigned int segments )
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{
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lazy_init();
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Vector2* vertices = new Vector2[segments + 1];
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ssize_t p;
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float lt;
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float deltaT = 1.0f / config->count();
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for( unsigned int i=0; i < segments+1;i++) {
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float dt = (float)i / segments;
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// border
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if( dt == 1 ) {
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p = config->count() - 1;
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lt = 1;
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} else {
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p = dt / deltaT;
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lt = (dt - deltaT * (float)p) / deltaT;
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}
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// Interpolate
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Vector2 pp0 = config->getControlPointAtIndex(p-1);
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Vector2 pp1 = config->getControlPointAtIndex(p+0);
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Vector2 pp2 = config->getControlPointAtIndex(p+1);
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Vector2 pp3 = config->getControlPointAtIndex(p+2);
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|
|
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Vector2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
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vertices[i].x = newPos.x;
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vertices[i].y = newPos.y;
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}
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s_shader->use();
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s_shader->setUniformsForBuiltins();
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*)&s_color.r, 1);
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|
|
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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|
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
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|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
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#endif // EMSCRIPTEN
|
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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|
|
|
CC_SAFE_DELETE_ARRAY(vertices);
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
|
|
}
|
|
|
|
void drawCubicBezier(const Vector2& origin, const Vector2& control1, const Vector2& control2, const Vector2& destination, unsigned int segments)
|
|
{
|
|
lazy_init();
|
|
|
|
Vector2* vertices = new Vector2[segments + 1];
|
|
|
|
float t = 0;
|
|
for(unsigned int i = 0; i < segments; i++)
|
|
{
|
|
vertices[i].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;
|
|
vertices[i].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;
|
|
t += 1.0f / segments;
|
|
}
|
|
vertices[segments].x = destination.x;
|
|
vertices[segments].y = destination.y;
|
|
|
|
s_shader->use();
|
|
s_shader->setUniformsForBuiltins();
|
|
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
|
|
|
|
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
|
|
|
#ifdef EMSCRIPTEN
|
|
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);
|
|
#endif // EMSCRIPTEN
|
|
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
|
|
CC_SAFE_DELETE_ARRAY(vertices);
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
|
|
}
|
|
|
|
void setDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
|
|
{
|
|
s_color.r = r;
|
|
s_color.g = g;
|
|
s_color.b = b;
|
|
s_color.a = a;
|
|
}
|
|
|
|
void setPointSize( GLfloat pointSize )
|
|
{
|
|
s_pointSize = pointSize * CC_CONTENT_SCALE_FACTOR();
|
|
|
|
//TODO :glPointSize( pointSize );
|
|
|
|
}
|
|
|
|
void setDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
|
|
{
|
|
s_color.r = r/255.0f;
|
|
s_color.g = g/255.0f;
|
|
s_color.b = b/255.0f;
|
|
s_color.a = a/255.0f;
|
|
}
|
|
|
|
} // DrawPrimitives namespace
|
|
|
|
NS_CC_END
|