mirror of https://github.com/axmolengine/axmol.git
385 lines
12 KiB
Lua
385 lines
12 KiB
Lua
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local dp_initialized = false
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local dp_shader = nil
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local dp_colorLocation = -1
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local dp_color = { 1.0, 1.0, 1.0, 1.0 }
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local dp_pointSizeLocation = -1
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local dp_pointSize = 1.0
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local SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor"
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local targetPlatform = cc.Application:getInstance():getTargetPlatform()
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local function lazy_init()
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if not dp_initialized then
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dp_shader = cc.ShaderCache:getInstance():getProgram(SHADER_NAME_POSITION_U_COLOR)
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--dp_shader:retain()
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if nil ~= dp_shader then
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dp_colorLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_color")
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dp_pointSizeLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_pointSize")
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dp_Initialized = true
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end
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end
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if nil == dp_shader then
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print("Error:dp_shader is nil!")
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return false
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end
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return true
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end
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local function setDrawProperty()
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gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION )
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dp_shader:use()
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dp_shader:setUniformsForBuiltins()
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dp_shader:setUniformLocationWith4fv(dp_colorLocation, dp_color, 1)
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end
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function ccDrawInit()
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lazy_init()
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end
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function ccDrawFree()
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dp_initialized = false
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end
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function ccDrawColor4f(r,g,b,a)
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dp_color[1] = r
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dp_color[2] = g
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dp_color[3] = b
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dp_color[4] = a
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end
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function ccPointSize(pointSize)
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dp_pointSize = pointSize * cc.Director:getInstance():getContentScaleFactor()
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end
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function ccDrawColor4B(r,g,b,a)
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dp_color[1] = r / 255.0
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dp_color[2] = g / 255.0
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dp_color[3] = b / 255.0
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dp_color[4] = a / 255.0
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end
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function ccDrawPoint(point)
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if not lazy_init() then
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return
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end
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local vertexBuffer = { }
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local function initBuffer()
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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local vertices = { point.x,point.y}
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gl.bufferData(gl.ARRAY_BUFFER,2,vertices,gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize)
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.POINTS,0,1)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawPoints(points,numOfPoint)
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if not lazy_init() then
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return
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end
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local vertexBuffer = {}
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local i = 1
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local function initBuffer()
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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local vertices = {}
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for i = 1, numOfPoint do
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vertices[2 * i - 1] = points[i].x
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vertices[2 * i] = points[i].y
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end
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gl.bufferData(gl.ARRAY_BUFFER, numOfPoint * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize)
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.POINTS,0,numOfPoint)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawLine(origin,destination)
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if not lazy_init() then
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return
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end
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local vertexBuffer = {}
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local function initBuffer()
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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local vertices = { origin.x, origin.y, destination.x, destination.y}
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gl.bufferData(gl.ARRAY_BUFFER,4,vertices,gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.LINES ,0,2)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawPoly(points,numOfPoints,closePolygon)
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if not lazy_init() then
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return
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end
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local vertexBuffer = {}
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local i = 1
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local function initBuffer()
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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local vertices = {}
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for i = 1, numOfPoints do
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vertices[2 * i - 1] = points[i].x
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vertices[2 * i] = points[i].y
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end
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gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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if closePolygon then
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gl.drawArrays(gl.LINE_LOOP , 0, numOfPoints)
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else
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gl.drawArrays(gl.LINE_STRIP, 0, numOfPoints)
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end
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawSolidPoly(points,numOfPoints,color)
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if not lazy_init() then
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return
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end
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local vertexBuffer = {}
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local i = 1
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local function initBuffer()
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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local vertices = {}
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for i = 1, numOfPoints do
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vertices[2 * i - 1] = points[i].x
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vertices[2 * i] = points[i].y
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end
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gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION )
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dp_shader:use()
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dp_shader:setUniformsForBuiltins()
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dp_shader:setUniformLocationWith4fv(dp_colorLocation, color, 1)
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.TRIANGLE_FAN , 0, numOfPoints)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawRect(origin,destination)
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ccDrawLine(CCPoint:__call(origin.x, origin.y), CCPoint:__call(destination.x, origin.y))
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ccDrawLine(CCPoint:__call(destination.x, origin.y), CCPoint:__call(destination.x, destination.y))
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ccDrawLine(CCPoint:__call(destination.x, destination.y), CCPoint:__call(origin.x, destination.y))
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ccDrawLine(CCPoint:__call(origin.x, destination.y), CCPoint:__call(origin.x, origin.y))
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end
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function ccDrawSolidRect( origin,destination,color )
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local vertices = { origin, CCPoint:__call(destination.x, origin.y) , destination, CCPoint:__call(origin.x, destination.y) }
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ccDrawSolidPoly(vertices,4,color)
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end
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function ccDrawCircleScale( center, radius, angle, segments,drawLineToCenter,scaleX,scaleY)
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if not lazy_init() then
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return
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end
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local additionalSegment = 1
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if drawLineToCenter then
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additionalSegment = additionalSegment + 1
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end
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local vertexBuffer = { }
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local function initBuffer()
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local coef = 2.0 * math.pi / segments
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local i = 1
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local vertices = {}
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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for i = 1, segments + 1 do
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local rads = (i - 1) * coef
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local j = radius * math.cos(rads + angle) * scaleX + center.x
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local k = radius * math.sin(rads + angle) * scaleY + center.y
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vertices[i * 2 - 1] = j
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vertices[i * 2] = k
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end
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vertices[(segments + 2) * 2 - 1] = center.x
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vertices[(segments + 2) * 2] = center.y
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gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.LINE_STRIP , 0, segments + additionalSegment)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawCircle(center, radius, angle, segments, drawLineToCenter)
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ccDrawCircleScale(center, radius, angle, segments, drawLineToCenter, 1.0, 1.0)
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end
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function ccDrawSolidCircle(center, radius, angle, segments,scaleX,scaleY)
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if not lazy_init() then
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return
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end
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local vertexBuffer = { }
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local function initBuffer()
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local coef = 2.0 * math.pi / segments
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local i = 1
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local vertices = {}
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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for i = 1, segments + 1 do
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local rads = (i - 1) * coef
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local j = radius * math.cos(rads + angle) * scaleX + center.x
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local k = radius * math.sin(rads + angle) * scaleY + center.y
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vertices[i * 2 - 1] = j
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vertices[i * 2] = k
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end
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vertices[(segments + 2) * 2 - 1] = center.x
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vertices[(segments + 2) * 2] = center.y
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gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.TRIANGLE_FAN , 0, segments + 1)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawQuadBezier(origin, control, destination, segments)
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if not lazy_init() then
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return
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end
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local vertexBuffer = { }
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local function initBuffer()
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local vertices = { }
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local i = 1
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local t = 0.0
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for i = 1, segments do
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vertices[2 * i - 1] = math.pow(1 - t,2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x
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vertices[2 * i] = math.pow(1 - t,2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y
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t = t + 1.0 / segments
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end
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vertices[2 * (segments + 1) - 1] = destination.x
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vertices[2 * (segments + 1)] = destination.y
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.LINE_STRIP , 0, segments + 1)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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function ccDrawCubicBezier(origin, control1, control2, destination, segments)
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if not lazy_init then
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return
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end
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local vertexBuffer = { }
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local function initBuffer()
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local vertices = { }
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local t = 0
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local i = 1
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for i = 1, segments do
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vertices[2 * i - 1] = math.pow(1 - t,3) * origin.x + 3.0 * math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x
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vertices[2 * i] = math.pow(1 - t,3) * origin.y + 3.0 * math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y
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t = t + 1.0 / segments
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end
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vertices[2 * (segments + 1) - 1] = destination.x
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vertices[2 * (segments + 1)] = destination.y
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vertexBuffer.buffer_id = gl.createBuffer()
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id)
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gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW)
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gl.bindBuffer(gl.ARRAY_BUFFER, 0)
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end
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initBuffer()
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setDrawProperty()
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gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id)
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gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0)
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gl.drawArrays(gl.LINE_STRIP , 0, segments + 1)
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gl.bindBuffer(gl.ARRAY_BUFFER,0)
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end
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