mirror of https://github.com/axmolengine/axmol.git
351 lines
10 KiB
C++
351 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga 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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#include "CCDrawingPrimitives.h"
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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 <string.h>
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#include <cmath>
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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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static bool initialized = false;
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static CCGLProgram *shader_ = NULL;
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static int colorLocation_ = -1;
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static ccColor4F color_ = {1,1,1,1};
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static int pointSizeLocation_ = -1;
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static GLfloat pointSize_ = 1;
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static void lazy_init( void )
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{
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if( ! initialized ) {
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//
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// Position and 1 color passed as a uniform (to similate glColor4ub )
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//
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shader_ = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_Position_uColor);
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colorLocation_ = glGetUniformLocation( shader_->getProgram(), "u_color");
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CHECK_GL_ERROR_DEBUG();
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pointSizeLocation_ = glGetUniformLocation( shader_->getProgram(), "u_pointSize");
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CHECK_GL_ERROR_DEBUG();
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initialized = true;
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}
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}
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// When back to foreground on android, we want to it to inilialize again
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void ccDrawInit()
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{
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initialized = false;
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}
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void ccDrawPoint( const CCPoint& point )
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{
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lazy_init();
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ccVertex2F p;
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p.x = point.x;
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p.y = point.y;
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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shader_->setUniformLocationWith1f(pointSizeLocation_, pointSize_);
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, &p);
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glDrawArrays(GL_POINTS, 0, 1);
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CC_INCREMENT_GL_DRAWS(1);
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}
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void ccDrawPoints( const CCPoint *points, unsigned int numberOfPoints )
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{
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lazy_init();
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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shader_->setUniformLocationWith1f(pointSizeLocation_, pointSize_);
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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ccVertex2F* newPoints = new ccVertex2F[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(CCPoint) == sizeof(ccVertex2F) )
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{
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, points);
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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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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
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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_DRAWS(1);
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}
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void ccDrawLine( const CCPoint& origin, const CCPoint& destination )
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{
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lazy_init();
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ccVertex2F vertices[2] = {
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{origin.x, origin.y},
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{destination.x, destination.y}
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};
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shader_->use();
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CHECK_GL_ERROR_DEBUG();
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shader_->setUniformForModelViewProjectionMatrix();
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CHECK_GL_ERROR_DEBUG();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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CHECK_GL_ERROR_DEBUG();
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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CHECK_GL_ERROR_DEBUG();
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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CHECK_GL_ERROR_DEBUG();
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glDrawArrays(GL_LINES, 0, 2);
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CC_INCREMENT_GL_DRAWS(1);
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}
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void ccDrawPoly( const CCPoint *poli, unsigned int numberOfPoints, bool closePolygon )
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{
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lazy_init();
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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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ccVertex2F* newPoli = new ccVertex2F[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(CCPoint) == sizeof(ccVertex2F) )
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli);
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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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newPoli[i].x = poli[i].x;
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newPoli[i].y = poli[i].y;
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}
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
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}
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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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CC_INCREMENT_GL_DRAWS(1);
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}
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void ccDrawFilledPoly( const CCPoint *poli, unsigned int numberOfPoints, ccColor4F color )
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{
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lazy_init();
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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color.r, 1);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
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ccVertex2F* newPoli = new ccVertex2F[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(CCPoint) == sizeof(ccVertex2F) )
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{
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli);
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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] = vertex2( poli[i].x, poli[i].y );
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}
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
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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_DRAWS(1);
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}
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void ccDrawCircle( const CCPoint& center, float radius, float angle, int segments, bool drawLineToCenter)
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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) + center.x;
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GLfloat k = radius * sinf(rads + angle) + 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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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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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_DRAWS(1);
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}
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void ccDrawQuadBezier(const CCPoint& origin, const CCPoint& control, const CCPoint& destination, int segments)
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{
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lazy_init();
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ccVertex2F* vertices = new ccVertex2F[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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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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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_DRAWS(1);
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}
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void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, int segments)
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{
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lazy_init();
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ccVertex2F* vertices = new ccVertex2F[segments + 1];
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float t = 0;
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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, 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;
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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;
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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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shader_->use();
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shader_->setUniformForModelViewProjectionMatrix();
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shader_->setUniformLocationWith4fv(colorLocation_, (GLfloat*) &color_.r, 1);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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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_DRAWS(1);
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}
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void ccDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
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{
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color_.r = r;
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color_.g = g;
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color_.b = b;
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color_.a = a;
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}
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void ccPointSize( GLfloat pointSize )
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{
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pointSize_ = pointSize * CC_CONTENT_SCALE_FACTOR();
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//TODO :glPointSize( pointSize );
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}
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void ccDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
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{
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color_.r = r/255.0f;
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color_.g = g/255.0f;
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color_.b = b/255.0f;
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color_.a = a/255.0f;
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}
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NS_CC_END
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