axmol/cocos/scripting/lua-bindings/script/cocos2d/DrawPrimitives.lua

385 lines
12 KiB
Lua

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