/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include "GLES-Render.h" #include #include #include void GLESDebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) { glColor4f(color.r, color.g, color.b,1); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_LOOP, 0, vertexCount); } void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) { glVertexPointer(2, GL_FLOAT, 0, vertices); glColor4f(color.r, color.g, color.b,0.5f); glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); glColor4f(color.r, color.g, color.b,1); glDrawArrays(GL_LINE_LOOP, 0, vertexCount); } void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) { const float32 k_segments = 16.0f; int vertexCount=16; const float32 k_increment = 2.0f * b2_pi / k_segments; float32 theta = 0.0f; GLfloat glVertices[vertexCount*2]; for (int32 i = 0; i < k_segments; ++i) { b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta)); glVertices[i*2]=v.x; glVertices[i*2+1]=v.y; theta += k_increment; } glColor4f(color.r, color.g, color.b,1); glVertexPointer(2, GL_FLOAT, 0, glVertices); glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); } void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) { const float32 k_segments = 16.0f; int vertexCount=16; const float32 k_increment = 2.0f * b2_pi / k_segments; float32 theta = 0.0f; GLfloat glVertices[vertexCount*2]; for (int32 i = 0; i < k_segments; ++i) { b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta)); glVertices[i*2]=v.x; glVertices[i*2+1]=v.y; theta += k_increment; } glColor4f(color.r, color.g, color.b,0.5f); glVertexPointer(2, GL_FLOAT, 0, glVertices); glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); glColor4f(color.r, color.g, color.b,1); glDrawArrays(GL_LINE_LOOP, 0, vertexCount); // Draw the axis line DrawSegment(center,center+radius*axis,color); } void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) { glColor4f(color.r, color.g, color.b,1); GLfloat glVertices[] = { p1.x,p1.y,p2.x,p2.y }; glVertexPointer(2, GL_FLOAT, 0, glVertices); glDrawArrays(GL_LINES, 0, 2); } void GLESDebugDraw::DrawTransform(const b2Transform& xf) { b2Vec2 p1 = xf.position, p2; const float32 k_axisScale = 0.4f; p2 = p1 + k_axisScale * xf.R.col1; DrawSegment(p1,p2,b2Color(1,0,0)); p2 = p1 + k_axisScale * xf.R.col2; DrawSegment(p1,p2,b2Color(0,1,0)); } void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color) { glColor4f(color.r, color.g, color.b,1); glPointSize(size); GLfloat glVertices[] = { p.x,p.y }; glVertexPointer(2, GL_FLOAT, 0, glVertices); glDrawArrays(GL_POINTS, 0, 1); glPointSize(1.0f); } void GLESDebugDraw::DrawString(int x, int y, const char *string, ...) { /* Unsupported as yet. Could replace with bitmap font renderer at a later date */ } void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c) { glColor4f(c.r, c.g, c.b,1); GLfloat glVertices[] = { aabb->lowerBound.x, aabb->lowerBound.y, aabb->upperBound.x, aabb->lowerBound.y, aabb->upperBound.x, aabb->upperBound.y, aabb->lowerBound.x, aabb->upperBound.y }; glVertexPointer(2, GL_FLOAT, 0, glVertices); glDrawArrays(GL_LINE_LOOP, 0, 8); }