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DarkRP2D/external/Box2D-2.3.1/Contributions/Platforms/iPhone/Classes/GLES-Render.mm
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

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4.3 KiB
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/*
* 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 <cstdio>
#include <cstdarg>
#include <cstring>
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);
}