mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
83 lines
1.8 KiB
C++
83 lines
1.8 KiB
C++
#ifndef _GL_PRIMITIVE_RENDERER_H
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#define _GL_PRIMITIVE_RENDERER_H
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//#include "OpenGLInclude.h"
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struct PrimVec2
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{
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PrimVec2()
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{
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}
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PrimVec2(float x, float y)
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{
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p[0] = x;
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p[1] = y;
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}
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float p[2];
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};
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struct PrimVec4
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{
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PrimVec4() {}
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PrimVec4(float x, float y, float z, float w)
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{
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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float p[4];
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};
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struct PrimVertex
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{
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PrimVertex(const PrimVec4& p, const PrimVec4& c, const PrimVec2& u)
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: position(p),
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colour(c),
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uv(u)
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{
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}
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PrimVertex()
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{
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}
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PrimVec4 position;
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PrimVec4 colour;
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PrimVec2 uv;
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};
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class GLPrimitiveRenderer
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{
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int m_screenWidth;
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int m_screenHeight;
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struct PrimInternalData* m_data;
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struct PrimInternalData2* m_data2;
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void loadBufferData();
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public:
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GLPrimitiveRenderer(int screenWidth, int screenHeight);
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virtual ~GLPrimitiveRenderer();
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void drawRect(float x0, float y0, float x1, float y1, float color[4]);
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void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
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void drawTexturedRect3D(const PrimVertex& v0, const PrimVertex& v1, const PrimVertex& v2, const PrimVertex& v3, float viewMat[16], float projMat[16], bool useRGBA = true);
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void drawLine(); //float from[4], float to[4], float color[4]);
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void setScreenSize(int width, int height);
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void drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
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void drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA = 0);
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void flushBatchedRects();
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void drawTexturedRect3D2Text(bool useRGBA = true);
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void drawTexturedRect3D2(PrimVertex* vertices, int numVertices, bool useRGBA = true);
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PrimInternalData* getData()
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{
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return m_data;
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}
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};
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#endif //_GL_PRIMITIVE_RENDERER_H
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