added rounded rectangle, first iteration works but still needs improved corners

This commit is contained in:
Omar Mohamed Ali Mudhir
2017-01-16 03:58:21 +00:00
parent baaaf213cc
commit 8c217af051
4 changed files with 131 additions and 45 deletions

View File

@@ -47,7 +47,7 @@ void Plane::create_impl(float w, float h, int div, GLushort *idx, Shape::vertex_
{
count[0] = div * div * 6;
count[1] = 8;
ioff[0] = (GLvoid*)(8 * sizeof(GLushort));
ioff[0] = (GLvoid*)(count[1] * sizeof(GLushort));
ioff[1] = (GLvoid*)0;
const float dx = w / div;
@@ -98,7 +98,7 @@ void Circle::create_impl(float radius, int div, GLushort* idx, Shape::vertex_t*
count[0] = div * 3;
count[1] = div * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 3 * sizeof(GLushort));
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 3;
@@ -127,7 +127,7 @@ void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* i
count[0] = div * 6;
count[1] = div * 4;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 6 * sizeof(GLushort));
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
auto pidx = idx;
auto pidx2 = idx + div * 6;
@@ -155,3 +155,72 @@ void Circle::create_impl(float radius_out, float radius_in, int div, GLushort* i
*pidx2++ = ((i+1)*2+1) % (div*2);// C
}
}
void Rounded::create_impl(float w, float h, float r, int div, GLushort* idx, GLushort* idx_tmp, Shape::vertex_t* vertices)
{
count[0] = (10 + div * 4) * 3;
count[1] = (4 + div * 4) * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(count[0] * sizeof(GLushort));
float X[] = { -w/2, -w/2+r, w/2-r, w/2 };
float Y[] = { -h/2, -h/2+r, h/2-r, h/2 };
auto V = [&](int x, int y) -> Shape::vertex_t {
return { glm::vec4(X[x], Y[y], 0, 1), glm::vec2(X[x]/w, Y[y]/h) + 0.5f };
};
*vertices++ = V(1,0);
*vertices++ = V(2,0);
*vertices++ = V(0,1);
*vertices++ = V(1,1);
*vertices++ = V(2,1);
*vertices++ = V(3,1);
*vertices++ = V(0,2);
*vertices++ = V(1,2);
*vertices++ = V(2,2);
*vertices++ = V(3,2);
*vertices++ = V(1,3);
*vertices++ = V(2,3);
auto Q = [&](int a, int b, int c, int d) {
*idx++ = a;
*idx++ = b;
*idx++ = c;
*idx++ = a;
*idx++ = c;
*idx++ = d;
};
Q(0, 3, 4, 1);
Q(2, 6, 7, 3);
Q(3, 7, 8, 4);
Q(4, 8, 9, 5);
Q(7,10,11, 8);
auto corner = [&](int c, int a, int b, int n) {
idx_tmp[0] = a;
idx_tmp[div] = b;
auto v = vertices-12;
for (int i = 1; i < div; i++)
{
float t = (float)(i) / div;
auto p = glm::normalize(glm::mix(v[a].pos.xyz(), v[b].pos.xyz(), t));
v[n].pos = glm::vec4(p * r + v[c].pos.xyz(), 1);
v[n].uvs = glm::normalize(glm::mix(v[a].uvs, v[b].uvs, t)) * glm::vec2(r/w, r/h) + v[c].uvs;
idx_tmp[i] = n;
n++;
}
for (int i = 0; i < div; i++)
{
*idx++ = c;
*idx++ = idx_tmp[i];
*idx++ = idx_tmp[i+1];
}
};
corner(3, 0, 2, 12 + (div-1)*0);
corner(7, 6,10, 12 + (div-1)*1);
corner(8,11, 9, 12 + (div-1)*2);
corner(4, 5, 1, 12 + (div-1)*3);
}