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#include "shapes_2d.h"
#include "Renderer2d.h"
#include "mathlib.h"
#include "list.h"
RectangularGradient::RectangularGradient(Renderer2d& renderer,
Vector4 top,
Vector4 bottom,
f32 width,
f32 height,
Vector2 position)
: renderer{renderer},
top{top},
bottom{bottom},
width{width},
height{height}
{
Vertex2D vertices[6];
vertices[0].position = position;
vertices[0].color = bottom;
vertices[1].position = { position.x + width, position.y };
vertices[1].color = bottom;
vertices[2].position = { position.x, position.y + height };
vertices[2].color = top;
vertices[3] = vertices[2];
vertices[4] = vertices[1];
vertices[5].position = { position.x + width, position.y + height };
vertices[5].color = top;
mesh.load(vertices, 6, &renderer);
}
RectangularGradient::~RectangularGradient()
{
mesh.unload();
}
void RectangularGradient::render()
{
mesh.render(&renderer);
}
Circleish::Circleish(
Renderer2d& renderer,
f32 radius,
Vector4 color,
i32 segments,
i32 segment_start,
i32 segment_end)
: renderer{renderer}
{
matte::List<Vertex2D> vertices;
matte::List<u32> indices;
vertices.add({ Vector2(0, 0), color, Mat4x4() });
if (segment_end == 0)
segment_end = segments;
f32 radiansPerSector = (2.f * PI) / segments;
for (i32 i = segment_start; i <= segment_end; i++) {
f32 radians = radiansPerSector * i;
f32 cosAngle = cosf(radians);
f32 sinAngle = sinf(radians);
Vector2 vertex = Vector2(radius * cosAngle, radius * sinAngle);
vertices.add({ vertex, color, Mat4x4() });
u32 first = i;
u32 second = 0;
u32 third = i + 1;
indices.add(first);
indices.add(second);
indices.add(third);
}
mesh.load(&vertices.data[0], vertices.numElements, &indices.data[0], indices.numElements, &renderer);
vertices.deallocate();
indices.deallocate();
}
Circleish::~Circleish()
{
mesh.unload();
}
void Circleish::render()
{
mesh.render(&renderer);
}
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