projects
/
physics.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
hacks that make a polygon draw
[physics.git]
/
src
/
graphics
/
graphics.cpp
diff --git
a/src/graphics/graphics.cpp
b/src/graphics/graphics.cpp
index
d9e1dcc
..
d89db8a
100644
(file)
--- a/
src/graphics/graphics.cpp
+++ b/
src/graphics/graphics.cpp
@@
-16,19
+16,25
@@
*/
#include "graphics.h"
*/
#include "graphics.h"
-#include "
../
debug.h"
+#include "debug.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h>
#include <cmath>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h>
#include <cmath>
-#include "../mathw.h"
+#include "mathw.h"
+
+#include <iostream>
+using std::cerr;
+using std::cout;
+using std::endl;
/// ***** Private Method Headers *****
void glDrawCircle(int);
/// ***** Private Method Headers *****
void glDrawCircle(int);
+void glDrawPolygon( const std::vector<Vector2>& points );
void sdlInit();
void glInit();
void sdlInit();
void glInit();
@@
-60,6
+66,21
@@
void graphics::drawCircle(float radius, const Vector2& pos, const float* color)
glDrawCircle(32);
}
glDrawCircle(32);
}
+void graphics::drawPolygon
+(
+ const std::vector<Vector2>& points,
+ const float* color
+)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if(color != NULL)
+ glColor3fv(color);
+
+ glDrawPolygon(points);
+}
+
/// ***** Private Methods *****
void glDrawCircle(int pieces)
/// ***** Private Methods *****
void glDrawCircle(int pieces)
@@
-76,6
+97,18
@@
void glDrawCircle(int pieces)
glEnd();
}
glEnd();
}
+void glDrawPolygon( const std::vector<Vector2>& points )
+{
+ glBegin(GL_POLYGON);
+ for(unsigned int n = 0; n < points.size(); n++)
+ {
+ const Vector2& vec = points.at(n);
+
+ glVertex3f(vec.x, vec.y, 0);
+ }
+ glEnd();
+}
+
void sdlInit()
{
if(SDL_Init(SDL_INIT_VIDEO) < 0)
void sdlInit()
{
if(SDL_Init(SDL_INIT_VIDEO) < 0)
@@
-109,4
+142,14
@@
void glInit()
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
+
+ // anti aliasing?
+ /*
+ glEnable(GL_BLEND);
+ glEnable(GL_POLYGON_SMOOTH_HINT);
+
+ glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
+
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
+ */
}
}