text: /* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
   * Copyright (c) 2012 cocos2d-x.org
   * Copyright (c) 2013-2014 Chukong Technologies Inc.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
   * SOFTWARE.
   */
  
  /*
   * Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol
   *
   * Renamed and added some changes for cocos2d
   *
   */
  
  #ifndef __CCDRAWNODES_CCDRAW_NODE_H__
  #define __CCDRAWNODES_CCDRAW_NODE_H__
  
  #include "2d/CCNode.h"
  #include "base/ccTypes.h"
  #include "renderer/CCCustomCommand.h"
  
  NS_CC_BEGIN
  
  /** DrawNode
   Node that draws dots, segments and polygons.
   Faster than the "drawing primitives" since they draws everything in one single batch.
   
   @since v2.1
   */
  class CC_DLL DrawNode : public Node
  {
  public:
      /** creates and initialize a DrawNode node */
      static DrawNode* create();
  
      /** draw a dot at a position, with a given radius and color */
      void drawDot(const Vec2 &pos, float radius, const Color4F &color);
      
      /** draw a segment with a radius and color */
      void drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color);
      
      /** draw a polygon with a fill color and line color
      * @code
      * When this function bound into js or lua,the parameter will be changed
      * In js: var drawPolygon(var Arrayofpoints, var fillColor, var width, var borderColor)
      * In lua:local drawPolygon(local pointTable,local tableCount,local fillColor,local width,local borderColor)
      * @endcode
      */
      void drawPolygon(Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
  	
      /** draw a triangle with color */
      void drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color);
  
      /** draw a cubic bezier curve with color and number of segments */
      void drawCubicBezier(const Vec2& from, const Vec2& control1, const Vec2& control2, const Vec2& to, unsigned int segments, const Color4F &color);
  
      /** draw a quadratic bezier curve with color and number of segments */
      void drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color);
      
      /** Clear the geometry in the node's buffer. */
      void clear();
      /**
      * @js NA
      * @lua NA
      */
      const BlendFunc& getBlendFunc() const;
      /**
      * @code
      * When this function bound into js or lua,the parameter will be changed
      * In js: var setBlendFunc(var src, var dst)
      * @endcode
      * @lua NA
      */
      void setBlendFunc(const BlendFunc &blendFunc);
  
      void onDraw(const Mat4 &transform, uint32_t flags);
      
      // Overrides
      virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
      
  CC_CONSTRUCTOR_ACCESS:
      DrawNode();
      virtual ~DrawNode();
      virtual bool init();
  
  protected:
      void ensureCapacity(int count);
  
      GLuint      _vao;
      GLuint      _vbo;
  
      int         _bufferCapacity;
      GLsizei     _bufferCount;
      V2F_C4B_T2F *_buffer;
  
      BlendFunc   _blendFunc;
      CustomCommand _customCommand;
  
      bool        _dirty;
  
  private:
      CC_DISALLOW_COPY_AND_ASSIGN(DrawNode);
  };
  
  NS_CC_END
  
  #endif // __CCDRAWNODES_CCDRAW_NODE_H__
  