2D polygon drawing routines for a GPS instrument
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src/Instrumentation/render_area_2d.cxx
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src/Instrumentation/render_area_2d.cxx
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// RenderArea2D.cxx - a class to manage 2D polygon-based drawing
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// for a complex instrument (eg. GPS).
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//
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// Written by David Luff, started 2005.
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//
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// Copyright (C) 2005 - David C Luff - david.luff@nottingham.ac.uk
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include "render_area_2d.hxx"
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//#include <iostream>
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#include <plib/ssg.h>
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//using namespace std;
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static const float dummy_normals[][3] = {{0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f}};
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RA2DPrimitive::RA2DPrimitive() {
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invert = false;
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debug = false;
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}
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RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy) {
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_logx = logx;
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_logy = logy;
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_sizex = sizex;
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_sizey = sizey;
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_posx = posx;
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_posy = posy;
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_clipx1 = 0;
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_clipx2 = _logx - 1;
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_clipy1 = 0;
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_clipy2 = _logy - 1;
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_backgroundColor[0] = 0.0;
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_backgroundColor[1] = 0.0;
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_backgroundColor[2] = 0.0;
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_backgroundColor[3] = 1.0;
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_pixelColor[0] = 1.0;
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_pixelColor[1] = 0.0;
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_pixelColor[2] = 0.0;
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_pixelColor[3] = 1.0;
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_ra2d_debug = false;
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}
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void RenderArea2D::draw() {
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glDisable(GL_TEXTURE_2D);
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/*
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glColor3f(1, 1, 0);
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float x1 = _posx;
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float x2 = _posx + _sizex;
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float y1 = _posy;
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float y2 = _posy + _sizey;
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1, y1);
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glVertex2f(x1, y2);
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glVertex2f(x2, y2);
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glVertex2f(x2, y1);
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glEnd();
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*/
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oldDrawBackground();
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for(unsigned int i = 0; i < drawing_list.size(); ++i) {
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RA2DPrimitive prim = drawing_list[i];
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switch(prim.type) {
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case RA2D_LINE:
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oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
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break;
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case RA2D_QUAD:
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if(prim.debug) {
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//cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
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//cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
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}
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oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
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break;
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case RA2D_PIXEL:
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oldDrawPixel(prim.x1, prim.y1, prim.invert);
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break;
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}
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}
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glEnable(GL_TEXTURE_2D);
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}
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// Set clipping region in logical units
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void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
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_clipx1 = x1;
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_clipx2 = x2;
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_clipy1 = y1;
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_clipy2 = y2;
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//cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
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}
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// Set clip region to be the same as the rendered area (default)
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void RenderArea2D::ResetClipRegion() {
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_clipx1 = 0;
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_clipx2 = _logx - 1;
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_clipy1 = 0;
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_clipy2 = _logy - 1;
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//cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
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}
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void RenderArea2D::SetPosition(int posx, int posy) {
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_posx = posx;
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_posy = posy;
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}
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void RenderArea2D::SetLogicalSize(int logx, int logy) {
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_logx = logx;
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_logy = logy;
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}
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void RenderArea2D::SetActualSize(int sizex, int sizey) {
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_sizex = sizex;
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_sizey = sizey;
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}
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void RenderArea2D::DrawPixel(int x, int y, bool invert) {
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// Clipping is currently performed in oldDrawPixel - could clip here instead though.
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RA2DPrimitive prim;
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prim.x1 = x;
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prim.y1 = y;
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prim.x2 = 0;
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prim.y2 = 0;
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prim.type = RA2D_PIXEL;
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prim.invert = invert;
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drawing_list.push_back(prim);
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}
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void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
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// Clip
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if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
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// Scale to position within background
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float fx1 = (float)x, fy1 = (float)y;
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float rx = (float)_sizex / (float)_logx;
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float ry = (float)_sizey / (float)_logy;
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fx1 *= rx;
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fy1 *= ry;
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float fx2 = fx1 + rx;
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float fy2 = fy1 + ry;
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// Translate to final position
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fx1 += (float)_posx;
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fx2 += (float)_posx;
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fy1 += (float)_posy;
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fy2 += (float)_posy;
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//cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
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doSetColor(invert ? _backgroundColor : _pixelColor);
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sgVec2 corners[4];
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sgSetVec2(corners[0], fx1, fy1);
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sgSetVec2(corners[1], fx2, fy1);
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sgSetVec2(corners[2], fx2, fy2);
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sgSetVec2(corners[3], fx1, fy2);
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//cout << "Drawing pixel, x,y is " << x << ", " << y << ", fx is [x1,x2,y1,y2] " << fx1 << ", " << fx2 << ", " << fy1 << ", " << fy2 << '\n';
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doDrawQuad(&corners[0], dummy_normals);
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}
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void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
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RA2DPrimitive prim;
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prim.x1 = x1;
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prim.y1 = y1;
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prim.x2 = x2;
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prim.y2 = y2;
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prim.type = RA2D_LINE;
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prim.invert = false;
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drawing_list.push_back(prim);
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}
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void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
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// Crude implementation of Bresenham line drawing algorithm.
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// Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
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if(x2 < x1) {
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int tmp_x = x1;
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int tmp_y = y1;
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x1 = x2;
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y1 = y2;
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x2 = tmp_x;
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y2 = tmp_y;
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}
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bool flip_y = (y1 > y2 ? true : false);
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int dx = x2 - x1;
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int dy = (flip_y ? y1 - y2 : y2 - y1);
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if(dx > dy) {
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// push the x dir
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int y = y1;
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int yn = dx/2;
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for(int x=x1; x<=x2; ++x) {
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DrawPixel(x, y);
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yn += dy;
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if(yn >= dx) {
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yn -= dx;
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y = (flip_y ? y - 1 : y + 1);
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}
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}
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} else {
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// push the y dir
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int x = x1;
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int xn = dy/2;
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// Must be a more elegant way to roll the next two cases into one!
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if(flip_y) {
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for(int y=y1; y>=y2; --y) {
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DrawPixel(x, y);
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xn += dx;
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if(xn >= dy) {
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xn -= dy;
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x++;
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}
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}
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} else {
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for(int y=y1; y<=y2; ++y) {
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DrawPixel(x, y);
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xn += dx;
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if(xn >= dy) {
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xn -= dy;
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x++;
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}
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}
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}
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}
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}
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void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
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// Clip and sanity-check.
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if(x1 > x2) {
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int x = x2;
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x2 = x1;
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x1 = x;
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}
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if(y1 > y2) {
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int y = y2;
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y2 = y1;
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y1 = y;
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}
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x1 = x1 < _clipx1 ? _clipx1 : x1;
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if(x1 > _clipx2) { return; }
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x2 = x2 > _clipx2 ? _clipx2 : x2;
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if(x2 < _clipx1) { return; }
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y1 = y1 < _clipy1 ? _clipy1 : y1;
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if(y1 > _clipy2) { return; }
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y2 = y2 > _clipy2 ? _clipy2 : y2;
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if(y2 < _clipy1) { return; }
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RA2DPrimitive prim;
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prim.x1 = x1;
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prim.y1 = y1;
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prim.x2 = x2;
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prim.y2 = y2;
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prim.type = RA2D_QUAD;
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prim.invert = invert;
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if(_ra2d_debug) prim.debug = true;
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drawing_list.push_back(prim);
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}
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void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
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// Scale to position within background
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float fx1 = (float)x1, fy1 = (float)y1;
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float fx2 = (float)x2, fy2 = (float)y2;
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float rx = (float)_sizex / (float)_logx;
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float ry = (float)_sizey / (float)_logy;
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fx1 *= rx;
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fy1 *= ry;
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fx2 *= rx;
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fy2 *= ry;
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fx2 += rx;
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fy2 += ry;
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// Translate to final position
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fx1 += (float)_posx;
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fx2 += (float)_posx;
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fy1 += (float)_posy;
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fy2 += (float)_posy;
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//cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
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doSetColor(invert ? _backgroundColor : _pixelColor);
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sgVec2 corners[4];
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sgSetVec2(corners[0], fx1, fy1);
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sgSetVec2(corners[1], fx2, fy1);
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sgSetVec2(corners[2], fx2, fy2);
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sgSetVec2(corners[3], fx1, fy2);
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doDrawQuad(&corners[0], dummy_normals);
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}
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void RenderArea2D::DrawBackground() {
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// TODO
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}
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void RenderArea2D::oldDrawBackground() {
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doSetColor(_backgroundColor);
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sgVec2 corners[4];
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sgSetVec2(corners[0], (float)_posx, (float)_posy);
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sgSetVec2(corners[1], (float)(_posx + _sizex), (float)_posy);
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sgSetVec2(corners[2], (float)(_posx + _sizex), (float)(_posy + _sizey));
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sgSetVec2(corners[3], (float)_posx, (float)(_posy + _sizey));
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doDrawQuad(&corners[0], dummy_normals);
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}
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void RenderArea2D::Flush() {
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drawing_list.clear();
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}
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// -----------------------------------------
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//
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// Actual drawing routines copied from Atlas
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//
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// -----------------------------------------
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void RenderArea2D::doSetColor( const float *rgba ) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
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glColor4fv( rgba );
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}
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void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals ) {
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//cout << "doDrawQuad: " << *p[0] << ", " << *(p[0]+1) << ", " << *p[1] << ", " << *(p[1]+1) << ", " << *p[2] << ", " << *p([2]+1) << ", " << *p[3] << ", " << *p([3]+1) <<'\n';
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glBegin(GL_QUADS);
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glNormal3fv( normals[0] ); glVertex2fv( p[0] );
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glNormal3fv( normals[1] ); glVertex2fv( p[1] );
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glNormal3fv( normals[2] ); glVertex2fv( p[2] );
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glNormal3fv( normals[3] ); glVertex2fv( p[3] );
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glEnd();
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}
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void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color ) {
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glBegin(GL_QUADS);
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glColor4fv( color[0] );glNormal3fv( normals[0] ); glVertex2fv( p[0] );
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glColor4fv( color[1] );glNormal3fv( normals[1] ); glVertex2fv( p[1] );
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glColor4fv( color[2] );glNormal3fv( normals[2] ); glVertex2fv( p[2] );
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glColor4fv( color[3] );glNormal3fv( normals[3] ); glVertex2fv( p[3] );
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glEnd();
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}
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src/Instrumentation/render_area_2d.hxx
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src/Instrumentation/render_area_2d.hxx
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// RenderArea2D.hxx - a class to manage 2D polygon-based drawing
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// for a complex instrument (eg. GPS).
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//
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// Written by David Luff, started 2005.
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//
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// Copyright (C) 2005 - David C Luff - david.luff@nottingham.ac.uk
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _RENDER_AREA_2D
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#define _RENDER_AREA_2D
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include <plib/ssg.h>
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#include <vector>
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SG_USING_STD(vector);
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enum RA2DDrawingType {
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RA2D_LINE,
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RA2D_QUAD,
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RA2D_PIXEL
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};
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struct RA2DPrimitive {
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RA2DPrimitive();
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RA2DDrawingType type;
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int x1, y1, x2, y2;
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bool invert;
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bool debug;
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};
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class RenderArea2D {
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public:
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RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy);
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~RenderArea2D();
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void draw();
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void SetPixelColor(const float* rgba);
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void SetBackgroundColor(const float* rgba);
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void SetPosition(int posx, int posy);
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void SetLogicalSize(int logx, int logy);
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void SetActualSize(int sizex, int sizey);
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// Set clipping region in logical units
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void SetClipRegion(int x1, int y1, int x2, int y2);
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// Set clip region to be the same as the rendered area (default)
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void ResetClipRegion();
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// Drawing specified in logical units
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void DrawLine(int x1, int y1, int x2, int y2);
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void DrawQuad(int x1, int y1, int x2, int y2, bool invert = false);
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void DrawBackground();
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// Draw a pixel specified by *logical* position
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void DrawPixel(int x, int y, bool invert = false);
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// The old drawing functions have been renamed in order to buffer the drawing for FG
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//
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// Drawing specified in logical units
|
||||
void oldDrawLine(int x1, int y1, int x2, int y2);
|
||||
void oldDrawQuad(int x1, int y1, int x2, int y2, bool invert = false);
|
||||
void oldDrawBackground();
|
||||
// Draw a pixel specified by *logical* position
|
||||
void oldDrawPixel(int x, int y, bool invert = false);
|
||||
|
||||
// Flush the buffer pipeline
|
||||
void Flush();
|
||||
|
||||
// Turn debugging on or off.
|
||||
inline void SetDebugging(bool b) { _ra2d_debug = b; }
|
||||
|
||||
private:
|
||||
int _logx, _logy; // logical size of rendered area
|
||||
int _sizex, _sizey; // Actual size of rendered area
|
||||
int _posx, _posy; // Position of rendered area
|
||||
int _clipx1, _clipx2, _clipy1, _clipy2; // Current clipping region in *logical* units
|
||||
|
||||
float _backgroundColor[4];
|
||||
float _pixelColor[4];
|
||||
|
||||
// Actual drawing routines copied from Atlas
|
||||
void doSetColor( const float *rgb );
|
||||
void doDrawQuad( const sgVec2 *p, const sgVec3 *normals );
|
||||
void doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color );
|
||||
|
||||
vector<RA2DPrimitive> drawing_list;
|
||||
|
||||
// Control whether to output debugging output
|
||||
bool _ra2d_debug;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Add table
Reference in a new issue