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KLN89: Change to more meaningful function names, and always clear the buffer after drawing.

This commit is contained in:
Dave Luff 2010-11-22 22:21:09 +00:00
parent cd420dadf7
commit dbd3e7077d
3 changed files with 45 additions and 45 deletions

View file

@ -232,7 +232,7 @@ DCLGPS::~DCLGPS() {
}
void DCLGPS::draw(osg::State& state) {
_instrument->draw(state);
_instrument->Draw(state);
}
void DCLGPS::init() {

View file

@ -57,7 +57,7 @@ RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, i
_ra2d_debug = false;
}
void RenderArea2D::draw(osg::State& state) {
void RenderArea2D::Draw(osg::State& state) {
static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
if(!renderArea2DStateSet.valid()) {
@ -82,27 +82,29 @@ void RenderArea2D::draw(osg::State& state) {
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
oldDrawBackground();
DoDrawBackground();
for(unsigned int i = 0; i < drawing_list.size(); ++i) {
RA2DPrimitive prim = drawing_list[i];
switch(prim.type) {
case RA2D_LINE:
oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
DoDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
break;
case RA2D_QUAD:
if(prim.debug) {
//cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
//cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
}
oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
DoDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
break;
case RA2D_PIXEL:
oldDrawPixel(prim.x1, prim.y1, prim.invert);
DoDrawPixel(prim.x1, prim.y1, prim.invert);
break;
}
}
drawing_list.clear();
glPopAttrib();
state.popStateSet();
@ -111,6 +113,10 @@ void RenderArea2D::draw(osg::State& state) {
state.setClientActiveTextureUnit(0);
}
void RenderArea2D::Flush() {
drawing_list.clear();
}
// Set clipping region in logical units
void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
_clipx1 = x1;
@ -158,7 +164,7 @@ void RenderArea2D::DrawPixel(int x, int y, bool invert) {
drawing_list.push_back(prim);
}
void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
void RenderArea2D::DoDrawPixel(int x, int y, bool invert) {
// Clip. In theory this shouldn't be necessary, since all input is clipped before adding
// to the drawing list, but it ensures that any errors in clipping lines etc will only
// spill over the clip area within the instrument, and still be clipped from straying
@ -182,14 +188,14 @@ void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
//cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
doSetColor(invert ? _backgroundColor : _pixelColor);
SetRenderColor(invert ? _backgroundColor : _pixelColor);
SGVec2f corners[4] = {
SGVec2f(fx1, fy1),
SGVec2f(fx2, fy1),
SGVec2f(fx2, fy2),
SGVec2f(fx1, fy2)
};
doDrawQuad(corners);
RenderQuad(corners);
}
void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
@ -243,7 +249,7 @@ void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
drawing_list.push_back(prim);
}
void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
void RenderArea2D::DoDrawLine(int x1, int y1, int x2, int y2) {
// Crude implementation of Bresenham line drawing algorithm.
// Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
@ -264,7 +270,7 @@ void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
int y = y1;
int yn = dx/2;
for(int x=x1; x<=x2; ++x) {
oldDrawPixel(x, y);
DoDrawPixel(x, y);
yn += dy;
if(yn >= dx) {
yn -= dx;
@ -278,7 +284,7 @@ void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
// Must be a more elegant way to roll the next two cases into one!
if(flip_y) {
for(int y=y1; y>=y2; --y) {
oldDrawPixel(x, y);
DoDrawPixel(x, y);
xn += dx;
if(xn >= dy) {
xn -= dy;
@ -287,7 +293,7 @@ void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
}
} else {
for(int y=y1; y<=y2; ++y) {
oldDrawPixel(x, y);
DoDrawPixel(x, y);
xn += dx;
if(xn >= dy) {
xn -= dy;
@ -332,7 +338,7 @@ void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
drawing_list.push_back(prim);
}
void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
void RenderArea2D::DoDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
// Scale to position within background
float fx1 = (float)x1, fy1 = (float)y1;
float fx2 = (float)x2, fy2 = (float)y2;
@ -354,22 +360,22 @@ void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
//cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
doSetColor(invert ? _backgroundColor : _pixelColor);
SetRenderColor(invert ? _backgroundColor : _pixelColor);
SGVec2f corners[4] = {
SGVec2f(fx1, fy1),
SGVec2f(fx2, fy1),
SGVec2f(fx2, fy2),
SGVec2f(fx1, fy2)
};
doDrawQuad(corners);
RenderQuad(corners);
}
void RenderArea2D::DrawBackground() {
// TODO
// Currently a NO-OP
}
void RenderArea2D::oldDrawBackground() {
doSetColor(_backgroundColor);
void RenderArea2D::DoDrawBackground() {
SetRenderColor(_backgroundColor);
SGVec2f corners[4] = {
SGVec2f(_posx, _posy),
SGVec2f(_posx + _sizex, _posy),
@ -377,11 +383,7 @@ void RenderArea2D::oldDrawBackground() {
SGVec2f(_posx, _posy + _sizey)
};
doDrawQuad(corners);
}
void RenderArea2D::Flush() {
drawing_list.clear();
RenderQuad(corners);
}
// -----------------------------------------
@ -390,12 +392,12 @@ void RenderArea2D::Flush() {
//
// -----------------------------------------
void RenderArea2D::doSetColor( const float *rgba ) {
void RenderArea2D::SetRenderColor( const float *rgba ) {
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
glColor4fv( rgba );
}
void RenderArea2D::doDrawQuad( const SGVec2f *p) {
void RenderArea2D::RenderQuad( const SGVec2f *p) {
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 0.0f);
glVertex2fv( p[0].data() );
@ -405,7 +407,7 @@ void RenderArea2D::doDrawQuad( const SGVec2f *p) {
glEnd();
}
void RenderArea2D::doDrawQuad( const SGVec2f *p, const SGVec4f *color ) {
void RenderArea2D::RenderQuad( const SGVec2f *p, const SGVec4f *color ) {
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 0.0f);
glColor4fv( color[0].data() ); glVertex2fv( p[0].data() );

View file

@ -60,8 +60,6 @@ public:
RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy);
~RenderArea2D();
void draw(osg::State& state);
void SetPixelColor(const float* rgba);
void SetBackgroundColor(const float* rgba);
void SetPosition(int posx, int posy);
@ -73,23 +71,17 @@ public:
// Set clip region to be the same as the rendered area (default)
void ResetClipRegion();
// Drawing specified in logical units
// The DrawXXX functions place the shapes in the buffer, specified
// in logical units, and clipped to the current clip region.
void DrawPixel(int x, int y, bool invert = false);
void DrawLine(int x1, int y1, int x2, int y2);
void DrawQuad(int x1, int y1, int x2, int y2, bool invert = false);
void DrawBackground();
// Draw a pixel specified by *logical* position
void DrawPixel(int x, int y, bool invert = false);
// The old drawing functions have been renamed in order to buffer the drawing for FG
//
// 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);
// Call Draw to have the buffer contents drawn and then cleared.
void Draw(osg::State& state);
// Flush the buffer pipeline
// Clear the buffer contents
void Flush();
// Turn debugging on or off.
@ -104,10 +96,16 @@ private:
float _backgroundColor[4];
float _pixelColor[4];
// Actual drawing routines copied from Atlas
void doSetColor( const float *rgb );
void doDrawQuad( const SGVec2f *p);
void doDrawQuad( const SGVec2f *p, const SGVec4f *color );
// Drawing specified in logical units
void DoDrawPixel(int x, int y, bool invert = false);
void DoDrawLine(int x1, int y1, int x2, int y2);
void DoDrawQuad(int x1, int y1, int x2, int y2, bool invert = false);
void DoDrawBackground();
// Actual rendering routines copied from Atlas
void SetRenderColor( const float *rgb );
void RenderQuad( const SGVec2f *p);
void RenderQuad( const SGVec2f *p, const SGVec4f *color );
vector<RA2DPrimitive> drawing_list;