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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) { void DCLGPS::draw(osg::State& state) {
_instrument->draw(state); _instrument->Draw(state);
} }
void DCLGPS::init() { 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; _ra2d_debug = false;
} }
void RenderArea2D::draw(osg::State& state) { void RenderArea2D::Draw(osg::State& state) {
static osg::ref_ptr<osg::StateSet> renderArea2DStateSet; static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
if(!renderArea2DStateSet.valid()) { if(!renderArea2DStateSet.valid()) {
@ -82,27 +82,29 @@ void RenderArea2D::draw(osg::State& state) {
glDisable(GL_CLIP_PLANE2); glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3); glDisable(GL_CLIP_PLANE3);
oldDrawBackground(); DoDrawBackground();
for(unsigned int i = 0; i < drawing_list.size(); ++i) { for(unsigned int i = 0; i < drawing_list.size(); ++i) {
RA2DPrimitive prim = drawing_list[i]; RA2DPrimitive prim = drawing_list[i];
switch(prim.type) { switch(prim.type) {
case RA2D_LINE: case RA2D_LINE:
oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2); DoDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
break; break;
case RA2D_QUAD: case RA2D_QUAD:
if(prim.debug) { if(prim.debug) {
//cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n'; //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
//cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\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; break;
case RA2D_PIXEL: case RA2D_PIXEL:
oldDrawPixel(prim.x1, prim.y1, prim.invert); DoDrawPixel(prim.x1, prim.y1, prim.invert);
break; break;
} }
} }
drawing_list.clear();
glPopAttrib(); glPopAttrib();
state.popStateSet(); state.popStateSet();
@ -111,6 +113,10 @@ void RenderArea2D::draw(osg::State& state) {
state.setClientActiveTextureUnit(0); state.setClientActiveTextureUnit(0);
} }
void RenderArea2D::Flush() {
drawing_list.clear();
}
// Set clipping region in logical units // Set clipping region in logical units
void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) { void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
_clipx1 = x1; _clipx1 = x1;
@ -158,7 +164,7 @@ void RenderArea2D::DrawPixel(int x, int y, bool invert) {
drawing_list.push_back(prim); 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 // 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 // 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 // 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'; //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
doSetColor(invert ? _backgroundColor : _pixelColor); SetRenderColor(invert ? _backgroundColor : _pixelColor);
SGVec2f corners[4] = { SGVec2f corners[4] = {
SGVec2f(fx1, fy1), SGVec2f(fx1, fy1),
SGVec2f(fx2, fy1), SGVec2f(fx2, fy1),
SGVec2f(fx2, fy2), SGVec2f(fx2, fy2),
SGVec2f(fx1, fy2) SGVec2f(fx1, fy2)
}; };
doDrawQuad(corners); RenderQuad(corners);
} }
void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) { 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); 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. // 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. // 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 y = y1;
int yn = dx/2; int yn = dx/2;
for(int x=x1; x<=x2; ++x) { for(int x=x1; x<=x2; ++x) {
oldDrawPixel(x, y); DoDrawPixel(x, y);
yn += dy; yn += dy;
if(yn >= dx) { if(yn >= dx) {
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! // Must be a more elegant way to roll the next two cases into one!
if(flip_y) { if(flip_y) {
for(int y=y1; y>=y2; --y) { for(int y=y1; y>=y2; --y) {
oldDrawPixel(x, y); DoDrawPixel(x, y);
xn += dx; xn += dx;
if(xn >= dy) { if(xn >= dy) {
xn -= dy; xn -= dy;
@ -287,7 +293,7 @@ void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
} }
} else { } else {
for(int y=y1; y<=y2; ++y) { for(int y=y1; y<=y2; ++y) {
oldDrawPixel(x, y); DoDrawPixel(x, y);
xn += dx; xn += dx;
if(xn >= dy) { if(xn >= dy) {
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); 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 // Scale to position within background
float fx1 = (float)x1, fy1 = (float)y1; float fx1 = (float)x1, fy1 = (float)y1;
float fx2 = (float)x2, fy2 = (float)y2; 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'; //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
doSetColor(invert ? _backgroundColor : _pixelColor); SetRenderColor(invert ? _backgroundColor : _pixelColor);
SGVec2f corners[4] = { SGVec2f corners[4] = {
SGVec2f(fx1, fy1), SGVec2f(fx1, fy1),
SGVec2f(fx2, fy1), SGVec2f(fx2, fy1),
SGVec2f(fx2, fy2), SGVec2f(fx2, fy2),
SGVec2f(fx1, fy2) SGVec2f(fx1, fy2)
}; };
doDrawQuad(corners); RenderQuad(corners);
} }
void RenderArea2D::DrawBackground() { void RenderArea2D::DrawBackground() {
// TODO // Currently a NO-OP
} }
void RenderArea2D::oldDrawBackground() { void RenderArea2D::DoDrawBackground() {
doSetColor(_backgroundColor); SetRenderColor(_backgroundColor);
SGVec2f corners[4] = { SGVec2f corners[4] = {
SGVec2f(_posx, _posy), SGVec2f(_posx, _posy),
SGVec2f(_posx + _sizex, _posy), SGVec2f(_posx + _sizex, _posy),
@ -377,11 +383,7 @@ void RenderArea2D::oldDrawBackground() {
SGVec2f(_posx, _posy + _sizey) SGVec2f(_posx, _posy + _sizey)
}; };
doDrawQuad(corners); RenderQuad(corners);
}
void RenderArea2D::Flush() {
drawing_list.clear();
} }
// ----------------------------------------- // -----------------------------------------
@ -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); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
glColor4fv( rgba ); glColor4fv( rgba );
} }
void RenderArea2D::doDrawQuad( const SGVec2f *p) { void RenderArea2D::RenderQuad( const SGVec2f *p) {
glBegin(GL_QUADS); glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 0.0f); glNormal3f(0.0f, 0.0f, 0.0f);
glVertex2fv( p[0].data() ); glVertex2fv( p[0].data() );
@ -405,7 +407,7 @@ void RenderArea2D::doDrawQuad( const SGVec2f *p) {
glEnd(); glEnd();
} }
void RenderArea2D::doDrawQuad( const SGVec2f *p, const SGVec4f *color ) { void RenderArea2D::RenderQuad( const SGVec2f *p, const SGVec4f *color ) {
glBegin(GL_QUADS); glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 0.0f); glNormal3f(0.0f, 0.0f, 0.0f);
glColor4fv( color[0].data() ); glVertex2fv( p[0].data() ); 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(int logx, int logy, int sizex, int sizey, int posx, int posy);
~RenderArea2D(); ~RenderArea2D();
void draw(osg::State& state);
void SetPixelColor(const float* rgba); void SetPixelColor(const float* rgba);
void SetBackgroundColor(const float* rgba); void SetBackgroundColor(const float* rgba);
void SetPosition(int posx, int posy); void SetPosition(int posx, int posy);
@ -73,23 +71,17 @@ public:
// Set clip region to be the same as the rendered area (default) // Set clip region to be the same as the rendered area (default)
void ResetClipRegion(); 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 DrawLine(int x1, int y1, int x2, int y2);
void DrawQuad(int x1, int y1, int x2, int y2, bool invert = false); void DrawQuad(int x1, int y1, int x2, int y2, bool invert = false);
void DrawBackground(); 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 // Call Draw to have the buffer contents drawn and then cleared.
// void Draw(osg::State& state);
// 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 // Clear the buffer contents
void Flush(); void Flush();
// Turn debugging on or off. // Turn debugging on or off.
@ -104,10 +96,16 @@ private:
float _backgroundColor[4]; float _backgroundColor[4];
float _pixelColor[4]; float _pixelColor[4];
// Actual drawing routines copied from Atlas // Drawing specified in logical units
void doSetColor( const float *rgb ); void DoDrawPixel(int x, int y, bool invert = false);
void doDrawQuad( const SGVec2f *p); void DoDrawLine(int x1, int y1, int x2, int y2);
void doDrawQuad( const SGVec2f *p, const SGVec4f *color ); 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; vector<RA2DPrimitive> drawing_list;