371 lines
9 KiB
C++
371 lines
9 KiB
C++
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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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 "render_area_2d.hxx"
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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(osg::State& state) {
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static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
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if(!renderArea2DStateSet.valid()) {
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renderArea2DStateSet = new osg::StateSet;
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renderArea2DStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
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renderArea2DStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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}
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state.pushStateSet(renderArea2DStateSet.get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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// DCL - the 2 lines below are copied verbatim from the hotspot drawing code.
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// I am not sure if they are needed here or not.
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_COLOR_MATERIAL);
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// FIXME - disabling all clip planes causes bleed-through through the splash screen.
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glDisable(GL_CLIP_PLANE0);
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glDisable(GL_CLIP_PLANE1);
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glDisable(GL_CLIP_PLANE2);
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glDisable(GL_CLIP_PLANE3);
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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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glPopAttrib();
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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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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SGVec2f corners[4] = {
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SGVec2f(fx1, fy1),
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SGVec2f(fx2, fy1),
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SGVec2f(fx2, fy2),
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SGVec2f(fx1, fy2)
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};
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doDrawQuad(corners);
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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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SGVec2f corners[4] = {
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SGVec2f(fx1, fy1),
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SGVec2f(fx2, fy1),
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SGVec2f(fx2, fy2),
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SGVec2f(fx1, fy2)
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};
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doDrawQuad(corners);
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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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SGVec2f corners[4] = {
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SGVec2f(_posx, _posy),
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SGVec2f(_posx + _sizex, _posy),
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SGVec2f(_posx + _sizex, _posy + _sizey),
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SGVec2f(_posx, _posy + _sizey)
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};
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doDrawQuad(corners);
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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 SGVec2f *p) {
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 0.0f);
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glVertex2fv( p[0].data() );
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glVertex2fv( p[1].data() );
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glVertex2fv( p[2].data() );
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glVertex2fv( p[3].data() );
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glEnd();
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}
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void RenderArea2D::doDrawQuad( const SGVec2f *p, const SGVec4f *color ) {
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 0.0f);
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glColor4fv( color[0].data() ); glVertex2fv( p[0].data() );
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glColor4fv( color[1].data() ); glVertex2fv( p[1].data() );
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glColor4fv( color[2].data() ); glVertex2fv( p[2].data() );
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glColor4fv( color[3].data() ); glVertex2fv( p[3].data() );
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glEnd();
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}
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