solvespace/src/glhelper.cpp

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//-----------------------------------------------------------------------------
// Helper functions that ultimately draw stuff with gl.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include <zlib.h>
#include "solvespace.h"
namespace SolveSpace {
// A vector font.
#include "generated/vectorfont.table.h"
// A bitmap font.
#include "generated/bitmapfont.table.h"
static bool ColorLocked;
static bool DepthOffsetLocked;
static const VectorGlyph &GetVectorGlyph(char32_t chr) {
int first = 0;
int last = sizeof(VectorFont) / sizeof(VectorGlyph);
while(first <= last) {
int mid = (first + last) / 2;
char32_t midChr = VectorFont[mid].character;
if(midChr > chr) {
last = mid - 1; // and first stays the same
continue;
}
if(midChr < chr) {
first = mid + 1; // and last stays the same
continue;
}
return VectorFont[mid];
}
return GetVectorGlyph(0xfffd); // replacement character
}
// The internal font metrics are as follows:
// * Cap height (measured on "A"): 87
// * Ascender (measured on "h"): 87
// * Descender (measured on "p"): -30
// * Font size (ascender+descender): 126
// Internally and in the UI, the vector font is sized using cap height.
#define FONT_SCALE(h) ((h)/87.0)
double ssglStrCapHeight(double h)
{
return /*cap height*/87.0 * FONT_SCALE(h) / SS.GW.scale;
}
double ssglStrFontSize(double h)
{
return /*font size*/126.0 * FONT_SCALE(h) / SS.GW.scale;
}
double ssglStrWidth(const std::string &str, double h)
{
int width = 0;
for(char32_t chr : ReadUTF8(str)) {
const VectorGlyph &glyph = GetVectorGlyph(chr);
if(glyph.baseCharacter != 0) {
const VectorGlyph &baseGlyph = GetVectorGlyph(glyph.baseCharacter);
width += max(glyph.width, baseGlyph.width);
} else {
width += glyph.width;
}
}
return width * FONT_SCALE(h) / SS.GW.scale;
}
void ssglWriteTextRefCenter(const std::string &str, double h, Vector t, Vector u, Vector v,
ssglLineFn *fn, void *fndata)
{
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double scale = FONT_SCALE(h)/SS.GW.scale;
double fh = ssglStrCapHeight(h);
double fw = ssglStrWidth(str, h);
t = t.Plus(u.ScaledBy(-fw/2));
t = t.Plus(v.ScaledBy(-fh/2));
// Apply additional offset to get an exact center alignment.
t = t.Plus(v.ScaledBy(-18*scale));
ssglWriteText(str, h, t, u, v, fn, fndata);
}
void ssglLineWidth(GLfloat width) {
// Intel GPUs with Mesa on *nix render thin lines poorly.
static bool workaroundChecked, workaroundEnabled;
if(!workaroundChecked) {
// ssglLineWidth can be called before GL is initialized
if(glGetString(GL_VENDOR)) {
workaroundChecked = true;
if(!strcmp((char*)glGetString(GL_VENDOR), "Intel Open Source Technology Center"))
workaroundEnabled = true;
}
}
if(workaroundEnabled && width < 1.6f)
width = 1.6f;
glLineWidth(width);
}
static void LineDrawCallback(void *fndata, Vector a, Vector b)
{
ssglLineWidth(1);
glBegin(GL_LINES);
ssglVertex3v(a);
ssglVertex3v(b);
glEnd();
}
int ssglDrawCharacter(const VectorGlyph &glyph, Vector t, Vector o, Vector u, Vector v,
double scale, ssglLineFn *fn, void *fndata) {
int width = glyph.width;
if(glyph.baseCharacter != 0) {
const VectorGlyph &baseGlyph = GetVectorGlyph(glyph.baseCharacter);
int baseWidth = ssglDrawCharacter(baseGlyph, t, o, u, v, scale, fn, fndata);
width = max(glyph.width, baseWidth);
}
const int8_t *data = glyph.data;
bool pen_up = true;
Vector prevp;
while(true) {
int8_t x = *data++;
int8_t y = *data++;
if(x == PEN_UP && y == PEN_UP) {
if(pen_up) break;
pen_up = true;
} else {
Vector p = t;
p = p.Plus(u.ScaledBy((o.x + x) * scale));
p = p.Plus(v.ScaledBy((o.y + y) * scale));
if(!pen_up) fn(fndata, prevp, p);
prevp = p;
pen_up = false;
}
}
return width;
}
void ssglWriteText(const std::string &str, double h, Vector t, Vector u, Vector v,
ssglLineFn *fn, void *fndata)
{
if(!fn) fn = LineDrawCallback;
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double scale = FONT_SCALE(h) / SS.GW.scale;
Vector o = { 15.0, 15.0 };
for(char32_t chr : ReadUTF8(str)) {
const VectorGlyph &glyph = GetVectorGlyph(chr);
o.x += ssglDrawCharacter(glyph, t, o, u, v, scale, fn, fndata);
}
}
void ssglVertex3v(Vector u)
{
glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z);
}
void ssglAxisAlignedQuad(double l, double r, double t, double b, bool lone)
{
if(lone) glBegin(GL_QUADS);
glVertex2d(l, t);
glVertex2d(l, b);
glVertex2d(r, b);
glVertex2d(r, t);
if(lone) glEnd();
}
void ssglAxisAlignedLineLoop(double l, double r, double t, double b)
{
glBegin(GL_LINE_LOOP);
glVertex2d(l, t);
glVertex2d(l, b);
glVertex2d(r, b);
glVertex2d(r, t);
glEnd();
}
static void FatLineEndcap(Vector p, Vector u, Vector v)
{
// A table of cos and sin of (pi*i/10 + pi/2), as i goes from 0 to 10
static const double Circle[11][2] = {
{ 0.0000, 1.0000 },
{ -0.3090, 0.9511 },
{ -0.5878, 0.8090 },
{ -0.8090, 0.5878 },
{ -0.9511, 0.3090 },
{ -1.0000, 0.0000 },
{ -0.9511, -0.3090 },
{ -0.8090, -0.5878 },
{ -0.5878, -0.8090 },
{ -0.3090, -0.9511 },
{ 0.0000, -1.0000 },
};
glBegin(GL_TRIANGLE_FAN);
for(int i = 0; i <= 10; i++) {
double c = Circle[i][0], s = Circle[i][1];
ssglVertex3v(p.Plus(u.ScaledBy(c)).Plus(v.ScaledBy(s)));
}
glEnd();
}
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void ssglLine(const Vector &a, const Vector &b, double pixelWidth, bool maybeFat) {
if(!maybeFat || pixelWidth <= 3.0) {
glBegin(GL_LINES);
ssglVertex3v(a);
ssglVertex3v(b);
glEnd();
} else {
ssglFatLine(a, b, pixelWidth / SS.GW.scale);
}
}
void ssglPoint(Vector p, double pixelSize)
{
if(/*!maybeFat || */pixelSize <= 3.0) {
glBegin(GL_LINES);
Vector u = SS.GW.projRight.WithMagnitude(pixelSize / SS.GW.scale / 2.0);
ssglVertex3v(p.Minus(u));
ssglVertex3v(p.Plus(u));
glEnd();
} else {
Vector u = SS.GW.projRight.WithMagnitude(pixelSize / SS.GW.scale / 2.0);
Vector v = SS.GW.projUp.WithMagnitude(pixelSize / SS.GW.scale / 2.0);
FatLineEndcap(p, u, v);
FatLineEndcap(p, u.ScaledBy(-1.0), v);
}
}
void ssglStippledLine(Vector a, Vector b, double width,
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int stippleType, double stippleScale, bool maybeFat)
{
const char *stipplePattern;
switch(stippleType) {
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case Style::STIPPLE_CONTINUOUS: ssglLine(a, b, width, maybeFat); return;
case Style::STIPPLE_DASH: stipplePattern = "- "; break;
case Style::STIPPLE_LONG_DASH: stipplePattern = "_ "; break;
case Style::STIPPLE_DASH_DOT: stipplePattern = "-."; break;
case Style::STIPPLE_DASH_DOT_DOT: stipplePattern = "-.."; break;
case Style::STIPPLE_DOT: stipplePattern = "."; break;
case Style::STIPPLE_FREEHAND: stipplePattern = "~"; break;
case Style::STIPPLE_ZIGZAG: stipplePattern = "~__"; break;
default: oops();
}
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ssglStippledLine(a, b, width, stipplePattern, stippleScale, maybeFat);
}
void ssglStippledLine(Vector a, Vector b, double width,
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const char *stipplePattern, double stippleScale, bool maybeFat)
{
if(stipplePattern == NULL || *stipplePattern == 0) oops();
Vector dir = b.Minus(a);
double len = dir.Magnitude();
dir = dir.WithMagnitude(1.0);
const char *si = stipplePattern;
double end = len;
double ss = stippleScale / 2.0;
do {
double start = end;
switch(*si) {
case ' ':
end -= 1.0 * ss;
break;
case '-':
start = max(start - 0.5 * ss, 0.0);
end = max(start - 2.0 * ss, 0.0);
if(start == end) break;
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ssglLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), width, maybeFat);
end = max(end - 0.5 * ss, 0.0);
break;
case '_':
end = max(end - 4.0 * ss, 0.0);
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ssglLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), width, maybeFat);
break;
case '.':
end = max(end - 0.5 * ss, 0.0);
if(end == 0.0) break;
ssglPoint(a.Plus(dir.ScaledBy(end)), width);
end = max(end - 0.5 * ss, 0.0);
break;
case '~': {
Vector ab = b.Minus(a);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
Vector abn = (ab.Cross(gn)).WithMagnitude(1);
abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
double pws = 2.0 * width / SS.GW.scale;
end = max(end - 0.5 * ss, 0.0);
Vector aa = a.Plus(dir.ScaledBy(start));
Vector bb = a.Plus(dir.ScaledBy(end))
.Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss)));
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ssglLine(aa, bb, width, maybeFat);
if(end == 0.0) break;
start = end;
end = max(end - 1.0 * ss, 0.0);
aa = a.Plus(dir.ScaledBy(end))
.Plus(abn.ScaledBy(pws))
.Minus(abn.ScaledBy(2.0 * pws * (start - end) / ss));
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ssglLine(bb, aa, width, maybeFat);
if(end == 0.0) break;
start = end;
end = max(end - 0.5 * ss, 0.0);
bb = a.Plus(dir.ScaledBy(end))
.Minus(abn.ScaledBy(pws))
.Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss)));
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ssglLine(aa, bb, width, maybeFat);
break;
}
default: oops();
}
if(*(++si) == 0) si = stipplePattern;
} while(end > 0.0);
}
void ssglFatLine(Vector a, Vector b, double width)
{
if(a.EqualsExactly(b)) return;
// The half-width of the line we're drawing.
double hw = width / 2;
Vector ab = b.Minus(a);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
Vector abn = (ab.Cross(gn)).WithMagnitude(1);
abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
// So now abn is normal to the projection of ab into the screen, so the
// line will always have constant thickness as the view is rotated.
abn = abn.WithMagnitude(hw);
ab = gn.Cross(abn);
ab = ab. WithMagnitude(hw);
// The body of a line is a quad
glBegin(GL_QUADS);
ssglVertex3v(a.Minus(abn));
ssglVertex3v(b.Minus(abn));
ssglVertex3v(b.Plus (abn));
ssglVertex3v(a.Plus (abn));
glEnd();
// And the line has two semi-circular end caps.
FatLineEndcap(a, ab, abn);
FatLineEndcap(b, ab.ScaledBy(-1), abn);
}
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void ssglLockColorTo(RgbaColor rgb)
{
ColorLocked = false;
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
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glColor3d(rgb.redF(), rgb.greenF(), rgb.blueF());
ColorLocked = true;
}
void ssglUnlockColor(void)
{
ColorLocked = false;
}
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void ssglColorRGB(RgbaColor rgb)
{
// Is there a bug in some graphics drivers where this is not equivalent
// to glColor3d? There seems to be...
ssglColorRGBa(rgb, 1.0);
}
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void ssglColorRGBa(RgbaColor rgb, double a)
{
Replaced RGB-color integers with dedicated data structure RGB colors were represented using a uint32_t with the red, green and blue values stuffed into the lower three octets (i.e. 0x00BBGGRR), like Microsoft's COLORREF. This approach did not lend itself to type safety, however, so this change replaces it with an RgbColor class that provides the same infomation plus a handful of useful methods to work with it. (Note that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead to memory bloat.) Some of the new methods/fields replace what were previously macro calls; e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is now used instead of == to compare colors. RGB colors still need to be represented as packed integers in file I/O and preferences, so the methods .FromPackedInt() and .ToPackedInt() are provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences. (Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code to minimize the footprint of the latter; because the same can be done with Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with this commit.) Color integers were being OR'ed with 0x80000000 in some places for two distinct purposes: One, to indicate use of a default color in glxFillMesh(); this has been replaced by use of the .UseDefault() method. Two, to indicate to TextWindow::Printf() that the format argument of a "%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code exclusively. (This also allows TextWindow::meta[][].bg to be a char instead of an int, partly compensating for the new .bgRgb field added immediately after.) In array declarations, RGB colors could previously be specified as 0 (often in a terminating element). As that no longer works, we define NULL_COLOR, which serves much the same purpose for RgbColor variables as NULL serves for pointers.
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if(!ColorLocked) glColor4d(rgb.redF(), rgb.greenF(), rgb.blueF(), a);
}
static void Stipple(bool forSel)
{
static bool Init;
const int BYTES = (32*32)/8;
static GLubyte HoverMask[BYTES];
static GLubyte SelMask[BYTES];
if(!Init) {
int x, y;
for(x = 0; x < 32; x++) {
for(y = 0; y < 32; y++) {
int i = y*4 + x/8, b = x % 8;
int ym = y % 4, xm = x % 4;
for(int k = 0; k < 2; k++) {
if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) {
(k == 0 ? SelMask : HoverMask)[i] |= (0x80 >> b);
}
ym = (ym + 2) % 4; xm = (xm + 2) % 4;
}
}
}
Init = true;
}
glEnable(GL_POLYGON_STIPPLE);
if(forSel) {
glPolygonStipple(SelMask);
} else {
glPolygonStipple(HoverMask);
}
}
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static void StippleTriangle(STriangle *tr, bool s, RgbaColor rgb)
{
glEnd();
glDisable(GL_LIGHTING);
ssglColorRGB(rgb);
Stipple(s);
glBegin(GL_TRIANGLES);
ssglVertex3v(tr->a);
ssglVertex3v(tr->b);
ssglVertex3v(tr->c);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_POLYGON_STIPPLE);
glBegin(GL_TRIANGLES);
}
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void ssglFillMesh(bool useSpecColor, RgbaColor specColor,
SMesh *m, uint32_t h, uint32_t s1, uint32_t s2)
{
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RgbaColor rgbHovered = Style::Color(Style::HOVERED),
rgbSelected = Style::Color(Style::SELECTED);
glEnable(GL_NORMALIZE);
bool hasMaterial = false;
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RgbaColor prevColor;
glBegin(GL_TRIANGLES);
for(int i = 0; i < m->l.n; i++) {
STriangle *tr = &(m->l.elem[i]);
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RgbaColor color;
if(useSpecColor) {
color = specColor;
} else {
color = tr->meta.color;
}
if(!hasMaterial || !color.Equals(prevColor)) {
GLfloat mpf[] = { color.redF(), color.greenF(), color.blueF(), color.alphaF() };
glEnd();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf);
prevColor = color;
hasMaterial = true;
glBegin(GL_TRIANGLES);
}
if(tr->an.EqualsExactly(Vector::From(0, 0, 0))) {
// Compute the normal from the vertices
Vector n = tr->Normal();
glNormal3d(n.x, n.y, n.z);
ssglVertex3v(tr->a);
ssglVertex3v(tr->b);
ssglVertex3v(tr->c);
} else {
// Use the exact normals that are specified
glNormal3d((tr->an).x, (tr->an).y, (tr->an).z);
ssglVertex3v(tr->a);
glNormal3d((tr->bn).x, (tr->bn).y, (tr->bn).z);
ssglVertex3v(tr->b);
glNormal3d((tr->cn).x, (tr->cn).y, (tr->cn).z);
ssglVertex3v(tr->c);
}
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if((s1 != 0 && tr->meta.face == s1) ||
(s2 != 0 && tr->meta.face == s2))
{
StippleTriangle(tr, true, rgbSelected);
}
if(h != 0 && tr->meta.face == h) {
StippleTriangle(tr, false, rgbHovered);
}
}
glEnd();
}
static void SSGL_CALLBACK Vertex(Vector *p)
{
ssglVertex3v(*p);
}
void ssglFillPolygon(SPolygon *p)
{
GLUtesselator *gt = gluNewTess();
gluTessCallback(gt, GLU_TESS_BEGIN, (ssglCallbackFptr *)glBegin);
gluTessCallback(gt, GLU_TESS_END, (ssglCallbackFptr *)glEnd);
gluTessCallback(gt, GLU_TESS_VERTEX, (ssglCallbackFptr *)Vertex);
ssglTesselatePolygon(gt, p);
gluDeleteTess(gt);
}
static void SSGL_CALLBACK Combine(double coords[3], void *vertexData[4],
float weight[4], void **outData)
{
Vector *n = (Vector *)AllocTemporary(sizeof(Vector));
n->x = coords[0];
n->y = coords[1];
n->z = coords[2];
*outData = n;
}
void ssglTesselatePolygon(GLUtesselator *gt, SPolygon *p)
{
int i, j;
gluTessCallback(gt, GLU_TESS_COMBINE, (ssglCallbackFptr *)Combine);
gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
Vector normal = p->normal;
glNormal3d(normal.x, normal.y, normal.z);
gluTessNormal(gt, normal.x, normal.y, normal.z);
gluTessBeginPolygon(gt, NULL);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
gluTessBeginContour(gt);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
double ap[3];
ap[0] = sp->p.x;
ap[1] = sp->p.y;
ap[2] = sp->p.z;
gluTessVertex(gt, ap, &(sp->p));
}
gluTessEndContour(gt);
}
gluTessEndPolygon(gt);
}
void ssglDebugPolygon(SPolygon *p)
{
int i, j;
ssglLineWidth(2);
glPointSize(7);
glDisable(GL_DEPTH_TEST);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
Vector a = (sc->l.elem[j]).p;
Vector b = (sc->l.elem[j+1]).p;
ssglLockColorTo(RGBi(0, 0, 255));
Vector d = (a.Minus(b)).WithMagnitude(-0);
glBegin(GL_LINES);
ssglVertex3v(a.Plus(d));
ssglVertex3v(b.Minus(d));
glEnd();
ssglLockColorTo(RGBi(255, 0, 0));
glBegin(GL_POINTS);
ssglVertex3v(a.Plus(d));
ssglVertex3v(b.Minus(d));
glEnd();
}
}
}
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
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void ssglDrawEdges(SEdgeList *el, bool endpointsToo, hStyle hs)
{
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
double lineWidth = Style::Width(hs);
int stippleType = Style::PatternType(hs);
double stippleScale = Style::StippleScaleMm(hs);
ssglLineWidth(float(lineWidth));
ssglColorRGB(Style::Color(hs));
SEdge *se;
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
ssglStippledLine(se->a, se->b, lineWidth, stippleType, stippleScale,
/*maybeFat=*/true);
}
if(endpointsToo) {
glPointSize(12);
glBegin(GL_POINTS);
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
ssglVertex3v(se->a);
ssglVertex3v(se->b);
}
glEnd();
}
}
void ssglDrawOutlines(SOutlineList *sol, Vector projDir, hStyle hs)
{
double lineWidth = Style::Width(hs);
int stippleType = Style::PatternType(hs);
double stippleScale = Style::StippleScaleMm(hs);
ssglLineWidth((float)lineWidth);
ssglColorRGB(Style::Color(hs));
sol->FillOutlineTags(projDir);
for(SOutline *so = sol->l.First(); so; so = sol->l.NextAfter(so)) {
if(!so->tag) continue;
ssglStippledLine(so->a, so->b, lineWidth, stippleType, stippleScale,
/*maybeFat=*/true);
}
}
void ssglDebugMesh(SMesh *m)
{
int i;
ssglLineWidth(1);
glPointSize(7);
ssglDepthRangeOffset(1);
ssglUnlockColor();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ssglColorRGBa(RGBi(0, 255, 0), 1.0);
glBegin(GL_TRIANGLES);
for(i = 0; i < m->l.n; i++) {
STriangle *t = &(m->l.elem[i]);
if(t->tag) continue;
ssglVertex3v(t->a);
ssglVertex3v(t->b);
ssglVertex3v(t->c);
}
glEnd();
ssglDepthRangeOffset(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void ssglMarkPolygonNormal(SPolygon *p)
{
Vector tail = Vector::From(0, 0, 0);
int i, j, cnt = 0;
// Choose some reasonable center point.
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
tail = tail.Plus(sp->p);
cnt++;
}
}
if(cnt == 0) return;
tail = tail.ScaledBy(1.0/cnt);
Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
Vector tip = tail.Plus((p->normal).WithMagnitude(40/SS.GW.scale));
Vector arrow = (p->normal).WithMagnitude(15/SS.GW.scale);
glColor3d(1, 1, 0);
glBegin(GL_LINES);
ssglVertex3v(tail);
ssglVertex3v(tip);
ssglVertex3v(tip);
ssglVertex3v(tip.Minus(arrow.RotatedAbout(gn, 0.6)));
ssglVertex3v(tip);
ssglVertex3v(tip.Minus(arrow.RotatedAbout(gn, -0.6)));
glEnd();
glEnable(GL_LIGHTING);
}
void ssglDepthRangeOffset(int units)
{
if(!DepthOffsetLocked) {
// The size of this step depends on the resolution of the Z buffer; for
// a 16-bit buffer, this should be fine.
double d = units/60000.0;
glDepthRange(0.1-d, 1-d);
}
}
void ssglDepthRangeLockToFront(bool yes)
{
if(yes) {
DepthOffsetLocked = true;
glDepthRange(0, 0);
} else {
DepthOffsetLocked = false;
ssglDepthRangeOffset(0);
}
}
const int BitmapFontChunkSize = 64 * 64;
static bool BitmapFontChunkInitialized[0x10000 / BitmapFontChunkSize];
static int BitmapFontCurrentChunk = -1;
static void CreateBitmapFontChunk(const uint8_t *source, size_t sourceLength,
int textureIndex)
{
// Place the font in our texture in a two-dimensional grid.
// The maximum texture size that is reasonably supported is 1024x1024.
const size_t fontTextureSize = BitmapFontChunkSize*16*16;
uint8_t *fontTexture = (uint8_t *)malloc(fontTextureSize),
*mappedTexture = (uint8_t *)malloc(fontTextureSize);
z_stream stream;
stream.zalloc = Z_NULL;
stream.zfree = Z_NULL;
stream.opaque = Z_NULL;
if(inflateInit(&stream) != Z_OK)
oops();
stream.next_in = (Bytef *)source;
stream.avail_in = sourceLength;
stream.next_out = fontTexture;
stream.avail_out = fontTextureSize;
if(inflate(&stream, Z_NO_FLUSH) != Z_STREAM_END)
oops();
if(stream.avail_out != 0)
oops();
inflateEnd(&stream);
for(int a = 0; a < BitmapFontChunkSize; a++) {
int row = a / 64, col = a % 64;
for(int i = 0; i < 16; i++) {
memcpy(mappedTexture + row*64*16*16 + col*16 + i*64*16,
fontTexture + a*16*16 + i*16,
16);
}
}
free(fontTexture);
glBindTexture(GL_TEXTURE_2D, textureIndex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
16*64, 64*16,
0,
GL_ALPHA, GL_UNSIGNED_BYTE,
mappedTexture);
free(mappedTexture);
}
static void SwitchToBitmapFontChunkFor(char32_t chr)
{
int plane = chr / BitmapFontChunkSize,
textureIndex = TEXTURE_BITMAP_FONT + plane;
if(BitmapFontCurrentChunk != textureIndex) {
glEnd();
if(!BitmapFontChunkInitialized[plane]) {
CreateBitmapFontChunk(CompressedFontTexture[plane].data,
CompressedFontTexture[plane].length,
textureIndex);
BitmapFontChunkInitialized[plane] = true;
} else {
glBindTexture(GL_TEXTURE_2D, textureIndex);
}
BitmapFontCurrentChunk = textureIndex;
glBegin(GL_QUADS);
}
}
void ssglInitializeBitmapFont()
{
memset(BitmapFontChunkInitialized, 0, sizeof(BitmapFontChunkInitialized));
BitmapFontCurrentChunk = -1;
}
int ssglBitmapCharWidth(char32_t chr) {
if(!CodepointProperties[chr].exists)
chr = 0xfffd; // replacement character
return CodepointProperties[chr].isWide ? 2 : 1;
}
void ssglBitmapCharQuad(char32_t chr, double x, double y)
{
int w, h;
if(!CodepointProperties[chr].exists)
chr = 0xfffd; // replacement character
h = 16;
if(chr >= 0xe000 && chr <= 0xefff) {
// Special character, like a checkbox or a radio button
w = 16;
x -= 3;
} else if(CodepointProperties[chr].isWide) {
// Wide (usually CJK or reserved) character
w = 16;
} else {
// Normal character
w = 8;
}
if(chr != ' ' && chr != 0) {
int n = chr % BitmapFontChunkSize;
int row = n / 64, col = n % 64;
double s0 = col/64.0,
s1 = (col+1)/64.0,
t0 = row/64.0,
t1 = t0 + (w/16.0)/64;
SwitchToBitmapFontChunkFor(chr);
glTexCoord2d(s1, t0);
glVertex2d(x, y);
glTexCoord2d(s1, t1);
glVertex2d(x + w, y);
glTexCoord2d(s0, t1);
glVertex2d(x + w, y - h);
glTexCoord2d(s0, t0);
glVertex2d(x, y - h);
}
}
void ssglBitmapText(const std::string &str, Vector p)
{
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
for(char32_t chr : ReadUTF8(str)) {
ssglBitmapCharQuad(chr, p.x, p.y);
p.x += 8 * ssglBitmapCharWidth(chr);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
void ssglDrawPixelsWithTexture(uint8_t *data, int w, int h)
{
#define MAX_DIM 32
static uint8_t Texture[MAX_DIM*MAX_DIM*3];
int i, j;
if(w > MAX_DIM || h > MAX_DIM) oops();
for(i = 0; i < w; i++) {
for(j = 0; j < h; j++) {
Texture[(j*MAX_DIM + i)*3 + 0] = data[(j*w + i)*3 + 0];
Texture[(j*MAX_DIM + i)*3 + 1] = data[(j*w + i)*3 + 1];
Texture[(j*MAX_DIM + i)*3 + 2] = data[(j*w + i)*3 + 2];
}
}
glBindTexture(GL_TEXTURE_2D, TEXTURE_DRAW_PIXELS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, MAX_DIM, MAX_DIM, 0,
GL_RGB, GL_UNSIGNED_BYTE, Texture);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0, 0);
glVertex2d(0, h);
glTexCoord2d(((double)w)/MAX_DIM, 0);
glVertex2d(w, h);
glTexCoord2d(((double)w)/MAX_DIM, ((double)h)/MAX_DIM);
glVertex2d(w, 0);
glTexCoord2d(0, ((double)h)/MAX_DIM);
glVertex2d(0, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
}
};