//----------------------------------------------------------------------------- // Helper functions that ultimately draw stuff with gl. // // Copyright 2008-2013 Jonathan Westhues. //----------------------------------------------------------------------------- #include "solvespace.h" namespace SolveSpace { // A public-domain Hershey vector font ("Simplex"). #include "font.table.h" // A bitmap font. #include "bitmapfont.table.h" static bool ColorLocked; static bool DepthOffsetLocked; #define FONT_SCALE(h) ((h)/22.0) double ssglStrWidth(const char *str, double h) { int w = 0; for(; *str; str++) { int c = *str; if(c < 32 || c > 126) c = 32; c -= 32; w += Font[c].width; } return w*FONT_SCALE(h)/SS.GW.scale; } double ssglStrHeight(double h) { // The characters have height ~22, as they appear in the table. return 22.0*FONT_SCALE(h)/SS.GW.scale; } void ssglWriteTextRefCenter(const char *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 = ssglStrHeight(h); double fw = ssglStrWidth(str, h); t = t.Plus(u.ScaledBy(-fw/2)); t = t.Plus(v.ScaledBy(-fh/2)); // Undo the (+5, +5) offset that ssglWriteText applies. t = t.Plus(u.ScaledBy(-5*scale)); t = t.Plus(v.ScaledBy(-5*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 < 1.6) width = 1.6; glLineWidth(width); } static void LineDrawCallback(void *fndata, Vector a, Vector b) { ssglLineWidth(1); glBegin(GL_LINES); ssglVertex3v(a); ssglVertex3v(b); glEnd(); } void ssglWriteText(const char *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; int xo = 5; int yo = 5; for(; *str; str++) { int c = *str; if(c < 32 || c > 126) c = 32; c -= 32; int j; Vector prevp = Vector::From(VERY_POSITIVE, 0, 0); for(j = 0; j < Font[c].points; j++) { int x = Font[c].coord[j*2]; int y = Font[c].coord[j*2+1]; if(x == PEN_UP && y == PEN_UP) { prevp.x = VERY_POSITIVE; } else { Vector p = t; p = p.Plus(u.ScaledBy((xo + x)*scale)); p = p.Plus(v.ScaledBy((yo + y)*scale)); if(EXACT(prevp.x != VERY_POSITIVE)) { fn(fndata, prevp, p); } prevp = p; } } xo += Font[c].width; } } 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(); } void ssglFatLine(Vector a, Vector b, double width) { // 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); } void ssglLockColorTo(RgbColor rgb) { ColorLocked = false; glColor3d(rgb.redF(), rgb.greenF(), rgb.blueF()); ColorLocked = true; } void ssglUnlockColor(void) { ColorLocked = false; } void ssglColorRGB(RgbColor rgb) { // Is there a bug in some graphics drivers where this is not equivalent // to glColor3d? There seems to be... ssglColorRGBa(rgb, 1.0); } void ssglColorRGBa(RgbColor rgb, double a) { 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); } } static void StippleTriangle(STriangle *tr, bool s, RgbColor 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); } void ssglFillMesh(RgbColor specColor, SMesh *m, uint32_t h, uint32_t s1, uint32_t s2) { RgbColor rgbHovered = Style::Color(Style::HOVERED), rgbSelected = Style::Color(Style::SELECTED); glEnable(GL_NORMALIZE); RgbColor prevColor = NULL_COLOR; glBegin(GL_TRIANGLES); for(int i = 0; i < m->l.n; i++) { STriangle *tr = &(m->l.elem[i]); RgbColor color; if(specColor.UseDefault()) { color = tr->meta.color; } else { color = specColor; } if(!color.Equals(prevColor)) { GLfloat mpf[] = { color.redF(), color.greenF(), color.blueF(), 1.0f }; glEnd(); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf); prevColor = color; 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); } 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(); } } } void ssglDrawEdges(SEdgeList *el, bool endpointsToo) { SEdge *se; glBegin(GL_LINES); for(se = el->l.First(); se; se = el->l.NextAfter(se)) { ssglVertex3v(se->a); ssglVertex3v(se->b); } glEnd(); 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 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); } } void ssglCreateBitmapFont(void) { // Place the font in our texture in a two-dimensional grid; 1d would // be simpler, but long skinny textures (256*16 = 4096 pixels wide) // won't work. static uint8_t MappedTexture[4*16*64*16]; int a, i; for(a = 0; a < 256; a++) { int row = a / 4, col = a % 4; for(i = 0; i < 16; i++) { memcpy(MappedTexture + row*4*16*16 + col*16 + i*4*16, FontTexture + a*16*16 + i*16, 16); } } glBindTexture(GL_TEXTURE_2D, TEXTURE_BITMAP_FONT); 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*4, 64*16, 0, GL_ALPHA, GL_UNSIGNED_BYTE, MappedTexture); } void ssglBitmapCharQuad(char c, double x, double y) { uint8_t b = (uint8_t)c; int w, h; if(b & 0x80) { // Special character, like a checkbox or a radio button w = h = 16; x -= 3; } else { // Normal character from our font w = SS.TW.CHAR_WIDTH, h = SS.TW.CHAR_HEIGHT; } if(b != ' ' && b != 0) { int row = b / 4, col = b % 4; double s0 = col/4.0, s1 = (col+1)/4.0, t0 = row/64.0, t1 = t0 + (w/16.0)/64; 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 char *str, Vector p) { glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while(*str) { ssglBitmapCharQuad(*str, p.x, p.y); str++; p.x += SS.TW.CHAR_WIDTH; } 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); } };