solvespace/glhelper.cpp

154 lines
3.5 KiB
C++

#include "solvespace.h"
// A public-domain Hershey vector font ("Simplex").
#include "font.table"
static bool ColorLocked;
#define FONT_SCALE (0.5)
static int StrWidth(char *str) {
int w = 0;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
w += Font[c].width;
}
return w;
}
void glxWriteTextRefCenter(char *str)
{
double scale = FONT_SCALE/SS.GW.scale;
// The characters have height ~21, as they appear in the table.
double fh = (21.0)*scale;
double fw = StrWidth(str)*scale;
glPushMatrix();
glTranslated(-fw/2, -fh/2, 0);
// Undo the (+5, +5) offset that glxWriteText applies.
glTranslated(-5*scale, -5*scale, 0);
glxWriteText(str);
glPopMatrix();
}
void glxWriteText(char *str)
{
double scale = FONT_SCALE/SS.GW.scale;
int xo = 5;
int yo = 5;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
glBegin(GL_LINE_STRIP);
int j;
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) {
glEnd();
glBegin(GL_LINE_STRIP);
} else {
glVertex3d((xo + x)*scale, (yo + y)*scale, 0);
}
}
glEnd();
xo += Font[c].width;
}
}
void glxVertex3v(Vector u)
{
glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z);
}
void glxTranslatev(Vector u)
{
glTranslated((GLdouble)u.x, (GLdouble)u.y, (GLdouble)u.z);
}
void glxOntoWorkplane(Vector u, Vector v)
{
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double mat[16];
Vector n = u.Cross(v);
MakeMatrix(mat, u.x, v.x, n.x, 0,
u.y, v.y, n.y, 0,
u.z, v.z, n.z, 0,
0, 0, 0, 1);
glMultMatrixd(mat);
}
void glxLockColorTo(double r, double g, double b)
{
ColorLocked = false;
glxColor3d(r, g, b);
ColorLocked = true;
}
void glxUnlockColor(void)
{
ColorLocked = false;
}
void glxColor3d(double r, double g, double b)
{
if(!ColorLocked) glColor3d(r, g, b);
}
void glxColor4d(double r, double g, double b, double a)
{
if(!ColorLocked) glColor4d(r, g, b, a);
}
static void __stdcall Vertex(Vector *p) {
glxVertex3v(*p);
}
static void __stdcall 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 glxFillPolygon(SPolygon *p)
{
int i, j;
GLUtesselator *gt = gluNewTess();
typedef void __stdcall cf(void);
gluTessCallback(gt, GLU_TESS_BEGIN, (cf *)glBegin);
gluTessCallback(gt, GLU_TESS_END, (cf *)glEnd);
gluTessCallback(gt, GLU_TESS_VERTEX, (cf *)Vertex);
gluTessCallback(gt, GLU_TESS_COMBINE, (cf *)Combine);
gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
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);
gluDeleteTess(gt);
}