solvespace/src/glhelper.cpp

822 lines
25 KiB
C++
Raw Normal View History

//-----------------------------------------------------------------------------
// Helper functions that ultimately draw stuff with gl.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
namespace SolveSpace {
static bool ColorLocked;
static bool DepthOffsetLocked;
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();
}
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();
}
2016-03-25 16:05:50 +08:00
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,
2016-03-25 16:05:50 +08:00
int stippleType, double stippleScale, bool maybeFat)
{
const char *stipplePattern;
switch(stippleType) {
2016-03-25 16:05:50 +08:00
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: ssassert(false, "Unexpected stipple pattern");
}
2016-03-25 16:05:50 +08:00
ssglStippledLine(a, b, width, stipplePattern, stippleScale, maybeFat);
}
void ssglStippledLine(Vector a, Vector b, double width,
2016-03-25 16:05:50 +08:00
const char *stipplePattern, double stippleScale, bool maybeFat)
{
ssassert(stipplePattern != NULL, "Unexpected stipple pattern");
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;
2016-03-25 16:05:50 +08:00
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);
2016-03-25 16:05:50 +08:00
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)));
2016-03-25 16:05:50 +08:00
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));
2016-03-25 16:05:50 +08:00
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)));
2016-03-25 16:05:50 +08:00
ssglLine(aa, bb, width, maybeFat);
break;
}
default: ssassert(false, "Unexpected stipple pattern element");
}
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);
}
2015-07-10 19:54:39 +08:00
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.
2013-10-17 04:00:58 +08:00
glColor3d(rgb.redF(), rgb.greenF(), rgb.blueF());
ColorLocked = true;
}
void ssglUnlockColor(void)
{
ColorLocked = false;
}
2015-07-10 19:54:39 +08:00
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);
}
2015-07-10 19:54:39 +08:00
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.
2013-10-17 04:00:58 +08:00
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);
}
}
2015-07-10 19:54:39 +08:00
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);
}
2015-07-10 19:54:39 +08:00
void ssglFillMesh(bool useSpecColor, RgbaColor specColor,
SMesh *m, uint32_t h, uint32_t s1, uint32_t s2)
{
2015-07-10 19:54:39 +08:00
RgbaColor rgbHovered = Style::Color(Style::HOVERED),
rgbSelected = Style::Color(Style::SELECTED);
glEnable(GL_NORMALIZE);
bool hasMaterial = false;
2015-07-10 19:54:39 +08:00
RgbaColor prevColor;
glBegin(GL_TRIANGLES);
for(int i = 0; i < m->l.n; i++) {
STriangle *tr = &(m->l.elem[i]);
2015-07-10 19:54:39 +08:00
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);
}
2015-03-29 08:30:52 +08:00
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.
2016-03-09 12:53:46 +08:00
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 12:53:46 +08:00
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 12:53:46 +08:00
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);
}
}
void ssglDrawPixmap(const Pixmap &pixmap, bool flip) {
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_REPLACE);
int format = pixmap.hasAlpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, pixmap.width, pixmap.height, 0,
format, GL_UNSIGNED_BYTE, &pixmap.data[0]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0.0, flip ? 0.0 : 1.0);
glVertex2d(0.0, (double)pixmap.height);
glTexCoord2d(1.0, flip ? 0.0 : 1.0);
glVertex2d((double)pixmap.width, (double)pixmap.height);
glTexCoord2d(1.0, flip ? 1.0 : 0.0);
glVertex2d((double)pixmap.width, 0.0);
glTexCoord2d(0.0, flip ? 1.0 : 0.0);
glVertex2d(0.0, 0.0);
glEnd();
glDisable(GL_TEXTURE_2D);
}
//-----------------------------------------------------------------------------
// Bitmap font rendering
//-----------------------------------------------------------------------------
static BitmapFont BuiltinBitmapFont;
static void LoadBitmapFont() {
if(!BuiltinBitmapFont.IsEmpty()) return;
BuiltinBitmapFont = BitmapFont::From(LoadStringFromGzip("fonts/unifont.hex.gz"));
BuiltinBitmapFont.AddGlyph(0xE000, LoadPNG("fonts/private/0-check-false.png"));
BuiltinBitmapFont.AddGlyph(0xE001, LoadPNG("fonts/private/1-check-true.png"));
BuiltinBitmapFont.AddGlyph(0xE002, LoadPNG("fonts/private/2-radio-false.png"));
BuiltinBitmapFont.AddGlyph(0xE003, LoadPNG("fonts/private/3-radio-true.png"));
BuiltinBitmapFont.AddGlyph(0xE004, LoadPNG("fonts/private/4-stipple-dot.png"));
BuiltinBitmapFont.AddGlyph(0xE005, LoadPNG("fonts/private/5-stipple-dash-long.png"));
BuiltinBitmapFont.AddGlyph(0xE006, LoadPNG("fonts/private/6-stipple-dash.png"));
BuiltinBitmapFont.AddGlyph(0xE007, LoadPNG("fonts/private/7-stipple-zigzag.png"));
// Unifont doesn't have a glyph for U+0020.
BuiltinBitmapFont.AddGlyph(0x20, Pixmap({ 8, 16, 8*3, false, std::vector<uint8_t>(8*16*3) }));
}
void ssglInitializeBitmapFont()
{
LoadBitmapFont();
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,
BitmapFont::TEXTURE_DIM, BitmapFont::TEXTURE_DIM,
0, GL_ALPHA, GL_UNSIGNED_BYTE, &BuiltinBitmapFont.texture[0]);
}
int ssglBitmapCharWidth(char32_t codepoint) {
if(codepoint >= 0xe000 && codepoint <= 0xefff) {
// These are special-cased because checkboxes predate support for 2 cell wide
// characters; and so all Printf() calls pad them with spaces.
return 1;
}
LoadBitmapFont();
return BuiltinBitmapFont.GetGlyph(codepoint).advanceCells;
}
double ssglBitmapCharQuad(char32_t codepoint, double x, double y)
{
double s0, t0, s1, t1;
size_t w, h;
if(BuiltinBitmapFont.LocateGlyph(codepoint, &s0, &t0, &s1, &t1, &w, &h)) {
// LocateGlyph modified the texture, reload it.
glEnd();
ssglInitializeBitmapFont();
glBegin(GL_QUADS);
}
if(codepoint >= 0xe000 && codepoint <= 0xefff) {
// Special character, like a checkbox or a radio button
x -= 3;
}
glTexCoord2d(s0, t0);
glVertex2d(x, y - h);
glTexCoord2d(s0, t1);
glVertex2d(x, y);
glTexCoord2d(s1, t1);
glVertex2d(x + w, y);
glTexCoord2d(s1, t0);
glVertex2d(x + w, y - h);
return w;
}
void ssglBitmapText(const std::string &str, Vector p)
{
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
for(char32_t codepoint : ReadUTF8(str)) {
p.x += ssglBitmapCharQuad(codepoint, p.x, p.y);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
//-----------------------------------------------------------------------------
// Bitmap font rendering
//-----------------------------------------------------------------------------
static VectorFont BuiltinVectorFont;
static void LoadVectorFont() {
if(!BuiltinVectorFont.IsEmpty()) return;
BuiltinVectorFont = VectorFont::From(LoadStringFromGzip("fonts/unicode.lff.gz"));
}
// Internally and in the UI, the vector font is sized using cap height.
#define FONT_SCALE(h) ((h)/(double)BuiltinVectorFont.capHeight)
double ssglStrCapHeight(double h)
{
return BuiltinVectorFont.capHeight *
FONT_SCALE(h) / SS.GW.scale;
}
double ssglStrFontSize(double h)
{
return (BuiltinVectorFont.ascender - BuiltinVectorFont.descender) *
FONT_SCALE(h) / SS.GW.scale;
}
double ssglStrWidth(const std::string &str, double h)
{
LoadVectorFont();
double width = 0;
for(char32_t codepoint : ReadUTF8(str)) {
width += BuiltinVectorFont.GetGlyph(codepoint).advanceWidth;
}
return width * FONT_SCALE(h) / SS.GW.scale;
}
static Vector PixelAlign(Vector v) {
v = SS.GW.ProjectPoint3(v);
v.x = floor(v.x) + 0.5;
v.y = floor(v.y) + 0.5;
v = SS.GW.UnProjectPoint3(v);
return v;
}
static double DrawCharacter(const VectorFont::Glyph &glyph, Vector t, Vector o, Vector u, Vector v,
double scale, ssglLineFn *fn, void *fndata, bool gridFit) {
double advanceWidth = glyph.advanceWidth;
double actualWidth, offsetX;
if(gridFit) {
o.x += glyph.leftSideBearing;
offsetX = glyph.leftSideBearing;
actualWidth = glyph.boundingWidth;
if(actualWidth == 0) {
// Dot, "i", etc.
actualWidth = 1;
}
} else {
offsetX = 0;
actualWidth = advanceWidth;
}
Vector tt = t;
tt = tt.Plus(u.ScaledBy(o.x * scale));
tt = tt.Plus(v.ScaledBy(o.y * scale));
Vector tu = tt;
tu = tu.Plus(u.ScaledBy(actualWidth * scale));
Vector tv = tt;
tv = tv.Plus(v.ScaledBy(BuiltinVectorFont.capHeight * scale));
if(gridFit) {
tt = PixelAlign(tt);
tu = PixelAlign(tu);
tv = PixelAlign(tv);
}
tu = tu.Minus(tt).ScaledBy(1.0 / actualWidth);
tv = tv.Minus(tt).ScaledBy(1.0 / BuiltinVectorFont.capHeight);
for(const VectorFont::Contour &contour : glyph.contours) {
Vector prevp;
bool penUp = true;
for(const Point2d &pt : contour.points) {
Vector p = tt;
p = p.Plus(tu.ScaledBy(pt.x - offsetX));
p = p.Plus(tv.ScaledBy(pt.y));
if(!penUp) fn(fndata, prevp, p);
prevp = p;
penUp = false;
}
}
return advanceWidth;
}
void ssglWriteText(const std::string &str, double h, Vector t, Vector u, Vector v,
ssglLineFn *fn, void *fndata)
{
LoadVectorFont();
if(!fn) fn = LineDrawCallback;
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
// Perform grid-fitting only when the text is parallel to the view plane.
bool gridFit = !SS.exportMode && u.Equals(SS.GW.projRight) && v.Equals(SS.GW.projUp);
double scale = FONT_SCALE(h) / SS.GW.scale;
Vector o = {};
for(char32_t codepoint : ReadUTF8(str)) {
o.x += DrawCharacter(BuiltinVectorFont.GetGlyph(codepoint),
t, o, u, v, scale, fn, fndata, gridFit);
}
}
void ssglWriteTextRefCenter(const std::string &str, double h, Vector t, Vector u, Vector v,
ssglLineFn *fn, void *fndata)
{
LoadVectorFont();
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double fh = ssglStrCapHeight(h);
double fw = ssglStrWidth(str, h);
t = t.Plus(u.ScaledBy(-fw/2));
t = t.Plus(v.ScaledBy(-fh/2));
ssglWriteText(str, h, t, u, v, fn, fndata);
}
};