1 // RenderArea2D.cxx - a class to manage 2D polygon-based drawing
2 // for a complex instrument (eg. GPS).
4 // Written by David Luff, started 2005.
6 // Copyright (C) 2005 - David C Luff - david.luff@nottingham.ac.uk
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include "render_area_2d.hxx"
31 RA2DPrimitive::RA2DPrimitive() {
36 RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy) {
48 _backgroundColor[0] = 0.0;
49 _backgroundColor[1] = 0.0;
50 _backgroundColor[2] = 0.0;
51 _backgroundColor[3] = 1.0;
60 void RenderArea2D::draw(osg::State& state) {
62 static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
63 if(!renderArea2DStateSet.valid()) {
64 renderArea2DStateSet = new osg::StateSet;
65 renderArea2DStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
66 renderArea2DStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
69 state.pushStateSet(renderArea2DStateSet.get());
71 state.setActiveTextureUnit(0);
72 state.setClientActiveTextureUnit(0);
74 // DCL - the 2 lines below are copied verbatim from the hotspot drawing code.
75 // I am not sure if they are needed here or not.
76 glPushAttrib(GL_ENABLE_BIT);
77 glDisable(GL_COLOR_MATERIAL);
79 // FIXME - disabling all clip planes causes bleed-through through the splash screen.
80 glDisable(GL_CLIP_PLANE0);
81 glDisable(GL_CLIP_PLANE1);
82 glDisable(GL_CLIP_PLANE2);
83 glDisable(GL_CLIP_PLANE3);
87 for(unsigned int i = 0; i < drawing_list.size(); ++i) {
88 RA2DPrimitive prim = drawing_list[i];
91 oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
95 //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
96 //cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
98 oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
101 oldDrawPixel(prim.x1, prim.y1, prim.invert);
110 state.setActiveTextureUnit(0);
111 state.setClientActiveTextureUnit(0);
114 // Set clipping region in logical units
115 void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
120 //cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
123 // Set clip region to be the same as the rendered area (default)
124 void RenderArea2D::ResetClipRegion() {
129 //cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
132 void RenderArea2D::SetPosition(int posx, int posy) {
137 void RenderArea2D::SetLogicalSize(int logx, int logy) {
142 void RenderArea2D::SetActualSize(int sizex, int sizey) {
147 void RenderArea2D::DrawPixel(int x, int y, bool invert) {
148 // Clipping is currently performed in oldDrawPixel - could clip here instead though.
155 prim.type = RA2D_PIXEL;
156 prim.invert = invert;
157 drawing_list.push_back(prim);
160 void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
162 if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
164 // Scale to position within background
165 float fx1 = (float)x, fy1 = (float)y;
166 float rx = (float)_sizex / (float)_logx;
167 float ry = (float)_sizey / (float)_logy;
170 float fx2 = fx1 + rx;
171 float fy2 = fy1 + ry;
173 // Translate to final position
179 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
181 doSetColor(invert ? _backgroundColor : _pixelColor);
182 SGVec2f corners[4] = {
191 void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
197 prim.type = RA2D_LINE;
199 drawing_list.push_back(prim);
202 void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
203 // Crude implementation of Bresenham line drawing algorithm.
205 // Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
215 bool flip_y = (y1 > y2 ? true : false);
217 int dy = (flip_y ? y1 - y2 : y2 - y1);
222 for(int x=x1; x<=x2; ++x) {
227 y = (flip_y ? y - 1 : y + 1);
234 // Must be a more elegant way to roll the next two cases into one!
236 for(int y=y1; y>=y2; --y) {
245 for(int y=y1; y<=y2; ++y) {
257 void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
258 // Clip and sanity-check.
269 x1 = x1 < _clipx1 ? _clipx1 : x1;
270 if(x1 > _clipx2) { return; }
271 x2 = x2 > _clipx2 ? _clipx2 : x2;
272 if(x2 < _clipx1) { return; }
273 y1 = y1 < _clipy1 ? _clipy1 : y1;
274 if(y1 > _clipy2) { return; }
275 y2 = y2 > _clipy2 ? _clipy2 : y2;
276 if(y2 < _clipy1) { return; }
283 prim.type = RA2D_QUAD;
284 prim.invert = invert;
285 if(_ra2d_debug) prim.debug = true;
286 drawing_list.push_back(prim);
289 void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
290 // Scale to position within background
291 float fx1 = (float)x1, fy1 = (float)y1;
292 float fx2 = (float)x2, fy2 = (float)y2;
293 float rx = (float)_sizex / (float)_logx;
294 float ry = (float)_sizey / (float)_logy;
303 // Translate to final position
309 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
311 doSetColor(invert ? _backgroundColor : _pixelColor);
312 SGVec2f corners[4] = {
321 void RenderArea2D::DrawBackground() {
325 void RenderArea2D::oldDrawBackground() {
326 doSetColor(_backgroundColor);
327 SGVec2f corners[4] = {
328 SGVec2f(_posx, _posy),
329 SGVec2f(_posx + _sizex, _posy),
330 SGVec2f(_posx + _sizex, _posy + _sizey),
331 SGVec2f(_posx, _posy + _sizey)
337 void RenderArea2D::Flush() {
338 drawing_list.clear();
341 // -----------------------------------------
343 // Actual drawing routines copied from Atlas
345 // -----------------------------------------
347 void RenderArea2D::doSetColor( const float *rgba ) {
348 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
352 void RenderArea2D::doDrawQuad( const SGVec2f *p) {
354 glNormal3f(0.0f, 0.0f, 0.0f);
355 glVertex2fv( p[0].data() );
356 glVertex2fv( p[1].data() );
357 glVertex2fv( p[2].data() );
358 glVertex2fv( p[3].data() );
362 void RenderArea2D::doDrawQuad( const SGVec2f *p, const SGVec4f *color ) {
365 glNormal3f(0.0f, 0.0f, 0.0f);
366 glColor4fv( color[0].data() ); glVertex2fv( p[0].data() );
367 glColor4fv( color[1].data() ); glVertex2fv( p[1].data() );
368 glColor4fv( color[2].data() ); glVertex2fv( p[2].data() );
369 glColor4fv( color[3].data() ); glVertex2fv( p[3].data() );