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.
33 #include "render_area_2d.hxx"
38 static const float dummy_normals[][3] = {{0.0f, 0.0f, 0.0f},
43 RA2DPrimitive::RA2DPrimitive() {
48 RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy) {
60 _backgroundColor[0] = 0.0;
61 _backgroundColor[1] = 0.0;
62 _backgroundColor[2] = 0.0;
63 _backgroundColor[3] = 1.0;
72 void RenderArea2D::draw() {
74 glDisable(GL_TEXTURE_2D);
79 float x2 = _posx + _sizex;
81 float y2 = _posy + _sizey;
83 glBegin(GL_LINE_LOOP);
92 for(unsigned int i = 0; i < drawing_list.size(); ++i) {
93 RA2DPrimitive prim = drawing_list[i];
96 oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
100 //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
101 //cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
103 oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
106 oldDrawPixel(prim.x1, prim.y1, prim.invert);
111 glEnable(GL_TEXTURE_2D);
115 // Set clipping region in logical units
116 void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
121 //cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
124 // Set clip region to be the same as the rendered area (default)
125 void RenderArea2D::ResetClipRegion() {
130 //cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
133 void RenderArea2D::SetPosition(int posx, int posy) {
138 void RenderArea2D::SetLogicalSize(int logx, int logy) {
143 void RenderArea2D::SetActualSize(int sizex, int sizey) {
148 void RenderArea2D::DrawPixel(int x, int y, bool invert) {
149 // Clipping is currently performed in oldDrawPixel - could clip here instead though.
156 prim.type = RA2D_PIXEL;
157 prim.invert = invert;
158 drawing_list.push_back(prim);
161 void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
163 if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
165 // Scale to position within background
166 float fx1 = (float)x, fy1 = (float)y;
167 float rx = (float)_sizex / (float)_logx;
168 float ry = (float)_sizey / (float)_logy;
171 float fx2 = fx1 + rx;
172 float fy2 = fy1 + ry;
174 // Translate to final position
180 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
182 doSetColor(invert ? _backgroundColor : _pixelColor);
184 sgSetVec2(corners[0], fx1, fy1);
185 sgSetVec2(corners[1], fx2, fy1);
186 sgSetVec2(corners[2], fx2, fy2);
187 sgSetVec2(corners[3], fx1, fy2);
188 //cout << "Drawing pixel, x,y is " << x << ", " << y << ", fx is [x1,x2,y1,y2] " << fx1 << ", " << fx2 << ", " << fy1 << ", " << fy2 << '\n';
189 doDrawQuad(&corners[0], dummy_normals);
192 void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
198 prim.type = RA2D_LINE;
200 drawing_list.push_back(prim);
203 void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
204 // Crude implementation of Bresenham line drawing algorithm.
206 // Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
216 bool flip_y = (y1 > y2 ? true : false);
218 int dy = (flip_y ? y1 - y2 : y2 - y1);
223 for(int x=x1; x<=x2; ++x) {
228 y = (flip_y ? y - 1 : y + 1);
235 // Must be a more elegant way to roll the next two cases into one!
237 for(int y=y1; y>=y2; --y) {
246 for(int y=y1; y<=y2; ++y) {
258 void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
259 // Clip and sanity-check.
270 x1 = x1 < _clipx1 ? _clipx1 : x1;
271 if(x1 > _clipx2) { return; }
272 x2 = x2 > _clipx2 ? _clipx2 : x2;
273 if(x2 < _clipx1) { return; }
274 y1 = y1 < _clipy1 ? _clipy1 : y1;
275 if(y1 > _clipy2) { return; }
276 y2 = y2 > _clipy2 ? _clipy2 : y2;
277 if(y2 < _clipy1) { return; }
284 prim.type = RA2D_QUAD;
285 prim.invert = invert;
286 if(_ra2d_debug) prim.debug = true;
287 drawing_list.push_back(prim);
290 void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
291 // Scale to position within background
292 float fx1 = (float)x1, fy1 = (float)y1;
293 float fx2 = (float)x2, fy2 = (float)y2;
294 float rx = (float)_sizex / (float)_logx;
295 float ry = (float)_sizey / (float)_logy;
304 // Translate to final position
310 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
312 doSetColor(invert ? _backgroundColor : _pixelColor);
314 sgSetVec2(corners[0], fx1, fy1);
315 sgSetVec2(corners[1], fx2, fy1);
316 sgSetVec2(corners[2], fx2, fy2);
317 sgSetVec2(corners[3], fx1, fy2);
318 doDrawQuad(&corners[0], dummy_normals);
321 void RenderArea2D::DrawBackground() {
325 void RenderArea2D::oldDrawBackground() {
326 doSetColor(_backgroundColor);
328 sgSetVec2(corners[0], (float)_posx, (float)_posy);
329 sgSetVec2(corners[1], (float)(_posx + _sizex), (float)_posy);
330 sgSetVec2(corners[2], (float)(_posx + _sizex), (float)(_posy + _sizey));
331 sgSetVec2(corners[3], (float)_posx, (float)(_posy + _sizey));
332 doDrawQuad(&corners[0], dummy_normals);
335 void RenderArea2D::Flush() {
336 drawing_list.clear();
339 // -----------------------------------------
341 // Actual drawing routines copied from Atlas
343 // -----------------------------------------
345 void RenderArea2D::doSetColor( const float *rgba ) {
348 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
353 void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals ) {
354 //cout << "doDrawQuad: " << *p[0] << ", " << *(p[0]+1) << ", " << *p[1] << ", " << *(p[1]+1) << ", " << *p[2] << ", " << *p([2]+1) << ", " << *p[3] << ", " << *p([3]+1) <<'\n';
358 glNormal3fv( normals[0] ); glVertex2fv( p[0] );
359 glNormal3fv( normals[1] ); glVertex2fv( p[1] );
360 glNormal3fv( normals[2] ); glVertex2fv( p[2] );
361 glNormal3fv( normals[3] ); glVertex2fv( p[3] );
366 void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color ) {
370 glColor4fv( color[0] );glNormal3fv( normals[0] ); glVertex2fv( p[0] );
371 glColor4fv( color[1] );glNormal3fv( normals[1] ); glVertex2fv( p[1] );
372 glColor4fv( color[2] );glNormal3fv( normals[2] ); glVertex2fv( p[2] );
373 glColor4fv( color[3] );glNormal3fv( normals[3] ); glVertex2fv( p[3] );