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"
32 static const float dummy_normals[][3] = {{0.0f, 0.0f, 0.0f},
37 RA2DPrimitive::RA2DPrimitive() {
42 RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy) {
54 _backgroundColor[0] = 0.0;
55 _backgroundColor[1] = 0.0;
56 _backgroundColor[2] = 0.0;
57 _backgroundColor[3] = 1.0;
66 void RenderArea2D::draw() {
68 glDisable(GL_TEXTURE_2D);
73 float x2 = _posx + _sizex;
75 float y2 = _posy + _sizey;
77 glBegin(GL_LINE_LOOP);
86 for(unsigned int i = 0; i < drawing_list.size(); ++i) {
87 RA2DPrimitive prim = drawing_list[i];
90 oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
94 //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
95 //cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
97 oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
100 oldDrawPixel(prim.x1, prim.y1, prim.invert);
105 glEnable(GL_TEXTURE_2D);
109 // Set clipping region in logical units
110 void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
115 //cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
118 // Set clip region to be the same as the rendered area (default)
119 void RenderArea2D::ResetClipRegion() {
124 //cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
127 void RenderArea2D::SetPosition(int posx, int posy) {
132 void RenderArea2D::SetLogicalSize(int logx, int logy) {
137 void RenderArea2D::SetActualSize(int sizex, int sizey) {
142 void RenderArea2D::DrawPixel(int x, int y, bool invert) {
143 // Clipping is currently performed in oldDrawPixel - could clip here instead though.
150 prim.type = RA2D_PIXEL;
151 prim.invert = invert;
152 drawing_list.push_back(prim);
155 void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
157 if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
159 // Scale to position within background
160 float fx1 = (float)x, fy1 = (float)y;
161 float rx = (float)_sizex / (float)_logx;
162 float ry = (float)_sizey / (float)_logy;
165 float fx2 = fx1 + rx;
166 float fy2 = fy1 + ry;
168 // Translate to final position
174 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
176 doSetColor(invert ? _backgroundColor : _pixelColor);
178 sgSetVec2(corners[0], fx1, fy1);
179 sgSetVec2(corners[1], fx2, fy1);
180 sgSetVec2(corners[2], fx2, fy2);
181 sgSetVec2(corners[3], fx1, fy2);
182 //cout << "Drawing pixel, x,y is " << x << ", " << y << ", fx is [x1,x2,y1,y2] " << fx1 << ", " << fx2 << ", " << fy1 << ", " << fy2 << '\n';
183 doDrawQuad(&corners[0], dummy_normals);
186 void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
192 prim.type = RA2D_LINE;
194 drawing_list.push_back(prim);
197 void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
198 // Crude implementation of Bresenham line drawing algorithm.
200 // Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
210 bool flip_y = (y1 > y2 ? true : false);
212 int dy = (flip_y ? y1 - y2 : y2 - y1);
217 for(int x=x1; x<=x2; ++x) {
222 y = (flip_y ? y - 1 : y + 1);
229 // Must be a more elegant way to roll the next two cases into one!
231 for(int y=y1; y>=y2; --y) {
240 for(int y=y1; y<=y2; ++y) {
252 void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
253 // Clip and sanity-check.
264 x1 = x1 < _clipx1 ? _clipx1 : x1;
265 if(x1 > _clipx2) { return; }
266 x2 = x2 > _clipx2 ? _clipx2 : x2;
267 if(x2 < _clipx1) { return; }
268 y1 = y1 < _clipy1 ? _clipy1 : y1;
269 if(y1 > _clipy2) { return; }
270 y2 = y2 > _clipy2 ? _clipy2 : y2;
271 if(y2 < _clipy1) { return; }
278 prim.type = RA2D_QUAD;
279 prim.invert = invert;
280 if(_ra2d_debug) prim.debug = true;
281 drawing_list.push_back(prim);
284 void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
285 // Scale to position within background
286 float fx1 = (float)x1, fy1 = (float)y1;
287 float fx2 = (float)x2, fy2 = (float)y2;
288 float rx = (float)_sizex / (float)_logx;
289 float ry = (float)_sizey / (float)_logy;
298 // Translate to final position
304 //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
306 doSetColor(invert ? _backgroundColor : _pixelColor);
308 sgSetVec2(corners[0], fx1, fy1);
309 sgSetVec2(corners[1], fx2, fy1);
310 sgSetVec2(corners[2], fx2, fy2);
311 sgSetVec2(corners[3], fx1, fy2);
312 doDrawQuad(&corners[0], dummy_normals);
315 void RenderArea2D::DrawBackground() {
319 void RenderArea2D::oldDrawBackground() {
320 doSetColor(_backgroundColor);
322 sgSetVec2(corners[0], (float)_posx, (float)_posy);
323 sgSetVec2(corners[1], (float)(_posx + _sizex), (float)_posy);
324 sgSetVec2(corners[2], (float)(_posx + _sizex), (float)(_posy + _sizey));
325 sgSetVec2(corners[3], (float)_posx, (float)(_posy + _sizey));
326 doDrawQuad(&corners[0], dummy_normals);
329 void RenderArea2D::Flush() {
330 drawing_list.clear();
333 // -----------------------------------------
335 // Actual drawing routines copied from Atlas
337 // -----------------------------------------
339 void RenderArea2D::doSetColor( const float *rgba ) {
342 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
347 void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals ) {
348 //cout << "doDrawQuad: " << *p[0] << ", " << *(p[0]+1) << ", " << *p[1] << ", " << *(p[1]+1) << ", " << *p[2] << ", " << *p([2]+1) << ", " << *p[3] << ", " << *p([3]+1) <<'\n';
352 glNormal3fv( normals[0] ); glVertex2fv( p[0] );
353 glNormal3fv( normals[1] ); glVertex2fv( p[1] );
354 glNormal3fv( normals[2] ); glVertex2fv( p[2] );
355 glNormal3fv( normals[3] ); glVertex2fv( p[3] );
360 void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color ) {
364 glColor4fv( color[0] );glNormal3fv( normals[0] ); glVertex2fv( p[0] );
365 glColor4fv( color[1] );glNormal3fv( normals[1] ); glVertex2fv( p[1] );
366 glColor4fv( color[2] );glNormal3fv( normals[2] ); glVertex2fv( p[2] );
367 glColor4fv( color[3] );glNormal3fv( normals[3] ); glVertex2fv( p[3] );