//
// Written by David Luff, started 2005.
//
-// Copyright (C) 2005 - David C Luff - david.luff@nottingham.ac.uk
+// Copyright (C) 2005 - David C Luff - daveluff AT ntlworld.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/gl.h>
-
#include "render_area_2d.hxx"
-
-static const float dummy_normals[][3] = {{0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f},
- {0.0f, 0.0f, 0.0f}};
-
RA2DPrimitive::RA2DPrimitive() {
- invert = false;
- debug = false;
+ invert = false;
+ debug = false;
}
-
+
RenderArea2D::RenderArea2D(int logx, int logy, int sizex, int sizey, int posx, int posy) {
- _logx = logx;
- _logy = logy;
- _sizex = sizex;
- _sizey = sizey;
- _posx = posx;
- _posy = posy;
- _clipx1 = 0;
- _clipx2 = _logx - 1;
- _clipy1 = 0;
- _clipy2 = _logy - 1;
-
- _backgroundColor[0] = 0.0;
- _backgroundColor[1] = 0.0;
- _backgroundColor[2] = 0.0;
- _backgroundColor[3] = 1.0;
- _pixelColor[0] = 1.0;
- _pixelColor[1] = 0.0;
- _pixelColor[2] = 0.0;
- _pixelColor[3] = 1.0;
-
- _ra2d_debug = false;
+ _logx = logx;
+ _logy = logy;
+ _sizex = sizex;
+ _sizey = sizey;
+ _posx = posx;
+ _posy = posy;
+ _clipx1 = 0;
+ _clipx2 = _logx - 1;
+ _clipy1 = 0;
+ _clipy2 = _logy - 1;
+
+ // Default to black background / white text.
+ _backgroundColor[0] = 0.0;
+ _backgroundColor[1] = 0.0;
+ _backgroundColor[2] = 0.0;
+ _backgroundColor[3] = 1.0;
+ _pixelColor[0] = 1.0;
+ _pixelColor[1] = 1.0;
+ _pixelColor[2] = 1.0;
+ _pixelColor[3] = 1.0;
+
+ _ra2d_debug = false;
}
-void RenderArea2D::draw() {
-#if 0
- glDisable(GL_TEXTURE_2D);
- /*
- glColor3f(1, 1, 0);
-
- float x1 = _posx;
- float x2 = _posx + _sizex;
- float y1 = _posy;
- float y2 = _posy + _sizey;
-
- glBegin(GL_LINE_LOOP);
- glVertex2f(x1, y1);
- glVertex2f(x1, y2);
- glVertex2f(x2, y2);
- glVertex2f(x2, y1);
- glEnd();
- */
- oldDrawBackground();
-
- for(unsigned int i = 0; i < drawing_list.size(); ++i) {
- RA2DPrimitive prim = drawing_list[i];
- switch(prim.type) {
- case RA2D_LINE:
- oldDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
- break;
- case RA2D_QUAD:
- if(prim.debug) {
- //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
- //cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
- }
- oldDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
- break;
- case RA2D_PIXEL:
- oldDrawPixel(prim.x1, prim.y1, prim.invert);
- break;
- }
- }
-
- glEnable(GL_TEXTURE_2D);
-#endif
+void RenderArea2D::Draw(osg::State& state) {
+
+ static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
+ if(!renderArea2DStateSet.valid()) {
+ renderArea2DStateSet = new osg::StateSet;
+ renderArea2DStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+ renderArea2DStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ }
+
+ state.pushStateSet(renderArea2DStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ // DCL - the 2 lines below are copied verbatim from the hotspot drawing code.
+ // I am not sure if they are needed here or not.
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_COLOR_MATERIAL);
+
+ // FIXME - disabling all clip planes causes bleed-through through the splash screen.
+ glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_PLANE1);
+ glDisable(GL_CLIP_PLANE2);
+ glDisable(GL_CLIP_PLANE3);
+
+ DoDrawBackground();
+
+ for(unsigned int i = 0; i < drawing_list.size(); ++i) {
+ RA2DPrimitive prim = drawing_list[i];
+ switch(prim.type) {
+ case RA2D_LINE:
+ DoDrawLine(prim.x1, prim.y1, prim.x2, prim.y2);
+ break;
+ case RA2D_QUAD:
+ if(prim.debug) {
+ //cout << "Clipping = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
+ //cout << "Drawing quad " << prim.x1 << ", " << prim.y1 << " to " << prim.x2 << ", " << prim.y2 << '\n';
+ }
+ DoDrawQuad(prim.x1, prim.y1, prim.x2, prim.y2, prim.invert);
+ break;
+ case RA2D_PIXEL:
+ DoDrawPixel(prim.x1, prim.y1, prim.invert);
+ break;
+ }
+ }
+
+ drawing_list.clear();
+
+ glPopAttrib();
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+}
+
+void RenderArea2D::Flush() {
+ drawing_list.clear();
+}
+
+void RenderArea2D::SetPixelColor(const float* rgba) {
+ _pixelColor[0] = rgba[0];
+ _pixelColor[1] = rgba[1];
+ _pixelColor[2] = rgba[2];
+ _pixelColor[3] = rgba[3];
}
// Set clipping region in logical units
void RenderArea2D::SetClipRegion(int x1, int y1, int x2, int y2) {
- _clipx1 = x1;
- _clipx2 = x2;
- _clipy1 = y1;
- _clipy2 = y2;
- //cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
+ _clipx1 = x1;
+ _clipx2 = x2;
+ _clipy1 = y1;
+ _clipy2 = y2;
+ //cout << "Set clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
}
// Set clip region to be the same as the rendered area (default)
void RenderArea2D::ResetClipRegion() {
- _clipx1 = 0;
- _clipx2 = _logx - 1;
- _clipy1 = 0;
- _clipy2 = _logy - 1;
- //cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
+ _clipx1 = 0;
+ _clipx2 = _logx - 1;
+ _clipy1 = 0;
+ _clipy2 = _logy - 1;
+ //cout << "Reset clip region, clip region = " << _clipx1 << ", " << _clipy1 << " to " << _clipx2 << ", " << _clipy2 << '\n';
}
void RenderArea2D::SetPosition(int posx, int posy) {
- _posx = posx;
- _posy = posy;
+ _posx = posx;
+ _posy = posy;
}
void RenderArea2D::SetLogicalSize(int logx, int logy) {
- _logx = logx;
- _logy = logy;
+ _logx = logx;
+ _logy = logy;
}
void RenderArea2D::SetActualSize(int sizex, int sizey) {
- _sizex = sizex;
- _sizey = sizey;
+ _sizex = sizex;
+ _sizey = sizey;
}
void RenderArea2D::DrawPixel(int x, int y, bool invert) {
- // Clipping is currently performed in oldDrawPixel - could clip here instead though.
+ // Clip
+ if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
- RA2DPrimitive prim;
- prim.x1 = x;
- prim.y1 = y;
- prim.x2 = 0;
- prim.y2 = 0;
- prim.type = RA2D_PIXEL;
- prim.invert = invert;
- drawing_list.push_back(prim);
+ RA2DPrimitive prim;
+ prim.x1 = x;
+ prim.y1 = y;
+ prim.x2 = 0;
+ prim.y2 = 0;
+ prim.type = RA2D_PIXEL;
+ prim.invert = invert;
+ drawing_list.push_back(prim);
}
-void RenderArea2D::oldDrawPixel(int x, int y, bool invert) {
- // Clip
- if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
-
- // Scale to position within background
- float fx1 = (float)x, fy1 = (float)y;
- float rx = (float)_sizex / (float)_logx;
- float ry = (float)_sizey / (float)_logy;
- fx1 *= rx;
- fy1 *= ry;
- float fx2 = fx1 + rx;
- float fy2 = fy1 + ry;
-
- // Translate to final position
- fx1 += (float)_posx;
- fx2 += (float)_posx;
- fy1 += (float)_posy;
- fy2 += (float)_posy;
-
- //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
-
- doSetColor(invert ? _backgroundColor : _pixelColor);
- sgVec2 corners[4];
- sgSetVec2(corners[0], fx1, fy1);
- sgSetVec2(corners[1], fx2, fy1);
- sgSetVec2(corners[2], fx2, fy2);
- sgSetVec2(corners[3], fx1, fy2);
- //cout << "Drawing pixel, x,y is " << x << ", " << y << ", fx is [x1,x2,y1,y2] " << fx1 << ", " << fx2 << ", " << fy1 << ", " << fy2 << '\n';
- doDrawQuad(&corners[0], dummy_normals);
+void RenderArea2D::DoDrawPixel(int x, int y, bool invert) {
+ // Clip. In theory this shouldn't be necessary, since all input is clipped before adding
+ // to the drawing list, but it ensures that any errors in clipping lines etc will only
+ // spill over the clip area within the instrument, and still be clipped from straying
+ // outside the instrument.
+ if(x < _clipx1 || x > _clipx2 || y < _clipy1 || y > _clipy2) return;
+
+ // Scale to position within background
+ float fx1 = (float)x, fy1 = (float)y;
+ float rx = (float)_sizex / (float)_logx;
+ float ry = (float)_sizey / (float)_logy;
+ fx1 *= rx;
+ fy1 *= ry;
+ float fx2 = fx1 + rx;
+ float fy2 = fy1 + ry;
+
+ // Translate to final position
+ fx1 += (float)_posx;
+ fx2 += (float)_posx;
+ fy1 += (float)_posy;
+ fy2 += (float)_posy;
+
+ //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
+
+ SetRenderColor(invert ? _backgroundColor : _pixelColor);
+ SGVec2f corners[4] = {
+ SGVec2f(fx1, fy1),
+ SGVec2f(fx2, fy1),
+ SGVec2f(fx2, fy2),
+ SGVec2f(fx1, fy2)
+ };
+ RenderQuad(corners);
}
void RenderArea2D::DrawLine(int x1, int y1, int x2, int y2) {
- RA2DPrimitive prim;
- prim.x1 = x1;
- prim.y1 = y1;
- prim.x2 = x2;
- prim.y2 = y2;
- prim.type = RA2D_LINE;
- prim.invert = false;
- drawing_list.push_back(prim);
+ // We need to clip the line to the current region before storing it in the drawing
+ // list, since when we come to actually draw it the clip region may have changed.
+
+ // Liang-Barsky clipping algorithm
+ int p[4], q[4];
+ float u1 = 0.0f, u2 = 1.0f;
+ p[0] = -(x2 - x1); q[0] = (x1 - _clipx1);
+ p[1] = (x2 - x1); q[1] = (_clipx2 - x1);
+ p[2] = -(y2 - y1); q[2] = (y1 - _clipy1);
+ p[3] = (y2 - y1); q[3] = (_clipy2 - y1);
+
+ for(int i=0; i<4; ++i) {
+ if(p[i] == 0) {
+ if(q[i] < 0) {
+ // Then we have a trivial rejection of a line parallel to a clip plane
+ // completely outside the clip region.
+ return;
+ }
+ } else if(p[i] < 0) {
+ float r = (float)q[i]/(float)p[i];
+ u1 = (u1 > r ? u1 : r);
+ } else { // p[i] > 0
+ float r = (float)q[i]/(float)p[i];
+ u2 = (u2 < r ? u2 : r);
+ }
+ if(u1 > u2) {
+ // Then the line is completely outside the clip area.
+ return;
+ }
+ }
+
+ float fx1 = x1 + u1 * (float)(x2 - x1);
+ float fy1 = y1 + u1 * (float)(y2 - y1);
+ float fx2 = x1 + u2 * (float)(x2 - x1);
+ float fy2 = y1 + u2 * (float)(y2 - y1);
+ x1 = (int)(fx1 + 0.5);
+ y1 = (int)(fy1 + 0.5);
+ x2 = (int)(fx2 + 0.5);
+ y2 = (int)(fy2 + 0.5);
+
+ RA2DPrimitive prim;
+ prim.x1 = x1;
+ prim.y1 = y1;
+ prim.x2 = x2;
+ prim.y2 = y2;
+ prim.type = RA2D_LINE;
+ prim.invert = false;
+ drawing_list.push_back(prim);
}
-void RenderArea2D::oldDrawLine(int x1, int y1, int x2, int y2) {
- // Crude implementation of Bresenham line drawing algorithm.
-
- // Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
- if(x2 < x1) {
- int tmp_x = x1;
- int tmp_y = y1;
- x1 = x2;
- y1 = y2;
- x2 = tmp_x;
- y2 = tmp_y;
- }
-
- bool flip_y = (y1 > y2 ? true : false);
- int dx = x2 - x1;
- int dy = (flip_y ? y1 - y2 : y2 - y1);
- if(dx > dy) {
- // push the x dir
- int y = y1;
- int yn = dx/2;
- for(int x=x1; x<=x2; ++x) {
- DrawPixel(x, y);
- yn += dy;
- if(yn >= dx) {
- yn -= dx;
- y = (flip_y ? y - 1 : y + 1);
- }
- }
- } else {
- // push the y dir
- int x = x1;
- int xn = dy/2;
- // Must be a more elegant way to roll the next two cases into one!
- if(flip_y) {
- for(int y=y1; y>=y2; --y) {
- DrawPixel(x, y);
- xn += dx;
- if(xn >= dy) {
- xn -= dy;
- x++;
- }
- }
- } else {
- for(int y=y1; y<=y2; ++y) {
- DrawPixel(x, y);
- xn += dx;
- if(xn >= dy) {
- xn -= dy;
- x++;
- }
- }
- }
- }
+void RenderArea2D::DoDrawLine(int x1, int y1, int x2, int y2) {
+ // Crude implementation of Bresenham line drawing algorithm.
+
+ // Our lines are non directional, so first order the points x-direction-wise to leave only 4 octants to consider.
+ if(x2 < x1) {
+ int tmp_x = x1;
+ int tmp_y = y1;
+ x1 = x2;
+ y1 = y2;
+ x2 = tmp_x;
+ y2 = tmp_y;
+ }
+
+ bool flip_y = (y1 > y2 ? true : false);
+ int dx = x2 - x1;
+ int dy = (flip_y ? y1 - y2 : y2 - y1);
+ if(dx > dy) {
+ // push the x dir
+ int y = y1;
+ int yn = dx/2;
+ for(int x=x1; x<=x2; ++x) {
+ DoDrawPixel(x, y);
+ yn += dy;
+ if(yn >= dx) {
+ yn -= dx;
+ y = (flip_y ? y - 1 : y + 1);
+ }
+ }
+ } else {
+ // push the y dir
+ int x = x1;
+ int xn = dy/2;
+ // Must be a more elegant way to roll the next two cases into one!
+ if(flip_y) {
+ for(int y=y1; y>=y2; --y) {
+ DoDrawPixel(x, y);
+ xn += dx;
+ if(xn >= dy) {
+ xn -= dy;
+ x++;
+ }
+ }
+ } else {
+ for(int y=y1; y<=y2; ++y) {
+ DoDrawPixel(x, y);
+ xn += dx;
+ if(xn >= dy) {
+ xn -= dy;
+ x++;
+ }
+ }
+ }
+ }
}
void RenderArea2D::DrawQuad(int x1, int y1, int x2, int y2, bool invert) {
- // Clip and sanity-check.
- if(x1 > x2) {
- int x = x2;
- x2 = x1;
- x1 = x;
- }
- if(y1 > y2) {
- int y = y2;
- y2 = y1;
- y1 = y;
- }
- x1 = x1 < _clipx1 ? _clipx1 : x1;
- if(x1 > _clipx2) { return; }
- x2 = x2 > _clipx2 ? _clipx2 : x2;
- if(x2 < _clipx1) { return; }
- y1 = y1 < _clipy1 ? _clipy1 : y1;
- if(y1 > _clipy2) { return; }
- y2 = y2 > _clipy2 ? _clipy2 : y2;
- if(y2 < _clipy1) { return; }
-
- RA2DPrimitive prim;
- prim.x1 = x1;
- prim.y1 = y1;
- prim.x2 = x2;
- prim.y2 = y2;
- prim.type = RA2D_QUAD;
- prim.invert = invert;
- if(_ra2d_debug) prim.debug = true;
- drawing_list.push_back(prim);
+ // Force the input to be ordered with x1 < x2 and y1 < y2.
+ if(x1 > x2) {
+ int x = x2;
+ x2 = x1;
+ x1 = x;
+ }
+ if(y1 > y2) {
+ int y = y2;
+ y2 = y1;
+ y1 = y;
+ }
+
+ // Clip the input to the current drawing region.
+ x1 = x1 < _clipx1 ? _clipx1 : x1;
+ if(x1 > _clipx2) { return; }
+ x2 = x2 > _clipx2 ? _clipx2 : x2;
+ if(x2 < _clipx1) { return; }
+ y1 = y1 < _clipy1 ? _clipy1 : y1;
+ if(y1 > _clipy2) { return; }
+ y2 = y2 > _clipy2 ? _clipy2 : y2;
+ if(y2 < _clipy1) { return; }
+
+ RA2DPrimitive prim;
+ prim.x1 = x1;
+ prim.y1 = y1;
+ prim.x2 = x2;
+ prim.y2 = y2;
+ prim.type = RA2D_QUAD;
+ prim.invert = invert;
+ if(_ra2d_debug) prim.debug = true;
+ drawing_list.push_back(prim);
}
-void RenderArea2D::oldDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
- // Scale to position within background
- float fx1 = (float)x1, fy1 = (float)y1;
- float fx2 = (float)x2, fy2 = (float)y2;
- float rx = (float)_sizex / (float)_logx;
- float ry = (float)_sizey / (float)_logy;
- fx1 *= rx;
- fy1 *= ry;
- fx2 *= rx;
- fy2 *= ry;
-
- fx2 += rx;
- fy2 += ry;
-
- // Translate to final position
- fx1 += (float)_posx;
- fx2 += (float)_posx;
- fy1 += (float)_posy;
- fy2 += (float)_posy;
-
- //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
-
- doSetColor(invert ? _backgroundColor : _pixelColor);
- sgVec2 corners[4];
- sgSetVec2(corners[0], fx1, fy1);
- sgSetVec2(corners[1], fx2, fy1);
- sgSetVec2(corners[2], fx2, fy2);
- sgSetVec2(corners[3], fx1, fy2);
- doDrawQuad(&corners[0], dummy_normals);
+void RenderArea2D::DoDrawQuad(int x1, int y1, int x2, int y2, bool invert) {
+ // Scale to position within background
+ float fx1 = (float)x1, fy1 = (float)y1;
+ float fx2 = (float)x2, fy2 = (float)y2;
+ float rx = (float)_sizex / (float)_logx;
+ float ry = (float)_sizey / (float)_logy;
+ fx1 *= rx;
+ fy1 *= ry;
+ fx2 *= rx;
+ fy2 *= ry;
+
+ fx2 += rx;
+ fy2 += ry;
+
+ // Translate to final position
+ fx1 += (float)_posx;
+ fx2 += (float)_posx;
+ fy1 += (float)_posy;
+ fy2 += (float)_posy;
+
+ //cout << "DP: " << fx1 << ", " << fy1 << " ... " << fx2 << ", " << fy2 << '\n';
+
+ SetRenderColor(invert ? _backgroundColor : _pixelColor);
+ SGVec2f corners[4] = {
+ SGVec2f(fx1, fy1),
+ SGVec2f(fx2, fy1),
+ SGVec2f(fx2, fy2),
+ SGVec2f(fx1, fy2)
+ };
+ RenderQuad(corners);
}
void RenderArea2D::DrawBackground() {
- // TODO
+ // Currently a NO-OP
}
-void RenderArea2D::oldDrawBackground() {
- doSetColor(_backgroundColor);
- sgVec2 corners[4];
- sgSetVec2(corners[0], (float)_posx, (float)_posy);
- sgSetVec2(corners[1], (float)(_posx + _sizex), (float)_posy);
- sgSetVec2(corners[2], (float)(_posx + _sizex), (float)(_posy + _sizey));
- sgSetVec2(corners[3], (float)_posx, (float)(_posy + _sizey));
- doDrawQuad(&corners[0], dummy_normals);
-}
-
-void RenderArea2D::Flush() {
- drawing_list.clear();
+void RenderArea2D::DoDrawBackground() {
+ SetRenderColor(_backgroundColor);
+ SGVec2f corners[4] = {
+ SGVec2f(_posx, _posy),
+ SGVec2f(_posx + _sizex, _posy),
+ SGVec2f(_posx + _sizex, _posy + _sizey),
+ SGVec2f(_posx, _posy + _sizey)
+ };
+
+ RenderQuad(corners);
}
// -----------------------------------------
//
// -----------------------------------------
-void RenderArea2D::doSetColor( const float *rgba ) {
- //OSGFIXME
-#if 0
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
- glColor4fv( rgba );
-#endif
+void RenderArea2D::SetRenderColor( const float *rgba ) {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
+ glColor4fv( rgba );
}
-void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals ) {
- //cout << "doDrawQuad: " << *p[0] << ", " << *(p[0]+1) << ", " << *p[1] << ", " << *(p[1]+1) << ", " << *p[2] << ", " << *p([2]+1) << ", " << *p[3] << ", " << *p([3]+1) <<'\n';
- //OSGFIXME
-#if 0
- glBegin(GL_QUADS);
- glNormal3fv( normals[0] ); glVertex2fv( p[0] );
- glNormal3fv( normals[1] ); glVertex2fv( p[1] );
- glNormal3fv( normals[2] ); glVertex2fv( p[2] );
- glNormal3fv( normals[3] ); glVertex2fv( p[3] );
- glEnd();
-#endif
+void RenderArea2D::RenderQuad( const SGVec2f *p) {
+ glBegin(GL_QUADS);
+ glNormal3f(0.0f, 0.0f, 0.0f);
+ glVertex2fv( p[0].data() );
+ glVertex2fv( p[1].data() );
+ glVertex2fv( p[2].data() );
+ glVertex2fv( p[3].data() );
+ glEnd();
}
-void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color ) {
- //OSGFIXME
-#if 0
- glBegin(GL_QUADS);
- glColor4fv( color[0] );glNormal3fv( normals[0] ); glVertex2fv( p[0] );
- glColor4fv( color[1] );glNormal3fv( normals[1] ); glVertex2fv( p[1] );
- glColor4fv( color[2] );glNormal3fv( normals[2] ); glVertex2fv( p[2] );
- glColor4fv( color[3] );glNormal3fv( normals[3] ); glVertex2fv( p[3] );
- glEnd();
-#endif
+void RenderArea2D::RenderQuad( const SGVec2f *p, const SGVec4f *color ) {
+ glBegin(GL_QUADS);
+ glNormal3f(0.0f, 0.0f, 0.0f);
+ glColor4fv( color[0].data() ); glVertex2fv( p[0].data() );
+ glColor4fv( color[1].data() ); glVertex2fv( p[1].data() );
+ glColor4fv( color[2].data() ); glVertex2fv( p[2].data() );
+ glColor4fv( color[3].data() ); glVertex2fv( p[3].data() );
+ glEnd();
}