FreeCAD/src/Gui/GLPainter.cpp
2015-07-02 14:51:38 +02:00

446 lines
9.5 KiB
C++

/***************************************************************************
* Copyright (c) 2013 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
#endif
#include <QGLWidget>
#include "GLPainter.h"
#include "View3DInventorViewer.h"
#include <Base/Console.h>
using namespace Gui;
TYPESYSTEM_SOURCE_ABSTRACT(Gui::GLGraphicsItem, Base::BaseClass);
GLPainter::GLPainter() : viewer(0), logicOp(false), lineStipple(false)
{
}
GLPainter::~GLPainter()
{
end();
}
bool GLPainter::begin(QPaintDevice * device)
{
if (viewer)
return false;
viewer = dynamic_cast<QGLWidget*>(device);
if (!viewer)
return false;
// Make current context
QSize view = viewer->size();
this->width = view.width();
this->height = view.height();
viewer->makeCurrent();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, this->width, 0, this->height, -1, 1);
// Store GL state
glPushAttrib(GL_ALL_ATTRIB_BITS);
glGetFloatv(GL_DEPTH_RANGE, this->depthrange);
glGetDoublev(GL_PROJECTION_MATRIX, this->projectionmatrix);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glDepthRange(0,0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_BLEND);
glLineWidth(1.0f);
glColor4f(1.0, 1.0, 1.0, 0.0);
glViewport(0, 0, this->width, this->height);
glDrawBuffer(GL_FRONT);
return true;
}
bool GLPainter::end()
{
if (!viewer)
return false;
glFlush();
if (this->logicOp) {
this->logicOp = false;
glDisable(GL_COLOR_LOGIC_OP);
}
if (this->lineStipple) {
this->lineStipple = false;
glDisable(GL_LINE_STIPPLE);
}
// Reset original state
glDepthRange(this->depthrange[0], this->depthrange[1]);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(this->projectionmatrix);
glPopAttrib();
glPopMatrix();
viewer = 0;
return true;
}
bool GLPainter::isActive() const
{
return viewer != 0;
}
void GLPainter::setLineWidth(float w)
{
glLineWidth(w);
}
void GLPainter::setPointSize(float s)
{
glPointSize(s);
}
void GLPainter::setColor(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void GLPainter::setLogicOp(GLenum mode)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(mode);
this->logicOp = true;
}
void GLPainter::resetLogicOp()
{
glDisable(GL_COLOR_LOGIC_OP);
this->logicOp = false;
}
void GLPainter::setDrawBuffer(GLenum mode)
{
glDrawBuffer(mode);
}
void GLPainter::setLineStipple(GLint factor, GLushort pattern)
{
glEnable(GL_LINE_STIPPLE);
glLineStipple(factor, pattern);
this->lineStipple = true;
}
void GLPainter::resetLineStipple()
{
glDisable(GL_LINE_STIPPLE);
this->lineStipple = false;
}
// Draw routines
void GLPainter::drawRect(int x1, int y1, int x2, int y2)
{
if (!viewer)
return;
glBegin(GL_LINE_LOOP);
glVertex3i(x1, this->height-y1, 0);
glVertex3i(x2, this->height-y1, 0);
glVertex3i(x2, this->height-y2, 0);
glVertex3i(x1, this->height-y2, 0);
glEnd();
}
void GLPainter::drawLine(int x1, int y1, int x2, int y2)
{
if (!viewer)
return;
glBegin(GL_LINES);
glVertex3i(x1, this->height-y1, 0);
glVertex3i(x2, this->height-y2, 0);
glEnd();
}
void GLPainter::drawPoint(int x, int y)
{
if (!viewer)
return;
glBegin(GL_POINTS);
glVertex3i(x, this->height-y, 0);
glEnd();
}
//-----------------------------------------------
Rubberband::Rubberband(View3DInventorViewer* v) : viewer(v)
{
x_old = y_old = x_new = y_new = 0;
working = false;
stipple = true;
}
Rubberband::Rubberband()
{
x_old = y_old = x_new = y_new = 0;
working = false;
stipple = true;
}
Rubberband::~Rubberband()
{
}
void Rubberband::setWorking(bool on)
{
working = on;
}
void Rubberband::setViewer(View3DInventorViewer* v)
{
viewer = v;
}
void Rubberband::setCoords(int x1, int y1, int x2, int y2)
{
x_old = x1;
y_old = y1;
x_new = x2;
y_new = y2;
}
void Rubberband::setLineStipple(bool on)
{
stipple = on;
}
void Rubberband::setColor(float r, float g, float b, float a)
{
rgb_a = a;
rgb_b = b;
rgb_g = g;
rgb_r = r;
}
void Rubberband::paintGL()
{
if (!working)
return;
const SbViewportRegion vp = viewer->getSoRenderManager()->getViewportRegion();
SbVec2s size = vp.getViewportSizePixels();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, size[0], size[1], 0, 0, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(4.0);
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glRecti(x_old, y_old, x_new, y_new);
glLineWidth(4.0);
glColor4f(rgb_r, rgb_g, rgb_b, rgb_a);
if (stipple) {
glLineStipple(3, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
}
glBegin(GL_LINE_LOOP);
glVertex2i(x_old, y_old);
glVertex2i(x_old, y_new);
glVertex2i(x_new, y_new);
glVertex2i(x_new, y_old);
glEnd();
glLineWidth(1.0);
if (stipple)
glDisable(GL_LINE_STIPPLE);
glDisable(GL_BLEND);
}
// -----------------------------------------------------------------------------------
Polyline::Polyline(View3DInventorViewer* v) : viewer(v)
{
x_new = y_new = 0;
working = false;
closed = true;
stippled = false;
line = 2.0;
rgb_r = 1.0f;
rgb_g = 1.0f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Polyline::Polyline()
{
x_new = y_new = 0;
working = false;
closed = true;
stippled = false;
line = 2.0;
rgb_r = 1.0f;
rgb_g = 1.0f;
rgb_b = 1.0f;
rgb_a = 1.0f;
}
Polyline::~Polyline()
{
}
void Polyline::setWorking(bool on)
{
working = on;
}
bool Polyline::isWorking() const
{
return working;
}
void Polyline::setViewer(View3DInventorViewer* v)
{
viewer = v;
}
void Polyline::setCoords(int x, int y)
{
x_new = x;
y_new = y;
}
void Polyline::setColor(int r, int g, int b, int a)
{
rgb_r = r;
rgb_g = g;
rgb_b = b;
rgb_a = a;
}
void Polyline::setClosed(bool c)
{
closed = c;
}
void Polyline::setCloseStippled(bool c)
{
stippled = c;
}
void Polyline::setLineWidth(float l)
{
line = l;
}
void Polyline::addNode(const QPoint& p)
{
_cNodeVector.push_back(p);
}
void Polyline::popNode()
{
if (!_cNodeVector.empty())
_cNodeVector.pop_back();
}
void Polyline::clear()
{
_cNodeVector.clear();
}
void Polyline::paintGL()
{
if (!working)
return;
if (_cNodeVector.empty())
return;
const SbViewportRegion vp = viewer->getSoRenderManager()->getViewportRegion();
SbVec2s size = vp.getViewportSizePixels();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, size[0], size[1], 0, 0, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(line);
glColor4f(rgb_r, rgb_g, rgb_b, rgb_a);
if (closed && !stippled) {
glBegin(GL_LINE_LOOP);
for (std::vector<QPoint>::iterator it = _cNodeVector.begin(); it != _cNodeVector.end(); ++it) {
glVertex2i(it->x(), it->y());
}
glEnd();
}
else {
glBegin(GL_LINES);
QPoint start = _cNodeVector.front();
for (std::vector<QPoint>::iterator it = _cNodeVector.begin(); it != _cNodeVector.end(); ++it) {
glVertex2i(start.x(), start.y());
start = *it;
glVertex2i(it->x(), it->y());
}
glEnd();
if (closed && stippled) {
glEnable(GL_LINE_STIPPLE);
glLineStipple(2, 0x3F3F);
glBegin(GL_LINES);
glVertex2i(_cNodeVector.back().x(), _cNodeVector.back().y());
glVertex2i(_cNodeVector.front().x(), _cNodeVector.front().y());
glEnd();
glDisable(GL_LINE_STIPPLE);
}
}
glDisable(GL_BLEND);
}