
This commit does three things: * Recognizes that BeginFrame()/EndFrame() are badly named, since BeginFrame() sets up framebuffer, and EndFrame() flushes a frame, and they do not have to be called in pairs; and so renames them to NewFrame()/FlushFrame(). * Reduces the amount of frame flushes in GraphicsWindow::Paint() to two, which is the minimum since we use two different cameras for geometry and UI; * Changes the FPS measurement code to only take into account the time spent rendering our main geometry, and not the UI rendering or window system interaction time.
831 lines
27 KiB
C++
831 lines
27 KiB
C++
//-----------------------------------------------------------------------------
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// OpenGL 1 based rendering interface.
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//
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// Copyright 2016 whitequark
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//-----------------------------------------------------------------------------
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#include "config.h"
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#include "solvespace.h"
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#ifdef WIN32
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// Include after solvespace.h to avoid identifier clashes.
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# include <windows.h> // required by GL headers
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#endif
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#ifdef __APPLE__
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# include <OpenGL/gl.h>
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# include <OpenGL/glu.h>
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#else
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# include <GL/gl.h>
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# include <GL/glu.h>
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#endif
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namespace SolveSpace {
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//-----------------------------------------------------------------------------
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// Checks for buggy OpenGL renderers
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//-----------------------------------------------------------------------------
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// Intel GPUs with Mesa on *nix render thin lines poorly.
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static bool HasIntelThinLineQuirk()
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{
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static bool quirkChecked, quirkEnabled;
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if(!quirkChecked) {
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const char *ident = (const char*)glGetString(GL_VENDOR);
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if(ident != NULL) {
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quirkChecked = true;
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quirkEnabled = !strcmp(ident, "Intel Open Source Technology Center");
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}
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}
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return quirkEnabled;
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}
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// The default Windows GL renderer really does implement GL 1.1,
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// and cannot handle non-power-of-2 textures, which is legal.
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static bool HasGl1V1Quirk()
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{
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static bool quirkChecked, quirkEnabled;
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if(!quirkChecked) {
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const char *ident = (const char*)glGetString(GL_VERSION);
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if(ident != NULL) {
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quirkChecked = true;
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quirkEnabled = !strcmp(ident, "1.1.0");
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}
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}
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return quirkEnabled;
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}
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//-----------------------------------------------------------------------------
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// Thin wrappers around OpenGL functions to fix bugs, adapt them to our
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// data structures, etc.
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//-----------------------------------------------------------------------------
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static inline void ssglNormal3v(Vector n) {
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glNormal3d(n.x, n.y, n.z);
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}
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static inline void ssglVertex3v(Vector v) {
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glVertex3d(v.x, v.y, v.z);
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}
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void ssglLineWidth(double width) {
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if(HasIntelThinLineQuirk() && width < 1.6)
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width = 1.6;
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glLineWidth((GLfloat)width);
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}
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static inline void ssglColorRGBA(RgbaColor color) {
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glColor4d(color.redF(), color.greenF(), color.blueF(), color.alphaF());
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}
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static inline void ssglMaterialRGBA(GLenum side, RgbaColor color) {
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GLfloat mpb[] = { color.redF(), color.greenF(), color.blueF(), color.alphaF() };
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glMaterialfv(side, GL_AMBIENT_AND_DIFFUSE, mpb);
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}
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static void ssglDepthRange(Canvas::Layer layer, int zIndex) {
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switch(layer) {
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case Canvas::Layer::NORMAL:
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case Canvas::Layer::FRONT:
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case Canvas::Layer::BACK:
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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break;
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case Canvas::Layer::DEPTH_ONLY:
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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break;
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case Canvas::Layer::OCCLUDED:
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glDepthFunc(GL_GREATER);
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glDepthMask(GL_FALSE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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break;
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}
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switch(layer) {
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case Canvas::Layer::FRONT:
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glDepthRange(0.0, 0.0);
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break;
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case Canvas::Layer::BACK:
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glDepthRange(1.0, 1.0);
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break;
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case Canvas::Layer::NORMAL:
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case Canvas::Layer::DEPTH_ONLY:
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case Canvas::Layer::OCCLUDED:
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// The size of this step depends on the resolution of the Z buffer; for
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// a 16-bit buffer, this should be fine.
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double offset = 1.0 / (65535 * 0.8) * zIndex;
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glDepthRange(0.1 - offset, 1.0 - offset);
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break;
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}
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}
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static void ssglFillPattern(Canvas::FillPattern pattern) {
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static bool Init;
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static GLubyte MaskA[(32*32)/8];
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static GLubyte MaskB[(32*32)/8];
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if(!Init) {
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int x, y;
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for(x = 0; x < 32; x++) {
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for(y = 0; y < 32; y++) {
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int i = y*4 + x/8, b = x % 8;
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int ym = y % 4, xm = x % 4;
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for(int k = 0; k < 2; k++) {
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if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) {
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(k == 0 ? MaskB : MaskA)[i] |= (0x80 >> b);
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}
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ym = (ym + 2) % 4; xm = (xm + 2) % 4;
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}
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}
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}
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Init = true;
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}
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switch(pattern) {
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case Canvas::FillPattern::SOLID:
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glDisable(GL_POLYGON_STIPPLE);
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break;
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case Canvas::FillPattern::CHECKERED_A:
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(MaskA);
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break;
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case Canvas::FillPattern::CHECKERED_B:
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(MaskB);
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// OpenGL 1 / compatibility profile based renderer
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//-----------------------------------------------------------------------------
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class OpenGl1Renderer : public ViewportCanvas {
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public:
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Camera camera;
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Lighting lighting;
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// Cached OpenGL state.
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struct {
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bool drawing;
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GLenum mode;
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hStroke hcs;
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Stroke *stroke;
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hFill hcf;
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Fill *fill;
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std::weak_ptr<const Pixmap> texture;
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} current;
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OpenGl1Renderer() : camera(), lighting(), current() {}
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const Camera &GetCamera() const override { return camera; }
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void DrawLine(const Vector &a, const Vector &b, hStroke hcs) override;
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void DrawEdges(const SEdgeList &el, hStroke hcs) override;
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bool DrawBeziers(const SBezierList &bl, hStroke hcs) override { return false; }
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void DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) override;
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void DrawVectorText(const std::string &text, double height,
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const Vector &o, const Vector &u, const Vector &v,
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hStroke hcs) override;
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void DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
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hFill hcf) override;
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void DrawPoint(const Vector &o, hStroke hcs) override;
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void DrawPolygon(const SPolygon &p, hFill hcf) override;
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void DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack) override;
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void DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) override;
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void DrawPixmap(std::shared_ptr<const Pixmap> pm,
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const Vector &o, const Vector &u, const Vector &v,
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const Point2d &ta, const Point2d &tb, hFill hcf) override;
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void InvalidatePixmap(std::shared_ptr<const Pixmap> pm) override;
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void SelectPrimitive(unsigned mode);
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void UnSelectPrimitive();
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Stroke *SelectStroke(hStroke hcs);
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Fill *SelectFill(hFill hcf);
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void SelectTexture(std::shared_ptr<const Pixmap> pm);
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void DoFatLineEndcap(const Vector &p, const Vector &u, const Vector &v);
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void DoFatLine(const Vector &a, const Vector &b, double width);
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void DoLine(const Vector &a, const Vector &b, hStroke hcs);
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void DoPoint(Vector p, double radius);
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void DoStippledLine(const Vector &a, const Vector &b, hStroke hcs, double phase = 0.0);
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void UpdateProjection(bool flip = FLIP_FRAMEBUFFER);
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void SetCamera(const Camera &camera, bool filp = FLIP_FRAMEBUFFER) override;
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void SetLighting(const Lighting &lighting) override;
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void NewFrame() override;
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void FlushFrame() override;
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std::shared_ptr<Pixmap> ReadFrame() override;
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void GetIdent(const char **vendor, const char **renderer, const char **version) override;
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};
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//-----------------------------------------------------------------------------
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// A simple OpenGL state tracker to group consecutive draw calls.
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//-----------------------------------------------------------------------------
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void OpenGl1Renderer::SelectPrimitive(GLenum mode) {
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if(current.drawing && current.mode == mode) {
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return;
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} else if(current.drawing) {
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glEnd();
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}
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glBegin(mode);
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current.drawing = true;
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current.mode = mode;
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}
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void OpenGl1Renderer::UnSelectPrimitive() {
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if(!current.drawing) return;
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glEnd();
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current.drawing = false;
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}
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Canvas::Stroke *OpenGl1Renderer::SelectStroke(hStroke hcs) {
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if(current.hcs.v == hcs.v) return current.stroke;
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Stroke *stroke = strokes.FindById(hcs);
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UnSelectPrimitive();
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ssglColorRGBA(stroke->color);
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ssglDepthRange(stroke->layer, stroke->zIndex);
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ssglLineWidth(stroke->WidthPx(camera));
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// Fat lines and points are quads affected by glPolygonStipple, so make sure
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// they are displayed correctly.
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ssglFillPattern(FillPattern::SOLID);
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glDisable(GL_TEXTURE_2D);
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current.hcs = hcs;
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current.stroke = stroke;
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current.hcf = {};
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current.fill = NULL;
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current.texture.reset();
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return stroke;
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}
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Canvas::Fill *OpenGl1Renderer::SelectFill(hFill hcf) {
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if(current.hcf.v == hcf.v) return current.fill;
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Fill *fill = fills.FindById(hcf);
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UnSelectPrimitive();
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ssglColorRGBA(fill->color);
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ssglDepthRange(fill->layer, fill->zIndex);
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ssglFillPattern(fill->pattern);
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glDisable(GL_TEXTURE_2D);
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current.hcs = {};
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current.stroke = NULL;
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current.hcf = hcf;
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current.fill = fill;
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current.texture.reset();
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return fill;
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}
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static int RoundUpToPowerOfTwo(int v)
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{
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for(int i = 0; i < 31; i++) {
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int vt = (1 << i);
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if(vt >= v) {
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return vt;
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}
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}
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return 0;
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}
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void OpenGl1Renderer::SelectTexture(std::shared_ptr<const Pixmap> pm) {
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if(current.texture.lock() == pm) return;
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glBindTexture(GL_TEXTURE_2D, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GLenum format = 0;
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switch(pm->format) {
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case Pixmap::Format::RGBA: format = GL_RGBA; break;
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case Pixmap::Format::RGB: format = GL_RGB; break;
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case Pixmap::Format::A: format = GL_ALPHA; break;
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case Pixmap::Format::BGRA:
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case Pixmap::Format::BGR:
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ssassert(false, "Unexpected pixmap format");
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}
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if(!HasGl1V1Quirk()) {
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glTexImage2D(GL_TEXTURE_2D, 0, format, pm->width, pm->height, 0,
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format, GL_UNSIGNED_BYTE, &pm->data[0]);
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} else {
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GLsizei width = RoundUpToPowerOfTwo(pm->width);
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GLsizei height = RoundUpToPowerOfTwo(pm->height);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pm->width, pm->height,
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format, GL_UNSIGNED_BYTE, &pm->data[0]);
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}
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glEnable(GL_TEXTURE_2D);
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current.texture = pm;
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}
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//-----------------------------------------------------------------------------
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// OpenGL's GL_LINES mode does not work on lines thicker than about 3 px,
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// so we have to draw thicker lines using triangles.
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//-----------------------------------------------------------------------------
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void OpenGl1Renderer::DoFatLineEndcap(const Vector &p, const Vector &u, const Vector &v) {
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// A table of cos and sin of (pi*i/10 + pi/2), as i goes from 0 to 10
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static const double Circle[11][2] = {
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{ 0.0000, 1.0000 },
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{ -0.3090, 0.9511 },
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{ -0.5878, 0.8090 },
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{ -0.8090, 0.5878 },
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{ -0.9511, 0.3090 },
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{ -1.0000, 0.0000 },
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{ -0.9511, -0.3090 },
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{ -0.8090, -0.5878 },
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{ -0.5878, -0.8090 },
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{ -0.3090, -0.9511 },
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{ 0.0000, -1.0000 },
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};
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SelectPrimitive(GL_TRIANGLE_FAN);
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for(auto pc : Circle) {
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double c = pc[0], s = pc[1];
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ssglVertex3v(p.Plus(u.ScaledBy(c)).Plus(v.ScaledBy(s)));
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}
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UnSelectPrimitive();
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}
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void OpenGl1Renderer::DoFatLine(const Vector &a, const Vector &b, double width) {
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// The half-width of the line we're drawing.
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double hw = width / 2;
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Vector ab = b.Minus(a);
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Vector gn = (camera.projRight).Cross(camera.projUp);
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Vector abn = (ab.Cross(gn)).WithMagnitude(1);
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abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
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// So now abn is normal to the projection of ab into the screen, so the
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// line will always have constant thickness as the view is rotated.
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abn = abn.WithMagnitude(hw);
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ab = gn.Cross(abn);
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ab = ab. WithMagnitude(hw);
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// The body of a line is a quad
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SelectPrimitive(GL_QUADS);
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ssglVertex3v(a.Plus (abn));
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ssglVertex3v(b.Plus (abn));
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ssglVertex3v(b.Minus(abn));
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ssglVertex3v(a.Minus(abn));
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// And the line has two semi-circular end caps.
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DoFatLineEndcap(a, ab, abn);
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DoFatLineEndcap(b, ab.ScaledBy(-1), abn);
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}
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void OpenGl1Renderer::DoLine(const Vector &a, const Vector &b, hStroke hcs) {
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if(a.Equals(b)) return;
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Stroke *stroke = SelectStroke(hcs);
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if(stroke->WidthPx(camera) <= 3.0) {
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SelectPrimitive(GL_LINES);
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ssglVertex3v(a);
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ssglVertex3v(b);
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} else {
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DoFatLine(a, b, stroke->WidthPx(camera) / camera.scale);
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}
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}
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void OpenGl1Renderer::DoPoint(Vector p, double d) {
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if(d <= 3.0) {
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Vector u = camera.projRight.WithMagnitude(d / 2.0 / camera.scale);
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SelectPrimitive(GL_LINES);
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ssglVertex3v(p.Minus(u));
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ssglVertex3v(p.Plus(u));
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} else {
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Vector u = camera.projRight.WithMagnitude(d / 2.0 / camera.scale);
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Vector v = camera.projUp.WithMagnitude(d / 2.0 / camera.scale);
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DoFatLineEndcap(p, u, v);
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DoFatLineEndcap(p, u.ScaledBy(-1.0), v);
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}
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}
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void OpenGl1Renderer::DoStippledLine(const Vector &a, const Vector &b, hStroke hcs, double phase) {
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Stroke *stroke = SelectStroke(hcs);
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if(stroke->stipplePattern == StipplePattern::CONTINUOUS) {
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DoLine(a, b, hcs);
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return;
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}
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double scale = stroke->StippleScaleMm(camera);
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const std::vector<double> &dashes = StipplePatternDashes(stroke->stipplePattern);
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double length = StipplePatternLength(stroke->stipplePattern) * scale;
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phase -= floor(phase / length) * length;
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double curPhase = 0.0;
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size_t curDash;
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for(curDash = 0; curDash < dashes.size(); curDash++) {
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curPhase += dashes[curDash] * scale;
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if(phase < curPhase) break;
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}
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Vector dir = b.Minus(a);
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double len = dir.Magnitude();
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dir = dir.WithMagnitude(1.0);
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double cur = 0.0;
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Vector curPos = a;
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double width = stroke->WidthMm(camera);
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double curDashLen = (curPhase - phase) / scale;
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while(cur < len) {
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double next = std::min(len, cur + curDashLen * scale);
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Vector nextPos = curPos.Plus(dir.ScaledBy(next - cur));
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if(curDash % 2 == 0) {
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if(curDashLen <= LENGTH_EPS) {
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DoPoint(curPos, width);
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} else {
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DoLine(curPos, nextPos, hcs);
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}
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}
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cur = next;
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curPos = nextPos;
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curDash++;
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curDashLen = dashes[curDash % dashes.size()];
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}
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}
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//-----------------------------------------------------------------------------
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// A canvas implemented using OpenGL 2 immediate mode.
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//-----------------------------------------------------------------------------
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void OpenGl1Renderer::DrawLine(const Vector &a, const Vector &b, hStroke hcs) {
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DoStippledLine(a, b, hcs);
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}
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void OpenGl1Renderer::DrawEdges(const SEdgeList &el, hStroke hcs) {
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double phase = 0.0;
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for(const SEdge *e = el.l.First(); e; e = el.l.NextAfter(e)) {
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DoStippledLine(e->a, e->b, hcs, phase);
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phase += e->a.Minus(e->b).Magnitude();
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}
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}
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|
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void OpenGl1Renderer::DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) {
|
|
Vector projDir = camera.projRight.Cross(camera.projUp);
|
|
double phase = 0.0;
|
|
switch(drawAs) {
|
|
case DrawOutlinesAs::EMPHASIZED_AND_CONTOUR:
|
|
for(const SOutline &o : ol.l) {
|
|
if(o.IsVisible(projDir) || o.tag != 0) {
|
|
DoStippledLine(o.a, o.b, hcs, phase);
|
|
}
|
|
phase += o.a.Minus(o.b).Magnitude();
|
|
}
|
|
break;
|
|
|
|
case DrawOutlinesAs::EMPHASIZED_WITHOUT_CONTOUR:
|
|
for(const SOutline &o : ol.l) {
|
|
if(!o.IsVisible(projDir) && o.tag != 0) {
|
|
DoStippledLine(o.a, o.b, hcs, phase);
|
|
}
|
|
phase += o.a.Minus(o.b).Magnitude();
|
|
}
|
|
break;
|
|
|
|
case DrawOutlinesAs::CONTOUR_ONLY:
|
|
for(const SOutline &o : ol.l) {
|
|
if(o.IsVisible(projDir)) {
|
|
DoStippledLine(o.a, o.b, hcs, phase);
|
|
}
|
|
phase += o.a.Minus(o.b).Magnitude();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawVectorText(const std::string &text, double height,
|
|
const Vector &o, const Vector &u, const Vector &v,
|
|
hStroke hcs) {
|
|
auto traceEdge = [&](Vector a, Vector b) { DoStippledLine(a, b, hcs); };
|
|
VectorFont::Builtin()->Trace(height, o, u, v, text, traceEdge, camera);
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
|
|
hFill hcf) {
|
|
SelectFill(hcf);
|
|
SelectPrimitive(GL_QUADS);
|
|
ssglVertex3v(a);
|
|
ssglVertex3v(b);
|
|
ssglVertex3v(c);
|
|
ssglVertex3v(d);
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawPoint(const Vector &o, Canvas::hStroke hcs) {
|
|
Stroke *stroke = SelectStroke(hcs);
|
|
|
|
Canvas::Fill fill = {};
|
|
fill.layer = stroke->layer;
|
|
fill.zIndex = stroke->zIndex;
|
|
fill.color = stroke->color;
|
|
hFill hcf = GetFill(fill);
|
|
|
|
Vector r = camera.projRight.ScaledBy(stroke->width/2.0/camera.scale);
|
|
Vector u = camera.projUp.ScaledBy(stroke->width/2.0/camera.scale);
|
|
Vector a = o.Plus (r).Plus (u),
|
|
b = o.Plus (r).Minus(u),
|
|
c = o.Minus(r).Minus(u),
|
|
d = o.Minus(r).Plus (u);
|
|
DrawQuad(a, b, c, d, hcf);
|
|
}
|
|
|
|
#ifdef WIN32
|
|
#define SSGL_CALLBACK CALLBACK
|
|
#else
|
|
#define SSGL_CALLBACK
|
|
#endif
|
|
typedef void(SSGL_CALLBACK *GLUCallback)();
|
|
|
|
static void SSGL_CALLBACK Vertex(Vector *p) {
|
|
ssglVertex3v(*p);
|
|
}
|
|
static void SSGL_CALLBACK Combine(double coords[3], void *vertexData[4],
|
|
float weight[4], void **outData) {
|
|
Vector *n = (Vector *)AllocTemporary(sizeof(Vector));
|
|
n->x = coords[0];
|
|
n->y = coords[1];
|
|
n->z = coords[2];
|
|
|
|
*outData = n;
|
|
}
|
|
void OpenGl1Renderer::DrawPolygon(const SPolygon &p, hFill hcf) {
|
|
UnSelectPrimitive();
|
|
SelectFill(hcf);
|
|
|
|
GLUtesselator *gt = gluNewTess();
|
|
gluTessCallback(gt, GLU_TESS_BEGIN, (GLUCallback) glBegin);
|
|
gluTessCallback(gt, GLU_TESS_VERTEX, (GLUCallback) Vertex);
|
|
gluTessCallback(gt, GLU_TESS_END, (GLUCallback) glEnd);
|
|
gluTessCallback(gt, GLU_TESS_COMBINE, (GLUCallback) Combine);
|
|
|
|
gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
|
|
|
|
ssglNormal3v(p.normal);
|
|
gluTessNormal(gt, p.normal.x, p.normal.y, p.normal.z);
|
|
|
|
gluTessBeginPolygon(gt, NULL);
|
|
for(const SContour &sc : p.l) {
|
|
gluTessBeginContour(gt);
|
|
for(const SPoint &sp : sc.l) {
|
|
double ap[3] = { sp.p.x, sp.p.y, sp.p.z };
|
|
gluTessVertex(gt, ap, (GLvoid *) &sp.p);
|
|
}
|
|
gluTessEndContour(gt);
|
|
}
|
|
gluTessEndPolygon(gt);
|
|
|
|
gluDeleteTess(gt);
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack) {
|
|
UnSelectPrimitive();
|
|
|
|
Fill *frontFill = SelectFill(hcfFront);
|
|
ssglMaterialRGBA(GL_FRONT, frontFill->color);
|
|
|
|
if(hcfBack.v != 0) {
|
|
Fill *backFill = fills.FindById(hcfBack);
|
|
ssassert(frontFill->layer == backFill->layer &&
|
|
frontFill->zIndex == backFill->zIndex,
|
|
"frontFill and backFill should belong to the same depth range");
|
|
ssassert(frontFill->pattern == backFill->pattern,
|
|
"frontFill and backFill should have the same pattern");
|
|
ssglMaterialRGBA(GL_BACK, backFill->color);
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
|
|
} else {
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
|
|
}
|
|
|
|
RgbaColor frontColor = {};
|
|
glEnable(GL_LIGHTING);
|
|
glBegin(GL_TRIANGLES);
|
|
for(const STriangle &tr : m.l) {
|
|
if(frontFill->color.IsEmpty()) {
|
|
if(frontColor.IsEmpty() || !frontColor.Equals(tr.meta.color)) {
|
|
frontColor = tr.meta.color;
|
|
ssglMaterialRGBA(GL_FRONT, frontColor);
|
|
}
|
|
}
|
|
|
|
if(tr.an.EqualsExactly(Vector::From(0, 0, 0))) {
|
|
// Compute the normal from the vertices
|
|
ssglNormal3v(tr.Normal());
|
|
ssglVertex3v(tr.a);
|
|
ssglVertex3v(tr.b);
|
|
ssglVertex3v(tr.c);
|
|
} else {
|
|
// Use the exact normals that are specified
|
|
ssglNormal3v(tr.an);
|
|
ssglVertex3v(tr.a);
|
|
ssglNormal3v(tr.bn);
|
|
ssglVertex3v(tr.b);
|
|
ssglNormal3v(tr.cn);
|
|
ssglVertex3v(tr.c);
|
|
}
|
|
}
|
|
glEnd();
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) {
|
|
SelectFill(hcf);
|
|
SelectPrimitive(GL_TRIANGLES);
|
|
size_t facesSize = faces.size();
|
|
for(const STriangle &tr : m.l) {
|
|
uint32_t face = tr.meta.face;
|
|
for(size_t j = 0; j < facesSize; j++) {
|
|
if(faces[j] != face) continue;
|
|
ssglVertex3v(tr.a);
|
|
ssglVertex3v(tr.b);
|
|
ssglVertex3v(tr.c);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OpenGl1Renderer::DrawPixmap(std::shared_ptr<const Pixmap> pm,
|
|
const Vector &o, const Vector &u, const Vector &v,
|
|
const Point2d &ta, const Point2d &tb, hFill hcf) {
|
|
double xfactor = 1.0,
|
|
yfactor = 1.0;
|
|
if(HasGl1V1Quirk()) {
|
|
xfactor = (double)pm->width / RoundUpToPowerOfTwo(pm->width);
|
|
yfactor = (double)pm->height / RoundUpToPowerOfTwo(pm->height);
|
|
}
|
|
|
|
UnSelectPrimitive();
|
|
SelectFill(hcf);
|
|
SelectTexture(pm);
|
|
SelectPrimitive(GL_QUADS);
|
|
glTexCoord2d(ta.x * xfactor, ta.y * yfactor);
|
|
ssglVertex3v(o);
|
|
glTexCoord2d(ta.x * xfactor, tb.y * yfactor);
|
|
ssglVertex3v(o.Plus(v));
|
|
glTexCoord2d(tb.x * xfactor, tb.y * yfactor);
|
|
ssglVertex3v(o.Plus(u).Plus(v));
|
|
glTexCoord2d(tb.x * xfactor, ta.y * yfactor);
|
|
ssglVertex3v(o.Plus(u));
|
|
}
|
|
|
|
void OpenGl1Renderer::InvalidatePixmap(std::shared_ptr<const Pixmap> pm) {
|
|
if(current.texture.lock() == pm) {
|
|
current.texture.reset();
|
|
}
|
|
}
|
|
|
|
void OpenGl1Renderer::UpdateProjection(bool flip) {
|
|
UnSelectPrimitive();
|
|
|
|
glViewport(0, 0, camera.width, camera.height);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
glScaled(camera.scale * 2.0 / camera.width,
|
|
camera.scale * 2.0 / camera.height,
|
|
camera.scale * 1.0 / 30000);
|
|
|
|
double mat[16];
|
|
// Last thing before display is to apply the perspective
|
|
double clp = camera.tangent * camera.scale;
|
|
double sy = flip ? -1.0 : 1.0;
|
|
MakeMatrix(mat, 1, 0, 0, 0,
|
|
0, sy, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, clp, 1);
|
|
glMultMatrixd(mat);
|
|
// Before that, we apply the rotation
|
|
Vector projRight = camera.projRight,
|
|
projUp = camera.projUp,
|
|
n = camera.projUp.Cross(camera.projRight);
|
|
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0,
|
|
projUp.x, projUp.y, projUp.z, 0,
|
|
n.x, n.y, n.z, 0,
|
|
0, 0, 0, 1);
|
|
glMultMatrixd(mat);
|
|
// And before that, the translation
|
|
Vector offset = camera.offset;
|
|
MakeMatrix(mat, 1, 0, 0, offset.x,
|
|
0, 1, 0, offset.y,
|
|
0, 0, 1, offset.z,
|
|
0, 0, 0, 1);
|
|
glMultMatrixd(mat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glClearDepth(1.0);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void OpenGl1Renderer::NewFrame() {
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
|
|
glEnable(GL_LINE_SMOOTH);
|
|
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
// don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards,
|
|
// drawn with leaks in the mesh
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if(EXACT(lighting.lightIntensity[0] != 0.0)) {
|
|
glEnable(GL_LIGHT0);
|
|
GLfloat f = (GLfloat)lighting.lightIntensity[0];
|
|
GLfloat li0[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, li0);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, li0);
|
|
|
|
Vector ld = camera.VectorFromProjs(lighting.lightDirection[0]);
|
|
GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT0, GL_POSITION, ld0);
|
|
}
|
|
|
|
if(EXACT(lighting.lightIntensity[1] != 0.0)) {
|
|
glEnable(GL_LIGHT1);
|
|
GLfloat f = (GLfloat)lighting.lightIntensity[1];
|
|
GLfloat li0[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, li0);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, li0);
|
|
|
|
Vector ld = camera.VectorFromProjs(lighting.lightDirection[1]);
|
|
GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT1, GL_POSITION, ld0);
|
|
}
|
|
|
|
if(EXACT(lighting.ambientIntensity != 0.0)) {
|
|
GLfloat ambient[4] = { (float)lighting.ambientIntensity,
|
|
(float)lighting.ambientIntensity,
|
|
(float)lighting.ambientIntensity, 1 };
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
|
|
}
|
|
|
|
glClearColor(lighting.backgroundColor.redF(), lighting.backgroundColor.greenF(),
|
|
lighting.backgroundColor.blueF(), lighting.backgroundColor.alphaF());
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glClearDepth(1.0);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void OpenGl1Renderer::FlushFrame() {
|
|
UnSelectPrimitive();
|
|
glFlush();
|
|
|
|
GLenum error = glGetError();
|
|
if(error != GL_NO_ERROR) {
|
|
dbp("glGetError() == 0x%X %s", error, gluErrorString(error));
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<Pixmap> OpenGl1Renderer::ReadFrame() {
|
|
std::shared_ptr<Pixmap> pixmap =
|
|
Pixmap::Create(Pixmap::Format::RGB, (size_t)camera.width, (size_t)camera.height);
|
|
glReadPixels(0, 0, camera.width, camera.height, GL_RGB, GL_UNSIGNED_BYTE, &pixmap->data[0]);
|
|
return pixmap;
|
|
}
|
|
|
|
void OpenGl1Renderer::GetIdent(const char **vendor, const char **renderer, const char **version) {
|
|
*vendor = (const char *)glGetString(GL_VENDOR);
|
|
*renderer = (const char *)glGetString(GL_RENDERER);
|
|
*version = (const char *)glGetString(GL_VERSION);
|
|
}
|
|
|
|
void OpenGl1Renderer::SetCamera(const Camera &c, bool flip) {
|
|
camera = c;
|
|
UpdateProjection(flip);
|
|
}
|
|
|
|
void OpenGl1Renderer::SetLighting(const Lighting &l) {
|
|
lighting = l;
|
|
}
|
|
|
|
std::shared_ptr<ViewportCanvas> CreateRenderer() {
|
|
return std::shared_ptr<ViewportCanvas>(new OpenGl1Renderer());
|
|
}
|
|
|
|
}
|