solvespace/glhelper.cpp
Daniel Richard G a5176f4545 Replaced RGB-color integers with dedicated data structure
RGB colors were represented using a uint32_t with the red, green and blue
values stuffed into the lower three octets (i.e. 0x00BBGGRR), like
Microsoft's COLORREF. This approach did not lend itself to type safety,
however, so this change replaces it with an RgbColor class that provides
the same infomation plus a handful of useful methods to work with it. (Note
that sizeof(RgbColor) == sizeof(uint32_t), so this change should not lead
to memory bloat.)

Some of the new methods/fields replace what were previously macro calls;
e.g. RED(c) is now c.red, REDf(c) is now c.redF(). The .Equals() method is
now used instead of == to compare colors.

RGB colors still need to be represented as packed integers in file I/O and
preferences, so the methods .FromPackedInt() and .ToPackedInt() are
provided. Also implemented are Cnf{Freeze,Thaw}Color(), type-safe wrappers
around Cnf{Freeze,Thaw}Int() that facilitate I/O with preferences.

(Cnf{Freeze,Thaw}Color() are defined outside of the system-dependent code
to minimize the footprint of the latter; because the same can be done with
Cnf{Freeze,Thaw}Bool(), those are also moved out of the system code with
this commit.)

Color integers were being OR'ed with 0x80000000 in some places for two
distinct purposes: One, to indicate use of a default color in
glxFillMesh(); this has been replaced by use of the .UseDefault() method.
Two, to indicate to TextWindow::Printf() that the format argument of a
"%Bp"/"%Fp" specifier is an RGB color rather than a color "code" from
TextWindow::bgColors[] or TextWindow::fgColors[] (as the specifier can
accept either); instead, we define a new flag "z" (as in "%Bz" or "%Fz") to
indicate an RGBcolor pointer, leaving "%Bp"/"%Fp" to indicate a color code
exclusively.

(This also allows TextWindow::meta[][].bg to be a char instead of an int,
partly compensating for the new .bgRgb field added immediately after.)

In array declarations, RGB colors could previously be specified as 0 (often
in a terminating element). As that no longer works, we define NULL_COLOR,
which serves much the same purpose for RgbColor variables as NULL serves
for pointers.
2013-10-25 01:49:12 -04:00

608 lines
16 KiB
C++

//-----------------------------------------------------------------------------
// Helper functions that ultimately draw stuff with gl.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
// A public-domain Hershey vector font ("Simplex").
#include "font.table.h"
// A bitmap font.
#include "bitmapfont.table.h"
static bool ColorLocked;
static bool DepthOffsetLocked;
#define FONT_SCALE(h) ((h)/22.0)
double glxStrWidth(const char *str, double h)
{
int w = 0;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
w += Font[c].width;
}
return w*FONT_SCALE(h)/SS.GW.scale;
}
double glxStrHeight(double h)
{
// The characters have height ~22, as they appear in the table.
return 22.0*FONT_SCALE(h)/SS.GW.scale;
}
void glxWriteTextRefCenter(const char *str, double h, Vector t, Vector u, Vector v,
glxLineFn *fn, void *fndata)
{
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double scale = FONT_SCALE(h)/SS.GW.scale;
double fh = glxStrHeight(h);
double fw = glxStrWidth(str, h);
t = t.Plus(u.ScaledBy(-fw/2));
t = t.Plus(v.ScaledBy(-fh/2));
// Undo the (+5, +5) offset that glxWriteText applies.
t = t.Plus(u.ScaledBy(-5*scale));
t = t.Plus(v.ScaledBy(-5*scale));
glxWriteText(str, h, t, u, v, fn, fndata);
}
static void LineDrawCallback(void *fndata, Vector a, Vector b)
{
glLineWidth(1);
glBegin(GL_LINES);
glxVertex3v(a);
glxVertex3v(b);
glEnd();
}
void glxWriteText(const char *str, double h, Vector t, Vector u, Vector v,
glxLineFn *fn, void *fndata)
{
if(!fn) fn = LineDrawCallback;
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double scale = FONT_SCALE(h)/SS.GW.scale;
int xo = 5;
int yo = 5;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
int j;
Vector prevp = Vector::From(VERY_POSITIVE, 0, 0);
for(j = 0; j < Font[c].points; j++) {
int x = Font[c].coord[j*2];
int y = Font[c].coord[j*2+1];
if(x == PEN_UP && y == PEN_UP) {
prevp.x = VERY_POSITIVE;
} else {
Vector p = t;
p = p.Plus(u.ScaledBy((xo + x)*scale));
p = p.Plus(v.ScaledBy((yo + y)*scale));
if(prevp.x != VERY_POSITIVE) {
fn(fndata, prevp, p);
}
prevp = p;
}
}
xo += Font[c].width;
}
}
void glxVertex3v(Vector u)
{
glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z);
}
void glxAxisAlignedQuad(double l, double r, double t, double b, bool lone)
{
if(lone) glBegin(GL_QUADS);
glVertex2d(l, t);
glVertex2d(l, b);
glVertex2d(r, b);
glVertex2d(r, t);
if(lone) glEnd();
}
void glxAxisAlignedLineLoop(double l, double r, double t, double b)
{
glBegin(GL_LINE_LOOP);
glVertex2d(l, t);
glVertex2d(l, b);
glVertex2d(r, b);
glVertex2d(r, t);
glEnd();
}
static void FatLineEndcap(Vector p, Vector u, Vector v)
{
// A table of cos and sin of (pi*i/10 + pi/2), as i goes from 0 to 10
static const double Circle[11][2] = {
{ 0.0000, 1.0000 },
{ -0.3090, 0.9511 },
{ -0.5878, 0.8090 },
{ -0.8090, 0.5878 },
{ -0.9511, 0.3090 },
{ -1.0000, 0.0000 },
{ -0.9511, -0.3090 },
{ -0.8090, -0.5878 },
{ -0.5878, -0.8090 },
{ -0.3090, -0.9511 },
{ 0.0000, -1.0000 },
};
glBegin(GL_TRIANGLE_FAN);
for(int i = 0; i <= 10; i++) {
double c = Circle[i][0], s = Circle[i][1];
glxVertex3v(p.Plus(u.ScaledBy(c)).Plus(v.ScaledBy(s)));
}
glEnd();
}
void glxFatLine(Vector a, Vector b, double width)
{
// The half-width of the line we're drawing.
double hw = width / 2;
Vector ab = b.Minus(a);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
Vector abn = (ab.Cross(gn)).WithMagnitude(1);
abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
// So now abn is normal to the projection of ab into the screen, so the
// line will always have constant thickness as the view is rotated.
abn = abn.WithMagnitude(hw);
ab = gn.Cross(abn);
ab = ab. WithMagnitude(hw);
// The body of a line is a quad
glBegin(GL_QUADS);
glxVertex3v(a.Minus(abn));
glxVertex3v(b.Minus(abn));
glxVertex3v(b.Plus (abn));
glxVertex3v(a.Plus (abn));
glEnd();
// And the line has two semi-circular end caps.
FatLineEndcap(a, ab, abn);
FatLineEndcap(b, ab.ScaledBy(-1), abn);
}
void glxLockColorTo(RgbColor rgb)
{
ColorLocked = false;
glColor3d(rgb.redF(), rgb.greenF(), rgb.blueF());
ColorLocked = true;
}
void glxUnlockColor(void)
{
ColorLocked = false;
}
void glxColorRGB(RgbColor rgb)
{
// Is there a bug in some graphics drivers where this is not equivalent
// to glColor3d? There seems to be...
glxColorRGBa(rgb, 1.0);
}
void glxColorRGBa(RgbColor rgb, double a)
{
if(!ColorLocked) glColor4d(rgb.redF(), rgb.greenF(), rgb.blueF(), a);
}
static void Stipple(bool forSel)
{
static bool Init;
const int BYTES = (32*32)/8;
static GLubyte HoverMask[BYTES];
static GLubyte SelMask[BYTES];
if(!Init) {
int x, y;
for(x = 0; x < 32; x++) {
for(y = 0; y < 32; y++) {
int i = y*4 + x/8, b = x % 8;
int ym = y % 4, xm = x % 4;
for(int k = 0; k < 2; k++) {
if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) {
(k == 0 ? SelMask : HoverMask)[i] |= (0x80 >> b);
}
ym = (ym + 2) % 4; xm = (xm + 2) % 4;
}
}
}
Init = true;
}
glEnable(GL_POLYGON_STIPPLE);
if(forSel) {
glPolygonStipple(SelMask);
} else {
glPolygonStipple(HoverMask);
}
}
static void StippleTriangle(STriangle *tr, bool s, RgbColor rgb)
{
glEnd();
glDisable(GL_LIGHTING);
glxColorRGB(rgb);
Stipple(s);
glBegin(GL_TRIANGLES);
glxVertex3v(tr->a);
glxVertex3v(tr->b);
glxVertex3v(tr->c);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_POLYGON_STIPPLE);
glBegin(GL_TRIANGLES);
}
void glxFillMesh(RgbColor specColor, SMesh *m, uint32_t h, uint32_t s1, uint32_t s2)
{
RgbColor rgbHovered = Style::Color(Style::HOVERED),
rgbSelected = Style::Color(Style::SELECTED);
glEnable(GL_NORMALIZE);
RgbColor prevColor = NULL_COLOR;
glBegin(GL_TRIANGLES);
for(int i = 0; i < m->l.n; i++) {
STriangle *tr = &(m->l.elem[i]);
RgbColor color;
if(specColor.UseDefault()) {
color = tr->meta.color;
} else {
color = specColor;
}
if(!color.Equals(prevColor)) {
GLfloat mpf[] = { color.redF(), color.greenF(), color.blueF(), 1.0f };
glEnd();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf);
prevColor = color;
glBegin(GL_TRIANGLES);
}
if(0 || tr->an.EqualsExactly(Vector::From(0, 0, 0))) {
// Compute the normal from the vertices
Vector n = tr->Normal();
glNormal3d(n.x, n.y, n.z);
glxVertex3v(tr->a);
glxVertex3v(tr->b);
glxVertex3v(tr->c);
} else {
// Use the exact normals that are specified
glNormal3d((tr->an).x, (tr->an).y, (tr->an).z);
glxVertex3v(tr->a);
glNormal3d((tr->bn).x, (tr->bn).y, (tr->bn).z);
glxVertex3v(tr->b);
glNormal3d((tr->cn).x, (tr->cn).y, (tr->cn).z);
glxVertex3v(tr->c);
}
if((s1 != 0 && tr->meta.face == s1) ||
(s2 != 0 && tr->meta.face == s2))
{
StippleTriangle(tr, true, rgbSelected);
}
if(h != 0 && tr->meta.face == h) {
StippleTriangle(tr, false, rgbHovered);
}
}
glEnd();
}
static void GLX_CALLBACK Vertex(Vector *p)
{
glxVertex3v(*p);
}
void glxFillPolygon(SPolygon *p)
{
GLUtesselator *gt = gluNewTess();
gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)glBegin);
gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)glEnd);
gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)Vertex);
glxTesselatePolygon(gt, p);
gluDeleteTess(gt);
}
static void GLX_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 glxTesselatePolygon(GLUtesselator *gt, SPolygon *p)
{
int i, j;
gluTessCallback(gt, GLU_TESS_COMBINE, (glxCallbackFptr *)Combine);
gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
Vector normal = p->normal;
glNormal3d(normal.x, normal.y, normal.z);
gluTessNormal(gt, normal.x, normal.y, normal.z);
gluTessBeginPolygon(gt, NULL);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
gluTessBeginContour(gt);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
double ap[3];
ap[0] = sp->p.x;
ap[1] = sp->p.y;
ap[2] = sp->p.z;
gluTessVertex(gt, ap, &(sp->p));
}
gluTessEndContour(gt);
}
gluTessEndPolygon(gt);
}
void glxDebugPolygon(SPolygon *p)
{
int i, j;
glLineWidth(2);
glPointSize(7);
glDisable(GL_DEPTH_TEST);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
Vector a = (sc->l.elem[j]).p;
Vector b = (sc->l.elem[j+1]).p;
glxLockColorTo(RGB(0, 0, 255));
Vector d = (a.Minus(b)).WithMagnitude(-0);
glBegin(GL_LINES);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
glxLockColorTo(RGB(255, 0, 0));
glBegin(GL_POINTS);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
}
}
}
void glxDrawEdges(SEdgeList *el, bool endpointsToo)
{
SEdge *se;
glBegin(GL_LINES);
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
glxVertex3v(se->a);
glxVertex3v(se->b);
}
glEnd();
if(endpointsToo) {
glPointSize(12);
glBegin(GL_POINTS);
for(se = el->l.First(); se; se = el->l.NextAfter(se)) {
glxVertex3v(se->a);
glxVertex3v(se->b);
}
glEnd();
}
}
void glxDebugMesh(SMesh *m)
{
int i;
glLineWidth(1);
glPointSize(7);
glxDepthRangeOffset(1);
glxUnlockColor();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glxColorRGBa(RGB(0, 255, 0), 1.0);
glBegin(GL_TRIANGLES);
for(i = 0; i < m->l.n; i++) {
STriangle *t = &(m->l.elem[i]);
if(t->tag) continue;
glxVertex3v(t->a);
glxVertex3v(t->b);
glxVertex3v(t->c);
}
glEnd();
glxDepthRangeOffset(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void glxMarkPolygonNormal(SPolygon *p)
{
Vector tail = Vector::From(0, 0, 0);
int i, j, cnt = 0;
// Choose some reasonable center point.
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
tail = tail.Plus(sp->p);
cnt++;
}
}
if(cnt == 0) return;
tail = tail.ScaledBy(1.0/cnt);
Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
Vector tip = tail.Plus((p->normal).WithMagnitude(40/SS.GW.scale));
Vector arrow = (p->normal).WithMagnitude(15/SS.GW.scale);
glColor3d(1, 1, 0);
glBegin(GL_LINES);
glxVertex3v(tail);
glxVertex3v(tip);
glxVertex3v(tip);
glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, 0.6)));
glxVertex3v(tip);
glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, -0.6)));
glEnd();
glEnable(GL_LIGHTING);
}
void glxDepthRangeOffset(int units)
{
if(!DepthOffsetLocked) {
// The size of this step depends on the resolution of the Z buffer; for
// a 16-bit buffer, this should be fine.
double d = units/60000.0;
glDepthRange(0.1-d, 1-d);
}
}
void glxDepthRangeLockToFront(bool yes)
{
if(yes) {
DepthOffsetLocked = true;
glDepthRange(0, 0);
} else {
DepthOffsetLocked = false;
glxDepthRangeOffset(0);
}
}
void glxCreateBitmapFont(void)
{
// Place the font in our texture in a two-dimensional grid; 1d would
// be simpler, but long skinny textures (256*16 = 4096 pixels wide)
// won't work.
static uint8_t MappedTexture[4*16*64*16];
int a, i;
for(a = 0; a < 256; a++) {
int row = a / 4, col = a % 4;
for(i = 0; i < 16; i++) {
memcpy(MappedTexture + row*4*16*16 + col*16 + i*4*16,
FontTexture + a*16*16 + i*16,
16);
}
}
glBindTexture(GL_TEXTURE_2D, TEXTURE_BITMAP_FONT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
16*4, 64*16,
0,
GL_ALPHA, GL_UNSIGNED_BYTE,
MappedTexture);
}
void glxBitmapCharQuad(char c, double x, double y)
{
uint8_t b = (uint8_t)c;
int w, h;
if(b & 0x80) {
// Special character, like a checkbox or a radio button
w = h = 16;
x -= 3;
} else {
// Normal character from our font
w = SS.TW.CHAR_WIDTH,
h = SS.TW.CHAR_HEIGHT;
}
if(b != ' ' && b != 0) {
int row = b / 4, col = b % 4;
double s0 = col/4.0,
s1 = (col+1)/4.0,
t0 = row/64.0,
t1 = t0 + (w/16.0)/64;
glTexCoord2d(s1, t0);
glVertex2d(x, y);
glTexCoord2d(s1, t1);
glVertex2d(x + w, y);
glTexCoord2d(s0, t1);
glVertex2d(x + w, y - h);
glTexCoord2d(s0, t0);
glVertex2d(x, y - h);
}
}
void glxBitmapText(const char *str, Vector p)
{
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
while(*str) {
glxBitmapCharQuad(*str, p.x, p.y);
str++;
p.x += SS.TW.CHAR_WIDTH;
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
void glxDrawPixelsWithTexture(uint8_t *data, int w, int h)
{
#define MAX_DIM 32
static uint8_t Texture[MAX_DIM*MAX_DIM*3];
int i, j;
if(w > MAX_DIM || h > MAX_DIM) oops();
for(i = 0; i < w; i++) {
for(j = 0; j < h; j++) {
Texture[(j*MAX_DIM + i)*3 + 0] = data[(j*w + i)*3 + 0];
Texture[(j*MAX_DIM + i)*3 + 1] = data[(j*w + i)*3 + 1];
Texture[(j*MAX_DIM + i)*3 + 2] = data[(j*w + i)*3 + 2];
}
}
glBindTexture(GL_TEXTURE_2D, TEXTURE_DRAW_PIXELS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, MAX_DIM, MAX_DIM, 0,
GL_RGB, GL_UNSIGNED_BYTE, Texture);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0, 0);
glVertex2d(0, h);
glTexCoord2d(((double)w)/MAX_DIM, 0);
glVertex2d(w, h);
glTexCoord2d(((double)w)/MAX_DIM, ((double)h)/MAX_DIM);
glVertex2d(w, 0);
glTexCoord2d(0, ((double)h)/MAX_DIM);
glVertex2d(0, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
}