Files
create/src/Gui/GLPainter.cpp
2014-02-17 15:27:59 +01:00

199 lines
4.9 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 "GLPainter.h"
#include "View3DInventorViewer.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(View3DInventorViewer* v)
{
if (viewer)
return false;
viewer = v;
// Make current context
SbVec2s view = viewer->getGLSize();
this->width = view[0];
this->height = view[1];
viewer->glLockNormal();
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();
// Release the context
viewer->glUnlockNormal();
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();
}