Commit 790a1f85 authored by Maciej Suminski's avatar Maciej Suminski

Made GAL backends settings more consistent. Fixed grid line width in the OpenGL backend.

parent 1ce21605
......@@ -40,23 +40,16 @@ CAIRO_GAL::CAIRO_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
wxEvtHandler* aPaintListener, const wxString& aName ) :
wxWindow( aParent, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxEXPAND, aName )
{
// Default values
fillColor = COLOR4D( 0, 0, 0, 1 );
strokeColor = COLOR4D( 1, 1, 1, 1 );
screenSize = VECTOR2D( aParent->GetSize() );
parentWindow = aParent;
mouseListener = aMouseListener;
paintListener = aPaintListener;
// Initialize the flags
isGrouping = false;
isInitialized = false;
isDeleteSavedPixels = false;
zoomFactor = 1.0;
groupCounter = 0;
SetSize( aParent->GetSize() );
// Connecting the event handlers
Connect( wxEVT_PAINT, wxPaintEventHandler( CAIRO_GAL::onPaint ) );
......@@ -73,17 +66,12 @@ CAIRO_GAL::CAIRO_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( CAIRO_GAL::skipMouseEvent ) );
#endif
// Initialize the cursor shape
SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
initCursor( 21 );
SetSize( aParent->GetSize() );
screenSize = VECTOR2D( aParent->GetSize() );
initCursor( 20 );
// Allocate memory
// Allocate memory for pixel storage
allocateBitmaps();
// Set grid defaults
SetGridColor( COLOR4D( 0.5, 0.5, 0.5, 0.3 ) );
SetCoarseGrid( 10 );
SetGridLineWidth( 0.5 );
}
......@@ -107,7 +95,7 @@ void CAIRO_GAL::onPaint( wxPaintEvent& aEvent )
void CAIRO_GAL::ResizeScreen( int aWidth, int aHeight )
{
screenSize = VECTOR2D( aWidth, aHeight );
screenSize = VECTOR2D( aWidth, aHeight );
// Recreate the bitmaps
deleteBitmaps();
......@@ -557,10 +545,10 @@ void CAIRO_GAL::SetLayerDepth( double aLayerDepth )
{
storePath();
// cairo_pop_group_to_source( currentContext );
// cairo_paint_with_alpha( currentContext, fillColor.a );
//
// cairo_push_group( currentContext );
cairo_pop_group_to_source( currentContext );
cairo_paint_with_alpha( currentContext, fillColor.a );
cairo_push_group( currentContext );
}
}
......
......@@ -38,15 +38,21 @@ GAL::GAL() :
// Set the default values for the internal variables
SetIsFill( false );
SetIsStroke( true );
SetIsCursorEnabled( false );
SetZoomFactor( 1.0 );
SetFillColor( COLOR4D( 0.0, 0.0, 0.0, 0.0 ) );
SetStrokeColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
SetGridVisibility( true );
SetGridColor( COLOR4D( 1, 1, 1, 0.1 ) );
SetCoarseGrid( 5 );
SetLineWidth( 1.0 );
SetIsCursorEnabled( false );
SetZoomFactor( 1.0 );
SetDepthRange( VECTOR2D( -2048, 2047 ) );
SetLineWidth( 1.0 );
// Set grid defaults
SetGridVisibility( true );
SetGridColor( COLOR4D( 0.4, 0.4, 0.4, 1.0 ) );
SetCoarseGrid( 10 );
SetGridLineWidth( 0.5 );
// Initialize the cursor shape
SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
strokeFont.LoadNewStrokeFont( newstroke_font, newstroke_font_bufsize );
}
......@@ -65,99 +71,95 @@ void GAL::DrawGrid()
SetTarget( TARGET_NONCACHED );
// The grid consists of lines
// For the drawing the start points, end points and increments have to be calculated in world coordinates
VECTOR2D screenStartPoint( 0, 0 );
VECTOR2D screenEndPoint( screenSize.x, screenSize.y );
// For the drawing the start points, end points and increments have
// to be calculated in world coordinates
MATRIX3x3D inverseMatrix = worldScreenMatrix.Inverse();
VECTOR2D worldStartPoint = inverseMatrix * screenStartPoint;
VECTOR2D worldEndPoint = inverseMatrix * screenEndPoint;
// Compute grid variables
int gridStartX = round( worldStartPoint.x / gridSize.x );
int gridEndX = round( worldEndPoint.x / gridSize.x );
int gridStartY = round( worldStartPoint.y / gridSize.y );
int gridEndY = round( worldEndPoint.y / gridSize.y );
VECTOR2D worldStartPoint = inverseMatrix * VECTOR2D( 0.0, 0.0 );
VECTOR2D worldEndPoint = inverseMatrix * screenSize;
int gridScreenSizeDense = round( gridSize.x * worldScale );
int gridScreenSizeCoarse = round( gridSize.x * (double) gridTick * worldScale );
// Swap the coordinates, if they have not the right order
SWAP( gridEndX, <, gridStartX );
SWAP( gridEndY, <, gridStartY );
// Correct the index, else some lines are not correctly painted
gridStartX -= 1;
gridStartY -= 1;
gridEndX += 1;
gridEndY += 1;
double savedLineWidth = GetLineWidth();
COLOR4D savedColor = GetStrokeColor();
int gridScreenSizeCoarse = round( gridSize.x * static_cast<double>( gridTick ) * worldScale );
// Compute the line width of the grid
ComputeWorldScale();
double width = gridLineWidth / worldScale;
double doubleWidth = 2 * width;
double width = 2.0 * gridLineWidth / worldScale;
double doubleWidth = 2.0 * width;
SetLayerDepth( 0.0 );
SetIsFill( false );
SetIsStroke( true );
// Draw the origin marker
double origSize = (double) gridOriginMarkerSize / worldScale;
SetLayerDepth( 0.0 );
double origSize = static_cast<double>( gridOriginMarkerSize ) / worldScale;
SetStrokeColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
SetLineWidth( width );
SetIsFill( false );
DrawLine( gridOrigin + VECTOR2D( -origSize, -origSize ), gridOrigin + VECTOR2D( origSize, origSize ) );
DrawLine( gridOrigin + VECTOR2D( -origSize, origSize ), gridOrigin + VECTOR2D( origSize, -origSize ) );
DrawLine( gridOrigin + VECTOR2D( -origSize, -origSize ),
gridOrigin + VECTOR2D( origSize, origSize ) );
DrawLine( gridOrigin + VECTOR2D( -origSize, origSize ),
gridOrigin + VECTOR2D( origSize, -origSize ) );
DrawCircle( gridOrigin, origSize * 0.7 );
SetStrokeColor( gridColor );
if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) < gridDrawThreshold )
return;
SetLayerDepth( 0.0 );
// Now draw the grid, every coarse grid line gets the double width
for( int j = gridStartY; j < gridEndY; j += 1 )
{
if( j % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
{
SetLineWidth( doubleWidth );
}
else
{
SetLineWidth( width );
}
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
|| gridScreenSizeDense > gridDrawThreshold )
{
DrawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y ),
VECTOR2D( gridEndX * gridSize.x, j * gridSize.y ) );
}
}
for( int i = gridStartX; i < gridEndX; i += 1 )
// Check if the grid would not be too dense
if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) > gridDrawThreshold )
{
if( i % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
{
SetLineWidth( doubleWidth );
}
else
// Compute grid variables
int gridStartX = round( worldStartPoint.x / gridSize.x );
int gridEndX = round( worldEndPoint.x / gridSize.x );
int gridStartY = round( worldStartPoint.y / gridSize.y );
int gridEndY = round( worldEndPoint.y / gridSize.y );
// Swap the coordinates, if they have not the right order
SWAP( gridEndX, <, gridStartX );
SWAP( gridEndY, <, gridStartY );
// Correct the index, else some lines are not correctly painted
gridStartX -= 1;
gridStartY -= 1;
gridEndX += 1;
gridEndY += 1;
// Draw the grid behind all layers
SetLayerDepth( depthRange.y * 0.75 );
SetStrokeColor( gridColor );
// Now draw the grid, every coarse grid line gets the double width
for( int j = gridStartY; j < gridEndY; j += 1 )
{
SetLineWidth( width );
if( j % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
{
SetLineWidth( doubleWidth );
}
else
{
SetLineWidth( width );
}
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
|| gridScreenSizeDense > gridDrawThreshold )
{
DrawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y ),
VECTOR2D( gridEndX * gridSize.x, j * gridSize.y ) );
}
}
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
|| gridScreenSizeDense > gridDrawThreshold )
for( int i = gridStartX; i < gridEndX; i += 1 )
{
DrawGridLine( VECTOR2D( i * gridSize.x, gridStartY * gridSize.y ),
VECTOR2D( i * gridSize.x, gridEndY * gridSize.y ) );
if( i % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
{
SetLineWidth( doubleWidth );
}
else
{
SetLineWidth( width );
}
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
|| gridScreenSizeDense > gridDrawThreshold )
{
DrawGridLine( VECTOR2D( i * gridSize.x, gridStartY * gridSize.y ),
VECTOR2D( i * gridSize.x, gridEndY * gridSize.y ) );
}
}
}
// Restore old values
SetLineWidth( savedLineWidth );
SetStrokeColor( savedColor );
}
......
......@@ -143,13 +143,18 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
return;
// Change the rendering destination to the selected attachment point
if( m_currentFbo != m_framebuffer )
if( aBufferHandle == 0 )
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
m_currentFbo = 0;
}
else if( m_currentFbo != m_framebuffer )
{
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
}
if( m_current != aBufferHandle - 1 )
if( m_currentFbo != 0 && m_current != aBufferHandle - 1 )
{
m_current = aBufferHandle - 1;
glDrawBuffer( m_buffers[m_current].attachmentPoint );
......
......@@ -63,29 +63,14 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
mouseListener = aMouseListener;
paintListener = aPaintListener;
// Set the cursor size
initCursor( 20 );
SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
// Initialize the flags
isGlewInitialized = false;
isFramebufferInitialized = false;
isShaderInitialized = false;
isGrouping = false;
wxSize parentSize = aParent->GetSize();
groupCounter = 0;
SetSize( parentSize );
screenSize.x = parentSize.x;
screenSize.y = parentSize.y;
// Set grid defaults
SetGridColor( COLOR4D( 0.3, 0.3, 0.3, 0.3 ) );
SetCoarseGrid( 10 );
SetGridLineWidth( 1.0 );
// Connecting the event handlers.
// Connecting the event handlers
Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) );
// Mouse events are skipped to the parent
......@@ -101,6 +86,10 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#endif
SetSize( aParent->GetSize() );
screenSize = VECTOR2D( aParent->GetSize() );
initCursor( 20 );
// Tesselator initialization
tesselator = gluNewTess();
InitTesselatorCallbacks( tesselator );
......@@ -308,6 +297,12 @@ void OPENGL_GAL::BeginDrawing()
SetStrokeColor( strokeColor );
// Prepare buffers for drawing
compositor.SetBuffer( mainBuffer );
compositor.ClearBuffer();
compositor.SetBuffer( overlayBuffer );
compositor.ClearBuffer();
compositor.SetBuffer( 0 ); // Unbind buffers
nonCachedManager.Clear();
overlayManager.Clear();
......@@ -321,13 +316,11 @@ void OPENGL_GAL::EndDrawing()
{
// Cached & non-cached containers are rendered to the same buffer
compositor.SetBuffer( mainBuffer );
compositor.ClearBuffer();
nonCachedManager.EndDrawing();
cachedManager.EndDrawing();
// Overlay container is rendered to a different buffer
compositor.SetBuffer( overlayBuffer );
compositor.ClearBuffer();
overlayManager.EndDrawing();
// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
......@@ -349,11 +342,9 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
if( lineLength <= 0.0 )
return;
VECTOR2D perpendicularVector( -startEndVector.y * scale, startEndVector.x * scale );
glm::vec4 vector( perpendicularVector.x, perpendicularVector.y, 0.0, 0.0 );
// The perpendicular vector also needs transformations
vector = currentManager->GetTransformation() * vector;
glm::vec4 vector = currentManager->GetTransformation() *
glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
// Line width is maintained by the vertex shader
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
......@@ -1151,39 +1142,26 @@ void OPENGL_GAL::DrawCursor( VECTOR2D aCursorPosition )
void OPENGL_GAL::DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// TODO change to simple drawline
// We check, if we got a horizontal or a vertical grid line and compute the offset
VECTOR2D perpendicularVector;
compositor.SetBuffer( mainBuffer );
if( aStartPoint.x == aEndPoint.x )
// We do not need a very precise comparison here (the lineWidth is set by GAL::DrawGrid())
if( fabs( lineWidth - 2.0 * gridLineWidth / worldScale ) < 0.1 )
{
// Vertical grid line
perpendicularVector = VECTOR2D( 0.5 * lineWidth, 0 );
glLineWidth( 1.0 );
}
else
{
// Horizontal grid line
perpendicularVector = VECTOR2D( 0, 0.5 * lineWidth );
glLineWidth( 2.0 );
}
// Now we compute the edge points of the quad
VECTOR2D point1 = aStartPoint + perpendicularVector;
VECTOR2D point2 = aStartPoint - perpendicularVector;
VECTOR2D point3 = aEndPoint + perpendicularVector;
VECTOR2D point4 = aEndPoint - perpendicularVector;
currentManager->Color( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
currentManager->Shader( SHADER_NONE );
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
// Draw the quad for the grid line
double gridDepth = depthRange.y * 0.75;
currentManager->Vertex( point1.x, point1.y, gridDepth );
currentManager->Vertex( point2.x, point2.y, gridDepth );
currentManager->Vertex( point4.x, point4.y, gridDepth );
glBegin( GL_LINES );
glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
glEnd();
currentManager->Vertex( point1.x, point1.y, gridDepth );
currentManager->Vertex( point4.x, point4.y, gridDepth );
currentManager->Vertex( point3.x, point3.y, gridDepth );
glColor4d( 1.0, 1.0, 1.0, 1.0 );
}
......
......@@ -51,7 +51,7 @@ void main()
// Make lines appear to be at least 1 pixel wide
if( worldScale * lineWidth < MIN_WIDTH )
scale = 1.0f / ( worldScale * lineWidth );
scale = MIN_WIDTH / ( worldScale * lineWidth );
else
scale = 1.0f;
......
......@@ -389,12 +389,8 @@ private:
*/
void skipMouseEvent( wxMouseEvent& aEvent );
/**
* @brief Initialize the cursor.
*
* @param aCursorSize is the size of the cursor.
*/
void initCursor( int aCursorSize );
/// @copydoc GAL::initCursor()
virtual void initCursor( int aCursorSize );
/// Allocate the bitmaps for drawing
void allocateBitmaps();
......
......@@ -785,6 +785,13 @@ protected:
* @param aEndPoint is the end point of the line.
*/
virtual void DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) = 0;
/**
* @brief Initialize the cursor.
*
* @param aCursorSize is the size of the cursor.
*/
virtual void initCursor( int aCursorSize ) = 0;
};
} // namespace KiGfx
......
......@@ -422,12 +422,8 @@ private:
/// Initialize GLEW.
void initGlew();
/**
* @brief Initialize the cursor.
*
* @param aCursorSize is the cursor size in pixels (screen coordinates).
*/
void initCursor( int aCursorSize );
/// @copydoc GAL::initCursor()
virtual void initCursor( int aCursorSize );
/**
* @brief Draw a quad for the line.
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment