Commit 7a1718d0 authored by Maciej Suminski's avatar Maciej Suminski

Changed functions for adding vertices in VBO mode to make code easier to read and understand.

parent 2579fd52
...@@ -625,31 +625,15 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2 ...@@ -625,31 +625,15 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
VECTOR2D v2 = aEndPoint + perpendicularVector; VECTOR2D v2 = aEndPoint + perpendicularVector;
VECTOR2D v3 = aEndPoint - perpendicularVector; VECTOR2D v3 = aEndPoint - perpendicularVector;
if( isGrouping ) begin( GL_TRIANGLES );
{ vertex3( v0.x, v0.y, layerDepth );
const GLfloat newVertices[] = vertex3( v1.x, v1.y, layerDepth );
{ vertex3( v3.x, v3.y, layerDepth );
v0.x, v0.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v1.x, v1.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( v0.x, v0.y, layerDepth );
v3.x, v3.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( v3.x, v3.y, layerDepth );
v0.x, v0.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( v2.x, v2.y, layerDepth );
v3.x, v3.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, end();
v2.x, v2.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a
};
curVboItem->PushVertices( newVertices, 6 );
}
else
{
glBegin( GL_TRIANGLES );
glVertex3d( v0.x, v0.y, layerDepth );
glVertex3d( v1.x, v1.y, layerDepth );
glVertex3d( v3.x, v3.y, layerDepth );
glVertex3d( v0.x, v0.y, layerDepth );
glVertex3d( v3.x, v3.y, layerDepth );
glVertex3d( v2.x, v2.y, layerDepth );
glEnd();
}
} }
...@@ -721,6 +705,34 @@ inline void OPENGL_GAL::drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D ...@@ -721,6 +705,34 @@ inline void OPENGL_GAL::drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D
} }
void OPENGL_GAL::begin( GLenum aMode )
{
if( !isGrouping )
glBegin( aMode );
}
void OPENGL_GAL::end()
{
if( !isGrouping )
glEnd();
}
void OPENGL_GAL::vertex3( double aX, double aY, double aZ )
{
if( isGrouping )
{
const GLfloat vertex[] = { aX, aY, aZ };
curVboItem->PushVertex( vertex );
}
else
{
glVertex3d( aX, aY, aZ );
}
}
void OPENGL_GAL::translate3( double aX, double aY, double aZ ) void OPENGL_GAL::translate3( double aX, double aY, double aZ )
{ {
if( isGrouping ) if( isGrouping )
...@@ -738,8 +750,7 @@ void OPENGL_GAL::color4( double aRed, double aGreen, double aBlue, double aAlpha ...@@ -738,8 +750,7 @@ void OPENGL_GAL::color4( double aRed, double aGreen, double aBlue, double aAlpha
{ {
if( isGrouping ) if( isGrouping )
{ {
// TODO not used - may be it is not useful at all, to be checked curVboItem->UseColor( COLOR4D( aRed, aGreen, aBlue, aAlpha ) );
// curVboItem->UseColor( COLOR4D( aRed, aGreen, aBlue, aAlpha ) );
} }
else else
{ {
...@@ -752,8 +763,7 @@ void OPENGL_GAL::color4( const COLOR4D& aColor ) ...@@ -752,8 +763,7 @@ void OPENGL_GAL::color4( const COLOR4D& aColor )
{ {
if( isGrouping ) if( isGrouping )
{ {
// TODO not used - may be it is not useful at all, to be checked curVboItem->UseColor( aColor );
// curVboItem->UseColor( aColor );
} }
else else
{ {
...@@ -871,54 +881,24 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList ) ...@@ -871,54 +881,24 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
// Now draw the fan // Now draw the fan
SWAP( angle1, >, angle2 ); SWAP( angle1, >, angle2 );
if( !isGrouping ) begin( GL_TRIANGLES );
glBegin( GL_TRIANGLES );
for( double a = angle1; a < angle2; ) for( double a = angle1; a < angle2; )
{ {
// Compute vertices // Compute vertices
double v0[] = { lastPoint.x, lastPoint.y }; vertex3( lastPoint.x, lastPoint.y, layerDepth );
double v1[] = vertex3( lastPoint.x + adjust * sin( a ),
{ lastPoint.y - adjust * cos( a ), layerDepth );
lastPoint.x + adjust * sin( a ),
lastPoint.y - adjust * cos( a )
};
a += M_PI / 32; a += M_PI / 32;
if(a > angle2) if(a > angle2)
a = angle2; a = angle2;
double v2[] = vertex3( lastPoint.x + adjust * sin( a ),
{ lastPoint.y - adjust * cos( a ), layerDepth );
lastPoint.x + adjust * sin( a ),
lastPoint.y - adjust * cos( a )
};
if( isGrouping )
{
const GLfloat newVertices[] =
{
v0[0], v0[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v1[0], v1[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v2[0], v2[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
};
curVboItem->PushVertices( newVertices, 3 );
}
else
{
glVertex3d( v0[0], v0[1], layerDepth );
glVertex3d( v1[0], v1[1], layerDepth );
glVertex3d( v2[0], v2[1], layerDepth );
}
} }
if( !isGrouping ) end();
glEnd();
break; break;
} }
...@@ -942,29 +922,11 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList ) ...@@ -942,29 +922,11 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
} }
// Insert a triangle at the joint to close the gap // Insert a triangle at the joint to close the gap
if( isGrouping ) begin( GL_TRIANGLES );
{ vertex3( edgePoint1.x, edgePoint1.y, layerDepth );
const GLfloat newVertices[] = vertex3( edgePoint2.x, edgePoint2.y, layerDepth );
{ vertex3( lastPoint.x, lastPoint.y, layerDepth );
edgePoint1.x, edgePoint1.y, layerDepth, end();
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
edgePoint2.x, edgePoint2.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
lastPoint.x, lastPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
};
curVboItem->PushVertices( newVertices, 3 );
}
else
{
glBegin( GL_TRIANGLES );
glVertex3d( edgePoint1.x, edgePoint1.y, layerDepth );
glVertex3d( edgePoint2.x, edgePoint2.y, layerDepth );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glEnd();
}
break; break;
} }
...@@ -1002,95 +964,32 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList ) ...@@ -1002,95 +964,32 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
VECTOR2D mp1 = point1 + ( limit / lineLengthA ) * lastStartEndVector; VECTOR2D mp1 = point1 + ( limit / lineLengthA ) * lastStartEndVector;
VECTOR2D mp2 = point3 - ( limit / lineLengthB ) * startEndVector; VECTOR2D mp2 = point3 - ( limit / lineLengthB ) * startEndVector;
if( isGrouping ) begin( GL_TRIANGLES );
{ vertex3( lastPoint.x, lastPoint.y, layerDepth );
const GLfloat newVertices[] = vertex3( point1.x, point1.y, layerDepth );
{ vertex3( mp1.x, mp1.y, layerDepth );
lastPoint.x, lastPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
point1.x, point1.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
mp1.x, mp1.y, layerDepth, vertex3( lastPoint.x, lastPoint.y, layerDepth );
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( mp1.x, mp1.y, layerDepth );
vertex3( mp2.x, mp2.y, layerDepth );
lastPoint.x, lastPoint.y, layerDepth, vertex3( lastPoint.x, lastPoint.y, layerDepth );
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( mp2.x, mp2.y, layerDepth );
vertex3( point3.x, point3.y, layerDepth );
mp1.x, mp1.y, layerDepth, end();
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
mp2.x, mp2.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
lastPoint.x, lastPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
mp2.x, mp2.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
point3.x, point3.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a
};
curVboItem->PushVertices( newVertices, 9 );
}
else
{
glBegin( GL_TRIANGLES );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glVertex3d( point1.x, point1.y, layerDepth );
glVertex3d( mp1.x, mp1.y, layerDepth );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glVertex3d( mp1.x, mp1.y, layerDepth );
glVertex3d( mp2.x, mp2.y, layerDepth );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glVertex3d( mp2.x, mp2.y, layerDepth );
glVertex3d( point3.x, point3.y, layerDepth );
glEnd();
}
} }
else else
{ {
if( isGrouping ) // Insert two triangles for the mitered edge
{ begin( GL_TRIANGLES );
const GLfloat newVertices[] = vertex3( lastPoint.x, lastPoint.y, layerDepth );
{ vertex3( point1.x, point1.y, layerDepth );
lastPoint.x, lastPoint.y, layerDepth, vertex3( miterPoint.x, miterPoint.y, layerDepth );
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
vertex3( lastPoint.x, lastPoint.y, layerDepth );
point1.x, point1.y, layerDepth, vertex3( miterPoint.x, miterPoint.y, layerDepth );
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( point3.x, point3.y, layerDepth );
end();
miterPoint.x, miterPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
lastPoint.x, lastPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
miterPoint.x, miterPoint.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
point3.x, point3.y, layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a
};
curVboItem->PushVertices( newVertices, 6 );
}
else
{
// Insert two triangles for the mitered edge
glBegin( GL_TRIANGLES );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glVertex3d( point1.x, point1.y, layerDepth );
glVertex3d( miterPoint.x, miterPoint.y, layerDepth );
glVertex3d( lastPoint.x, lastPoint.y, layerDepth );
glVertex3d( miterPoint.x, miterPoint.y, layerDepth );
glVertex3d( point3.x, point3.y, layerDepth );
glEnd();
}
} }
break; break;
} }
...@@ -1175,42 +1074,15 @@ void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEn ...@@ -1175,42 +1074,15 @@ void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEn
{ {
color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
if( isGrouping ) begin( GL_TRIANGLES );
{ vertex3( aStartPoint.x, aStartPoint.y, layerDepth );
const GLfloat newVertices[] = vertex3( diagonalPointA.x, diagonalPointA.y, layerDepth );
{ vertex3( aEndPoint.x, aEndPoint.y, layerDepth );
aStartPoint.x, aStartPoint.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a,
diagonalPointA.x, diagonalPointA.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a,
aEndPoint.x, aEndPoint.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a,
aStartPoint.x, aStartPoint.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a,
aEndPoint.x, aEndPoint.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a,
diagonalPointB.x, diagonalPointB.y, layerDepth,
fillColor.r, fillColor.g, fillColor.b, fillColor.a
};
curVboItem->PushVertices( newVertices, 6 );
}
else
{
glBegin( GL_TRIANGLES );
glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
glVertex3d( diagonalPointA.x, diagonalPointA.y, layerDepth );
glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth ); vertex3( aStartPoint.x, aStartPoint.y, layerDepth );
glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth ); vertex3( aEndPoint.x, aEndPoint.y, layerDepth );
glVertex3d( diagonalPointB.x, diagonalPointB.y, layerDepth ); vertex3( diagonalPointB.x, diagonalPointB.y, layerDepth );
glEnd(); end();
}
} }
// Restore the stroke color // Restore the stroke color
...@@ -1257,8 +1129,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) ...@@ -1257,8 +1129,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
translate3( aCenterPoint.x, aCenterPoint.y, 0.0 ); translate3( aCenterPoint.x, aCenterPoint.y, 0.0 );
Scale( VECTOR2D( aRadius, aRadius ) ); Scale( VECTOR2D( aRadius, aRadius ) );
if( !isGrouping ) begin( GL_TRIANGLES );
glBegin( GL_TRIANGLES );
for( std::deque<VECTOR2D>::const_iterator it = unitCirclePoints.begin(); for( std::deque<VECTOR2D>::const_iterator it = unitCirclePoints.begin();
it != unitCirclePoints.end(); it++ ) it != unitCirclePoints.end(); it++ )
...@@ -1268,44 +1139,16 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) ...@@ -1268,44 +1139,16 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
double v2[] = { ( it + 1 )->x * innerScale, ( it + 1 )->y * innerScale }; double v2[] = { ( it + 1 )->x * innerScale, ( it + 1 )->y * innerScale };
double v3[] = { ( it + 1 )->x * outerScale, ( it + 1 )->y * outerScale }; double v3[] = { ( it + 1 )->x * outerScale, ( it + 1 )->y * outerScale };
if( isGrouping ) vertex3( v0[0], v0[1], layerDepth );
{ vertex3( v1[0], v1[1], layerDepth );
const GLfloat newVertices[] = vertex3( v2[0], v2[1], layerDepth );
{
v0[0], v0[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v1[0], v1[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v2[0], v2[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v1[0], v1[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v3[0], v3[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v2[0], v2[1], layerDepth,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a
};
curVboItem->PushVertices( newVertices, 6 );
}
else
{
glVertex3d( v0[0], v0[1], layerDepth );
glVertex3d( v1[0], v1[1], layerDepth );
glVertex3d( v2[0], v2[1], layerDepth );
glVertex3d( v1[0], v1[1], layerDepth ); vertex3( v1[0], v1[1], layerDepth );
glVertex3d( v3[0], v3[1], layerDepth ); vertex3( v3[0], v3[1], layerDepth );
glVertex3d( v2[0], v2[1], layerDepth ); vertex3( v2[0], v2[1], layerDepth );
}
} }
if( !isGrouping ) end();
glEnd();
Restore(); Restore();
} }
...@@ -1323,7 +1166,6 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) ...@@ -1323,7 +1166,6 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
if( isGrouping ) if( isGrouping )
{ {
verticesCircle.ChangeColor( fillColor );
curVboItem->PushVertices( verticesCircle.GetVertices(), verticesCircle.GetSize() ); curVboItem->PushVertices( verticesCircle.GetVertices(), verticesCircle.GetSize() );
} }
else else
...@@ -1336,7 +1178,6 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) ...@@ -1336,7 +1178,6 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
} }
// This method is used for round line caps
void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle, void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle,
double aDepthOffset ) double aDepthOffset )
{ {
...@@ -1347,8 +1188,6 @@ void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, d ...@@ -1347,8 +1188,6 @@ void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, d
if( isGrouping ) if( isGrouping )
{ {
// Add vertices with a proper color
verticesSemiCircle.ChangeColor( strokeColor );
curVboItem->PushVertices( verticesSemiCircle.GetVertices(), verticesSemiCircle.GetSize() ); curVboItem->PushVertices( verticesSemiCircle.GetVertices(), verticesSemiCircle.GetSize() );
} }
else else
...@@ -1427,8 +1266,7 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a ...@@ -1427,8 +1266,7 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a
double alphaIncrement = 2 * M_PI / CIRCLE_POINTS; double alphaIncrement = 2 * M_PI / CIRCLE_POINTS;
color4( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); color4( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
if( !isGrouping ) begin( GL_TRIANGLES );
glBegin( GL_TRIANGLES );
for( double alpha = aStartAngle; alpha < aEndAngle; ) for( double alpha = aStartAngle; alpha < aEndAngle; )
{ {
...@@ -1443,44 +1281,16 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a ...@@ -1443,44 +1281,16 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a
double v2[] = { cos( alpha ) * innerScale, sin( alpha ) * innerScale }; double v2[] = { cos( alpha ) * innerScale, sin( alpha ) * innerScale };
double v3[] = { cos( alpha ) * outerScale, sin( alpha ) * outerScale }; double v3[] = { cos( alpha ) * outerScale, sin( alpha ) * outerScale };
if( isGrouping ) vertex3( v0[0], v0[1], 0.0 );
{ vertex3( v1[0], v1[1], 0.0 );
const GLfloat newVertices[] = vertex3( v2[0], v2[1], 0.0 );
{
v0[0], v0[1], 0.0f,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v1[0], v1[1], 0.0f,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v2[0], v2[1], 0.0f, vertex3( v1[0], v1[1], 0.0 );
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a, vertex3( v3[0], v3[1], 0.0 );
vertex3( v2[0], v2[1], 0.0 );
v1[0], v1[1], 0.0f,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v3[0], v3[1], 0.0f,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v2[0], v2[1], 0.0f,
strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a
};
curVboItem->PushVertices( newVertices, 6 );
}
else
{
glVertex2d( v0[0], v0[1] );
glVertex2d( v1[0], v1[1] );
glVertex2d( v2[0], v2[1] );
glVertex2d( v1[0], v1[1] );
glVertex2d( v3[0], v3[1] );
glVertex2d( v2[0], v2[1] );
}
} }
if( !isGrouping ) end();
glEnd();
if( lineCap == LINE_CAP_ROUND ) if( lineCap == LINE_CAP_ROUND )
{ {
...@@ -1496,57 +1306,20 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a ...@@ -1496,57 +1306,20 @@ void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double a
double alpha; double alpha;
color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
if( !isGrouping ) begin( GL_TRIANGLES );
{
glBegin( GL_TRIANGLES );
for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; )
{
glVertex2d( middlePoint.x, middlePoint.y );
glVertex2d( cos( alpha ), sin( alpha ) );
alpha += alphaIncrement;
glVertex2d( cos( alpha ), sin( alpha ) );
}
glVertex2d( middlePoint.x, middlePoint.y ); for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; )
glVertex2d( cos( alpha ), sin( alpha ) );
glVertex2d( endPoint.x, endPoint.y );
glEnd();
}
else
{ {
for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; ) vertex3( middlePoint.x, middlePoint.y, 0.0 );
{ vertex3( cos( alpha ), sin( alpha ), 0.0 );
const GLfloat v0[] = alpha += alphaIncrement;
{ vertex3( cos( alpha ), sin( alpha ), 0.0 );
middlePoint.x, middlePoint.y, 0.0f, fillColor.r, fillColor.g, fillColor.b,
fillColor.a
};
const GLfloat v1[] =
{
cos( alpha ), sin( alpha ), 0.0f, fillColor.r, fillColor.g, fillColor.b,
fillColor.a
};
alpha += alphaIncrement;
const GLfloat v2[] =
{
cos( alpha ), sin( alpha ), 0.0f, fillColor.r, fillColor.g, fillColor.b,
fillColor.a
};
curVboItem->PushVertex( v0 );
curVboItem->PushVertex( v1 );
curVboItem->PushVertex( v2 );
}
const GLfloat newVertices[] =
{
middlePoint.x, middlePoint.y, 0.0f, fillColor.r, fillColor.g, fillColor.b, fillColor.a,
cos( alpha ), sin( alpha ), 0.0f, fillColor.r, fillColor.g, fillColor.b, fillColor.a,
endPoint.x, endPoint.y, 0.0f, fillColor.r, fillColor.g, fillColor.b, fillColor.a
};
curVboItem->PushVertices( newVertices, 3 );
} }
vertex3( middlePoint.x, middlePoint.y, 0.0 );
vertex3( cos( alpha ), sin( alpha ), 0.0 );
vertex3( endPoint.x, endPoint.y, 0.0 );
end();
} }
Restore(); Restore();
...@@ -1897,18 +1670,18 @@ void OPENGL_GAL::computeUnitCircle() ...@@ -1897,18 +1670,18 @@ void OPENGL_GAL::computeUnitCircle()
// Insert in a display list and a vector // Insert in a display list and a vector
for( int i = 0; i < CIRCLE_POINTS; i++ ) for( int i = 0; i < CIRCLE_POINTS; i++ )
{ {
GLfloat v0[] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; const GLfloat v0[] = { 0.0f, 0.0f, 0.0f };
GLfloat v1[] = const GLfloat v1[] =
{ {
cos( 2.0 * M_PI / CIRCLE_POINTS * i ), // x cos( 2.0 * M_PI / CIRCLE_POINTS * i ), // x
sin( 2.0 * M_PI / CIRCLE_POINTS * i ), // y sin( 2.0 * M_PI / CIRCLE_POINTS * i ), // y
0.0f, 0.0f, 0.0f, 0.0f, 0.0f // z & color 0.0f // z
}; };
GLfloat v2[] = const GLfloat v2[] =
{ {
cos( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // x cos( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // x
sin( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // y sin( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // y
0.0f, 0.0f, 0.0f, 0.0f, 0.0f // z & color 0.0f // z
}; };
glVertex2d( 0, 0 ); glVertex2d( 0, 0 );
...@@ -1938,18 +1711,18 @@ void OPENGL_GAL::computeUnitSemiCircle() ...@@ -1938,18 +1711,18 @@ void OPENGL_GAL::computeUnitSemiCircle()
for( int i = 0; i < CIRCLE_POINTS / 2; ++i ) for( int i = 0; i < CIRCLE_POINTS / 2; ++i )
{ {
GLfloat v0[] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; GLfloat v0[] = { 0.0f, 0.0f, 0.0f };
GLfloat v1[] = GLfloat v1[] =
{ {
cos( 2.0 * M_PI / CIRCLE_POINTS * i ), // x cos( 2.0 * M_PI / CIRCLE_POINTS * i ), // x
sin( 2.0 * M_PI / CIRCLE_POINTS * i ), // y sin( 2.0 * M_PI / CIRCLE_POINTS * i ), // y
0.0f, 0.0f, 0.0f, 0.0f, 0.0f // z & color 0.0f // z
}; };
GLfloat v2[] = GLfloat v2[] =
{ {
cos( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // x cos( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // x
sin( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // y sin( 2.0 * M_PI / CIRCLE_POINTS * ( i + 1 ) ), // y
0.0f, 0.0f, 0.0f, 0.0f, 0.0f // z & color 0.0f // z
}; };
glVertex2d( 0, 0 ); glVertex2d( 0, 0 );
......
...@@ -72,9 +72,6 @@ void VBO_ITEM::PushVertex( const GLfloat* aVertex ) ...@@ -72,9 +72,6 @@ void VBO_ITEM::PushVertex( const GLfloat* aVertex )
if( m_spaceLeft == 0 ) if( m_spaceLeft == 0 )
useNewBlock(); useNewBlock();
// Add the new vertex
memcpy( m_vertPtr, aVertex, VertSize );
if( m_transform != NULL ) if( m_transform != NULL )
{ {
// Apply transformations // Apply transformations
...@@ -83,9 +80,17 @@ void VBO_ITEM::PushVertex( const GLfloat* aVertex ) ...@@ -83,9 +80,17 @@ void VBO_ITEM::PushVertex( const GLfloat* aVertex )
glm::vec4 transVertex = *m_transform * origVertex; glm::vec4 transVertex = *m_transform * origVertex;
// Replace only coordinates, leave color as it is // Replace only coordinates, leave color as it is
memcpy( m_vertPtr, &transVertex[0], 3 * sizeof(GLfloat) ); memcpy( m_vertPtr, &transVertex[0], CoordSize );
}
else
{
// Add the new vertex
memcpy( m_vertPtr, aVertex, CoordSize );
} }
// Apply currently used color
memcpy( m_vertPtr + ColorOffset, m_color, ColorSize );
// Move to the next free space // Move to the next free space
m_vertPtr += VertStride; m_vertPtr += VertStride;
...@@ -180,7 +185,6 @@ void VBO_ITEM::ChangeColor( const COLOR4D& aColor ) ...@@ -180,7 +185,6 @@ void VBO_ITEM::ChangeColor( const COLOR4D& aColor )
} }
// TODO it is not used yet
void VBO_ITEM::UseColor( const COLOR4D& aColor ) void VBO_ITEM::UseColor( const COLOR4D& aColor )
{ {
m_color[0] = aColor.r; m_color[0] = aColor.r;
......
...@@ -506,6 +506,26 @@ private: ...@@ -506,6 +506,26 @@ private:
inline void drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, inline void drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aDepthOffset ); double aDepthOffset );
///< OpenGL replacement functions (that are working both in immediate and VBO modes)
/**
* @brief Starts drawing in immediate mode or does nothing if an item's caching has started.
* @param aMode specifies the primitive or primitives that will be created.
*/
inline void begin( GLenum aMode );
/**
* @brief Ends drawing in immediate mode or does nothing if an item's caching has started.
*/
inline void end();
/**
* @brief Adds vertex to the current item or draws it in immediate mode.
* @param aX is X coordinate.
* @param aY is Y coordinate.
* @param aZ is Z coordinate.
*/
inline void vertex3( double aX, double aY, double aZ );
/** /**
* @brief Function that replaces glTranslate and behaves according to isGrouping variable. * @brief Function that replaces glTranslate and behaves according to isGrouping variable.
* In case isGrouping==false, it is simply glTranslate, in other case it * In case isGrouping==false, it is simply glTranslate, in other case it
......
...@@ -130,8 +130,8 @@ public: ...@@ -130,8 +130,8 @@ public:
static const int VertStride = 7; static const int VertStride = 7;
static const int VertSize = VertStride * sizeof(GLfloat); static const int VertSize = VertStride * sizeof(GLfloat);
static const int IndStride = 1; static const int CoordStride = 3;
static const int IndSize = IndStride * sizeof(GLuint); static const int CoordSize = CoordStride * sizeof(GLfloat);
// Offset of color data from the beginning of each vertex data // Offset of color data from the beginning of each vertex data
static const int ColorOffset = 3; static const int ColorOffset = 3;
...@@ -139,6 +139,9 @@ public: ...@@ -139,6 +139,9 @@ public:
static const int ColorStride = 4; static const int ColorStride = 4;
static const int ColorSize = ColorStride * sizeof(GLfloat); static const int ColorSize = ColorStride * sizeof(GLfloat);
static const int IndStride = 1;
static const int IndSize = IndStride * sizeof(GLuint);
private: private:
///< VBO ids in which the item is stored. ///< VBO ids in which the item is stored.
//int m_vboId; // not used yet //int m_vboId; // not used yet
......
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