Commit a6c8beb7 authored by Maciej Suminski's avatar Maciej Suminski

Drawing tracks using PushVertices, added some comments, fixed formatting.

parent 32784ea1
......@@ -68,7 +68,7 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
isFrameBufferInitialized = false;
isUseShader = isUseShaders;
isShaderInitialized = false;
isGrouping = false;
isGrouping = false;
shaderPath = "../../common/gal/opengl/shader/";
wxSize parentSize = aParent->GetSize();
......@@ -615,20 +615,35 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
VECTOR2D perpendicularVector( -startEndVector.y * scale, startEndVector.x * scale );
// Compute the edge points of the line
VECTOR2D point1 = aStartPoint + perpendicularVector;
VECTOR2D point2 = aStartPoint - perpendicularVector;
VECTOR2D point3 = aEndPoint + perpendicularVector;
VECTOR2D point4 = aEndPoint - perpendicularVector;
VECTOR2D v0 = aStartPoint + perpendicularVector;
VECTOR2D v1 = aStartPoint - perpendicularVector;
VECTOR2D v2 = aEndPoint + perpendicularVector;
VECTOR2D v3 = aEndPoint - perpendicularVector;
glBegin( GL_TRIANGLES );
glVertex3d( point1.x, point1.y, layerDepth );
glVertex3d( point2.x, point2.y, layerDepth );
glVertex3d( point4.x, point4.y, layerDepth );
if( isGrouping )
{
GLfloat newVertices[] = {
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,
v3.x, v3.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v0.x, v0.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
v3.x, v3.y, layerDepth, strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a,
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( point1.x, point1.y, layerDepth );
glVertex3d( point4.x, point4.y, layerDepth );
glVertex3d( point3.x, point3.y, layerDepth );
glEnd();
glVertex3d( v0.x, v0.y, layerDepth );
glVertex3d( v3.x, v3.y, layerDepth );
glVertex3d( v2.x, v2.y, layerDepth );
glEnd();
}
}
......@@ -637,7 +652,7 @@ void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndP
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineAngle = atan2( startEndVector.y, startEndVector.x );
if ( isGrouping )
/*if ( isGrouping )
{
// Angle of a line perpendicular to the segment being drawn
double beta = ( M_PI / 2.0 ) - lineAngle;
......@@ -662,37 +677,40 @@ void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndP
};
curVboItem->PushVertices( newVertices, 6 );
}
if( isFillEnabled )
else*/
{
glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
if( isFillEnabled )
{
if( !isGrouping )
glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
SetLineWidth( aWidth );
drawSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2, layerDepth );
drawSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2, layerDepth );
drawLineQuad( aStartPoint, aEndPoint );
}
else
{
double lineLength = startEndVector.EuclideanNorm();
SetLineWidth( aWidth );
drawSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2, layerDepth );
drawSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2, layerDepth );
drawLineQuad( aStartPoint, aEndPoint );
}
else
{
double lineLength = startEndVector.EuclideanNorm();
glColor4d( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
glColor4d( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
glPushMatrix();
glPushMatrix();
glTranslated( aStartPoint.x, aStartPoint.y, 0.0 );
glRotated( lineAngle * ( 360 / ( 2 * M_PI ) ), 0, 0, 1 );
glTranslated( aStartPoint.x, aStartPoint.y, 0.0 );
glRotated( lineAngle * ( 360 / ( 2 * M_PI ) ), 0, 0, 1 );
drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ),
VECTOR2D( lineLength, aWidth / 2.0 ) );
drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ),
VECTOR2D( lineLength, aWidth / 2.0 ) );
drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ),
VECTOR2D( lineLength, -aWidth / 2.0 ) );
drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ),
VECTOR2D( lineLength, -aWidth / 2.0 ) );
DrawArc( VECTOR2D( 0.0, 0.0 ), aWidth / 2.0, M_PI / 2.0, 3.0 * M_PI / 2.0 );
DrawArc( VECTOR2D( lineLength, 0.0 ), aWidth / 2.0, M_PI / 2.0, -M_PI / 2.0 );
DrawArc( VECTOR2D( 0.0, 0.0 ), aWidth / 2.0, M_PI / 2.0, 3.0 * M_PI / 2.0 );
DrawArc( VECTOR2D( lineLength, 0.0 ), aWidth / 2.0, M_PI / 2.0, -M_PI / 2.0 );
glPopMatrix();
glPopMatrix();
}
}
}
......
......@@ -25,7 +25,7 @@
#version 120
varying float aspect;
varying float aspect;
void main()
{
......
......@@ -86,7 +86,7 @@ void VBO_ITEM::PushVertex( const GLfloat* aVertex )
}
void VBO_ITEM::PushVertices( const GLfloat* aVertex, GLuint aSize )
void VBO_ITEM::PushVertices( const GLfloat* aVertices, GLuint aSize )
{
int newSize = m_size + aSize;
GLfloat* newVertices = new GLfloat[newSize * VertStride];
......@@ -101,8 +101,8 @@ void VBO_ITEM::PushVertices( const GLfloat* aVertex, GLuint aSize )
}
m_vertices = newVertices;
// Add the new vertex
memcpy( &newVertices[m_size * VertStride], aVertex, aSize * VertSize );
// Add new vertices
memcpy( &newVertices[m_size * VertStride], aVertices, aSize * VertSize );
// Handle new indices
if( m_indices )
......@@ -160,7 +160,7 @@ void SetVbo( int aVboId )
}
int GetVbo()
int GetVbo() const
{
}
*/
......@@ -43,9 +43,23 @@ public:
VBO_ITEM();
~VBO_ITEM();
// TODO comments
/**
* Function PushVertex()
* Adds a single vertex to the VBO_ITEM. Vertex contains information about coordinates and
* colors and has to follow the specified format {X,Y,Z,R,G,B,A}.
* @param aVertex is a vertex to be added.
*/
void PushVertex( const GLfloat* aVertex );
void PushVertices( const GLfloat* aVertex, GLuint aSize );
/**
* Function PushVertices()
* Adds multiple vertices to the VBO_ITEM. This function is recommended over multiple calls to
* PushVertex, as it does less memory reallocations. Vertices contain information about
* coordinates and colors and has to follow the specified format {X,Y,Z,R,G,B,A}.
* @param aVertices are vertices to be added.
* @param aSize is an amount of vertices to be added.
*/
void PushVertices( const GLfloat* aVertices, GLuint aSize );
/**
* Function GetVertices()
......@@ -79,7 +93,7 @@ public:
///< Functions for getting VBO ids.
//void SetVbo( int aVboId );
//int GetVbo();
//int GetVbo() const;
///< Data organization information for vertices.
static const int VertStride = 7;
......@@ -94,21 +108,21 @@ private:
///< Contains vertices coordinates and colors.
///< Packed by 7 floats for each vertex: {X, Y, Z, R, G, B, A}
GLfloat* m_vertices;
GLfloat* m_vertices;
///< Indices of vertices
GLuint* m_indices;
GLuint* m_indices;
///< Offset and size of data in VBO.
int m_offset;
int m_size;
int m_offset;
int m_size;
///< Shader data used for rendering.
int m_shader;
int m_shaderAttrib;
int m_shader;
int m_shaderAttrib;
///< Flag telling if the item should be recached in VBO or not.
bool m_isDirty;
bool m_isDirty;
};
} // namespace KiGfx
......
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