gal/opengl: handle single-pixel line width clamping in hardware (new shader). Correct grid rendering in GAL for pixel-sized lines
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@ -60,13 +60,18 @@ const char kicad_vertex_shader[] = R"SHADER_SOURCE(
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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#version 130
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// Shader types
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const float SHADER_LINE = 1.0;
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const int SHADER_FILLED_CIRCLE = 2;
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const int SHADER_STROKED_CIRCLE = 3;
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const int SHADER_FONT = 4;
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const int SHADER_LINE_A = 5;
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const int SHADER_LINE_B = 6;
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const int SHADER_LINE_C = 7;
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const int SHADER_LINE_D = 8;
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const int SHADER_LINE_E = 9;
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const int SHADER_LINE_F = 10;
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// Minimum line width
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const float MIN_WIDTH = 1.0;
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@ -74,58 +79,84 @@ const float MIN_WIDTH = 1.0;
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attribute vec4 attrShaderParams;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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uniform float worldPixelSize;
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void main()
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void computeLineCoords( bool posture, vec2 offset, vec2 texcoord, vec2 dir )
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{
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// Pass attributes to the fragment shader
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shaderParams = attrShaderParams;
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float w = length(offset);
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if( shaderParams[0] == SHADER_LINE )
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if( w > worldPixelSize )
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{
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float lineWidth = shaderParams[3];
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float worldScale = abs( gl_ModelViewMatrix[0][0] );
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// Make lines appear to be at least 1 pixel wide
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if( worldScale * lineWidth < MIN_WIDTH )
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gl_Position = gl_ModelViewProjectionMatrix *
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( gl_Vertex + vec4( shaderParams.yz * MIN_WIDTH / ( worldScale * lineWidth ), 0.0, 0.0 ) );
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else
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gl_Position = gl_ModelViewProjectionMatrix *
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( gl_Vertex + vec4( shaderParams.yz, 0.0, 0.0 ) );
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}
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else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) ||
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( shaderParams[0] == SHADER_FILLED_CIRCLE ) )
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{
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// Compute relative circle coordinates basing on indices
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// Circle
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if( shaderParams[1] == 1.0 )
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circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 2.0 )
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circleCoords = vec2( sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 3.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Semicircle
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else if( shaderParams[1] == 4.0 )
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circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 5.0 )
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circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 6.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Make the line appear to be at least 1 pixel wide
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float lineWidth = shaderParams[3];
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float worldScale = abs( gl_ModelViewMatrix[0][0] );
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if( worldScale * lineWidth < MIN_WIDTH )
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shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * vec4( gl_Vertex.x + offset.x, gl_Vertex.y + offset.y, gl_Vertex.z, gl_Vertex.w );
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shaderParams[0] = SHADER_LINE_A;
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gl_TexCoord[0].st = texcoord;
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}
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else
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{
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// Pass through the coordinates like in the fixed pipeline
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gl_Position = ftransform();
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vec4 pos = gl_Vertex;
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pos.xy += (posture ? dir : dir.yx ) * worldPixelSize / 2.0;
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gl_Position = gl_ModelViewProjectionMatrix * pos;
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shaderParams[0] = SHADER_LINE_B;
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}
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}
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void main()
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{
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int mode = int( attrShaderParams[0] );
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// Pass attributes to the fragment shader
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shaderParams = attrShaderParams;
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float aspect = shaderParams.y;
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vec2 vs = shaderParams.zw;
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vec2 vp = vec2(-vs.y, vs.x);
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bool posture = abs( vs.x ) < abs(vs.y);
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switch( mode )
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{
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case SHADER_LINE_A: computeLineCoords( posture, vp - vs, vec2( -aspect, -1 ), vec2(-1,0) ); break;
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case SHADER_LINE_B: computeLineCoords( posture, -vp - vs, vec2( -aspect, 1 ), vec2(1,0) ); break;
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case SHADER_LINE_C: computeLineCoords( posture, -vp + vs, vec2( aspect, 1 ), vec2(1,0) ); break;
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case SHADER_LINE_D: computeLineCoords( posture, -vp + vs, vec2( -aspect, -1), vec2(1,0) ); break;
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case SHADER_LINE_E: computeLineCoords( posture, vp + vs, vec2( -aspect, 1 ), vec2(-1,0) ); break;
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case SHADER_LINE_F: computeLineCoords( posture, vp - vs, vec2( aspect, 1 ), vec2(-1,0) ); break;
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case SHADER_STROKED_CIRCLE:
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case SHADER_FILLED_CIRCLE:
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{
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// Compute relative circle coordinates basing on indices
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// Circle
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if( shaderParams[1] == 1.0 )
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circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 2.0 )
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circleCoords = vec2( sqrt( 3.0 ), -1.0 );
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else if( shaderParams[1] == 3.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Semicircle
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else if( shaderParams[1] == 4.0 )
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circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 5.0 )
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circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
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else if( shaderParams[1] == 6.0 )
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circleCoords = vec2( 0.0, 2.0 );
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// Make the line appear to be at least 1 pixel wide
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float lineWidth = shaderParams[3];
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float worldScale = abs( gl_ModelViewMatrix[0][0] );
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if( worldScale * lineWidth < MIN_WIDTH )
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shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
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gl_Position = ftransform();
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break;
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}
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default:
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{
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gl_Position = ftransform();
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break;
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}
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}
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gl_FrontColor = gl_Color;
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@ -162,20 +193,22 @@ const char kicad_fragment_shader[] = R"SHADER_SOURCE(
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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#version 130
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// Multi-channel signed distance field
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#define USE_MSDF
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// Shader types
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const float SHADER_LINE = 1.0;
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_B = 6.0;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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uniform sampler2D fontTexture;
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uniform float worldPixelSize;
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// Needed to reconstruct the mipmap level / texel derivative
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uniform int fontTextureWidth;
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@ -188,6 +221,36 @@ void filledCircle( vec2 aCoord )
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discard;
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}
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float pixelSegDistance( vec2 aCoord )
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{
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if (shaderParams[0] == SHADER_LINE_B)
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{
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gl_FragColor = gl_Color;
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return 0.0;
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}
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float aspect = shaderParams[1];
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float dist;
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vec2 v = vec2( 1.0 - (aspect - abs(aCoord.s)), aCoord.t);
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if( v.x <= 0.0 )
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{
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dist = abs(aCoord.t);
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}
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else
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{
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dist = length(v);
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}
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return dist;
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}
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int isPixelInSegment( vec2 aCoord )
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{
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return pixelSegDistance(aCoord) <= 1.0 ? 1 : 0;
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}
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void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
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{
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@ -202,6 +265,15 @@ void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
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discard;
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}
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void drawLine( vec2 aCoord )
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{
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if( isPixelInSegment( aCoord ) != 0)
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gl_FragColor = gl_Color;
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else
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discard;
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}
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#ifdef USE_MSDF
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float median( vec3 v )
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{
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@ -211,7 +283,11 @@ float median( vec3 v )
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void main()
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{
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if( shaderParams[0] == SHADER_FILLED_CIRCLE )
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if( shaderParams[0] == SHADER_LINE_A )
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{
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drawLine( gl_TexCoord[0].st );
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}
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else if( shaderParams[0] == SHADER_FILLED_CIRCLE )
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{
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filledCircle( circleCoords );
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}
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@ -287,6 +287,8 @@ void GPU_NONCACHED_MANAGER::EndDrawing()
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m_shader->Deactivate();
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}
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m_container->Clear();
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#ifdef __WXDEBUG__
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totalRealTime.Stop();
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wxLogTrace( "GAL_PROFILE",
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@ -319,6 +319,11 @@ bool OPENGL_GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
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return refresh;
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}
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double OPENGL_GAL::getWorldPixelSize() const
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{
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auto matrix = GetScreenWorldMatrix();
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return std::min(std::abs(matrix.GetScale().x), std::abs(matrix.GetScale().y ) );
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}
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void OPENGL_GAL::BeginDrawing()
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{
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@ -433,6 +438,8 @@ void OPENGL_GAL::BeginDrawing()
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// Set shader parameter
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GLint ufm_fontTexture = shader->AddParameter( "fontTexture" );
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GLint ufm_fontTextureWidth = shader->AddParameter( "fontTextureWidth" );
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ufm_worldPixelSize = shader->AddParameter( "worldPixelSize" );
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shader->Use();
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shader->SetParameter( ufm_fontTexture, (int) FONT_TEXTURE_UNIT );
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shader->SetParameter( ufm_fontTextureWidth, (int) font_image.width );
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@ -442,6 +449,10 @@ void OPENGL_GAL::BeginDrawing()
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isBitmapFontInitialized = true;
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}
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shader->Use();
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shader->SetParameter( ufm_worldPixelSize, (float) getWorldPixelSize() );
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shader->Deactivate();
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// Something betreen BeginDrawing and EndDrawing seems to depend on
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// this texture unit being active, but it does not assure it itself.
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glActiveTexture( GL_TEXTURE0 );
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@ -516,46 +527,26 @@ void OPENGL_GAL::EndUpdate()
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void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
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{
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const VECTOR2D startEndVector = aEndPoint - aStartPoint;
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double lineAngle = startEndVector.Angle();
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currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
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drawLineQuad( aStartPoint, aEndPoint );
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// Line caps
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if( lineWidth > 1.0 )
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{
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drawFilledSemiCircle( aStartPoint, lineWidth / 2, lineAngle + M_PI / 2 );
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drawFilledSemiCircle( aEndPoint, lineWidth / 2, lineAngle - M_PI / 2 );
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}
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}
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void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
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double aWidth )
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{
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VECTOR2D startEndVector = aEndPoint - aStartPoint;
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double lineAngle = startEndVector.Angle();
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// Width must be nonzero for anything to appear
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if( aWidth <= 0 )
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aWidth = 1.0;
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if( isFillEnabled )
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if( isFillEnabled || aWidth == 1.0 )
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{
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// Filled tracks
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currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
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SetLineWidth( aWidth );
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drawLineQuad( aStartPoint, aEndPoint );
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// Draw line caps
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drawFilledSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2 );
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drawFilledSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2 );
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}
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else
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{
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auto startEndVector = aEndPoint - aStartPoint;
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auto lineAngle = startEndVector.Angle();
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// Outlined tracks
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double lineLength = startEndVector.EuclideanNorm();
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@ -1161,7 +1152,7 @@ void OPENGL_GAL::DrawGrid()
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compositor->SetBuffer( mainBuffer );
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// sub-pixel lines all render the same
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double minorLineWidth = std::max( 1.0, gridLineWidth );
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double minorLineWidth = std::max(1.0, gridLineWidth) * getWorldPixelSize();
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double majorLineWidth = minorLineWidth * 2.0;
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// Draw the axis and grid
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@ -1173,20 +1164,16 @@ void OPENGL_GAL::DrawGrid()
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// Draw axes if desired
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if( axesEnabled )
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{
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glLineWidth( minorLineWidth );
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glColor4d( axesColor.r, axesColor.g, axesColor.b, axesColor.a );
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SetLineWidth( minorLineWidth );
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SetStrokeColor( axesColor );
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glBegin( GL_LINES );
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glVertex2d( worldStartPoint.x, 0 );
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glVertex2d( worldEndPoint.x, 0 );
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glEnd();
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glBegin( GL_LINES );
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glVertex2d( 0, worldStartPoint.y );
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glVertex2d( 0, worldEndPoint.y );
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glEnd();
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DrawLine( VECTOR2D( worldStartPoint.x, 0 ), VECTOR2D( worldEndPoint.x, 0 ) );
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DrawLine( VECTOR2D( 0, worldStartPoint.y ), VECTOR2D( 0, worldEndPoint.y ) );
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}
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// force flush
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nonCachedManager->EndDrawing();
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if( !gridVisibility )
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return;
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@ -1227,19 +1214,21 @@ void OPENGL_GAL::DrawGrid()
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
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glColor4d( 0.0, 0.0, 0.0, 0.0 );
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SetStrokeColor( COLOR4D(0.0, 0.0, 0.0, 0.0 ) );
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}
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else
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{
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glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
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SetStrokeColor( gridColor );
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}
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if( gridStyle == GRID_STYLE::SMALL_CROSS )
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{
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glLineWidth( minorLineWidth );
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SetLineWidth( minorLineWidth );
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// calculate a line len = 2 minorLineWidth, in internal unit value
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// (in fact the size of cross is lineLen*2)
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int lineLen = KiROUND( minorLineWidth / worldScale * 2 );
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int lineLen = KiROUND( minorLineWidth * 2.0 );
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// Vertical positions
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for( int j = gridStartY; j <= gridEndY; j++ )
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@ -1257,12 +1246,8 @@ void OPENGL_GAL::DrawGrid()
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{
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int posX = i * gridSize.x + gridOrigin.x;
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glBegin( GL_LINES );
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glVertex2d( posX -lineLen, posY );
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glVertex2d( posX + lineLen, posY );
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glVertex2d( posX, posY - lineLen );
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glVertex2d( posX, posY + lineLen );
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glEnd();
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DrawLine( VECTOR2D( posX - lineLen, posY ), VECTOR2D( posX + lineLen, posY ) );
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DrawLine( VECTOR2D( posX, posY - lineLen ), VECTOR2D( posX, posY + lineLen ) );
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}
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}
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}
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@ -1280,24 +1265,27 @@ void OPENGL_GAL::DrawGrid()
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continue;
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if( j % gridTick == 0 && gridScreenSizeDense > gridThreshold )
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glLineWidth( majorLineWidth );
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SetLineWidth( majorLineWidth );
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else
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glLineWidth( minorLineWidth );
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SetLineWidth( minorLineWidth );
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if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
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|| gridScreenSizeDense > gridThreshold )
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{
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glBegin( GL_LINES );
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glVertex2d( gridStartX * gridSize.x + gridOrigin.x, y );
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glVertex2d( gridEndX * gridSize.x + gridOrigin.x, y );
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glEnd();
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VECTOR2D a ( gridStartX * gridSize.x + gridOrigin.x, y );
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VECTOR2D b ( gridEndX * gridSize.x + gridOrigin.x, y );
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DrawLine( a, b );
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}
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}
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nonCachedManager->EndDrawing();
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if( gridStyle == GRID_STYLE::DOTS )
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{
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glStencilFunc( GL_NOTEQUAL, 0, 1 );
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glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
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SetStrokeColor( gridColor );
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}
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// Horizontal lines
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@ -1310,20 +1298,21 @@ void OPENGL_GAL::DrawGrid()
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continue;
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if( i % gridTick == 0 && gridScreenSizeDense > gridThreshold )
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glLineWidth( majorLineWidth );
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SetLineWidth( majorLineWidth );
|
||||
else
|
||||
glLineWidth( minorLineWidth );
|
||||
SetLineWidth( minorLineWidth );
|
||||
|
||||
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|
||||
|| gridScreenSizeDense > gridThreshold )
|
||||
{
|
||||
glBegin( GL_LINES );
|
||||
glVertex2d( x, gridStartY * gridSize.y + gridOrigin.y );
|
||||
glVertex2d( x, gridEndY * gridSize.y + gridOrigin.y );
|
||||
glEnd();
|
||||
VECTOR2D a ( x, gridStartY * gridSize.y + gridOrigin.y );
|
||||
VECTOR2D b ( x, gridEndY * gridSize.y + gridOrigin.y );
|
||||
DrawLine( a, b );
|
||||
}
|
||||
}
|
||||
|
||||
nonCachedManager->EndDrawing();
|
||||
|
||||
if( gridStyle == GRID_STYLE::DOTS )
|
||||
glDisable( GL_STENCIL_TEST );
|
||||
}
|
||||
|
@ -1576,38 +1565,47 @@ void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEnd
|
|||
* dots mark triangles' hypotenuses
|
||||
*/
|
||||
|
||||
VECTOR2D startEndVector = aEndPoint - aStartPoint;
|
||||
double lineLength = startEndVector.EuclideanNorm();
|
||||
auto v1 = currentManager->GetTransformation() * glm::vec4( aStartPoint.x, aStartPoint.y, 0.0, 0.0 );
|
||||
auto v2 = currentManager->GetTransformation() * glm::vec4( aEndPoint.x, aEndPoint.y, 0.0, 0.0 );
|
||||
|
||||
if( lineLength <= 0.0 )
|
||||
return;
|
||||
VECTOR2D startEndVector( v2.x - v1.x, v2.y - v1.y );
|
||||
|
||||
double scale = 0.5 * lineWidth / lineLength;
|
||||
double lineLength = startEndVector.EuclideanNorm();
|
||||
|
||||
// The perpendicular vector also needs transformations
|
||||
glm::vec4 vector = currentManager->GetTransformation() *
|
||||
glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
|
||||
VECTOR2D vs ( startEndVector );
|
||||
float aspect;
|
||||
|
||||
if ( lineWidth == 0.0 ) // pixel-width line
|
||||
{
|
||||
vs = vs.Resize( 0.5 );
|
||||
aspect = ( lineLength + 1.0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
vs = vs.Resize( 0.5 * lineWidth );
|
||||
aspect = ( lineLength + lineWidth ) / lineWidth;
|
||||
}
|
||||
|
||||
currentManager->Reserve( 6 );
|
||||
|
||||
// Line width is maintained by the vertex shader
|
||||
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
|
||||
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
|
||||
currentManager->Shader( SHADER_LINE_A, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aStartPoint, layerDepth );
|
||||
|
||||
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
|
||||
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v1
|
||||
currentManager->Shader( SHADER_LINE_B, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aStartPoint, layerDepth );
|
||||
|
||||
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
|
||||
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
|
||||
currentManager->Shader( SHADER_LINE_C, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aEndPoint, layerDepth );
|
||||
|
||||
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
|
||||
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
|
||||
currentManager->Shader( SHADER_LINE_D, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aEndPoint, layerDepth );
|
||||
|
||||
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
|
||||
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
|
||||
currentManager->Shader( SHADER_LINE_E, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aEndPoint, layerDepth );
|
||||
|
||||
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
|
||||
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v2
|
||||
currentManager->Shader( SHADER_LINE_F, aspect, vs.x, vs.y );
|
||||
currentManager->Vertex( aStartPoint, layerDepth );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -328,6 +328,7 @@ private:
|
|||
bool isInitialized; ///< Basic initialization flag, has to be done
|
||||
///< when the window is visible
|
||||
bool isGrouping; ///< Was a group started?
|
||||
GLint ufm_worldPixelSize;
|
||||
|
||||
std::unique_ptr<GL_BITMAP_CACHE> bitmapCache;
|
||||
|
||||
|
@ -465,6 +466,8 @@ private:
|
|||
return std::min( 1e6 / aRadius, 2.0 * M_PI / CIRCLE_POINTS );
|
||||
}
|
||||
|
||||
double getWorldPixelSize() const;
|
||||
|
||||
/**
|
||||
* @brief Basic OpenGL initialization.
|
||||
*/
|
||||
|
|
|
@ -30,20 +30,26 @@
|
|||
#ifndef VERTEX_COMMON_H_
|
||||
#define VERTEX_COMMON_H_
|
||||
|
||||
#include <math/vector2d.h>
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
namespace KIGFX
|
||||
{
|
||||
///> Possible types of shaders
|
||||
///> Possible types of shaders (keep consistent with the actual shader source in gl_builtin_shaders.cpp)
|
||||
enum SHADER_MODE
|
||||
{
|
||||
SHADER_NONE = 0,
|
||||
SHADER_LINE,
|
||||
SHADER_FILLED_CIRCLE,
|
||||
SHADER_STROKED_CIRCLE,
|
||||
SHADER_FONT
|
||||
SHADER_FILLED_CIRCLE = 2,
|
||||
SHADER_STROKED_CIRCLE = 3,
|
||||
SHADER_FONT = 4,
|
||||
SHADER_LINE_A = 5,
|
||||
SHADER_LINE_B = 6,
|
||||
SHADER_LINE_C = 7,
|
||||
SHADER_LINE_D = 8,
|
||||
SHADER_LINE_E = 9,
|
||||
SHADER_LINE_F = 10
|
||||
};
|
||||
|
||||
///> Data structure for vertices {X,Y,Z,R,G,B,A,shader¶m}
|
||||
|
|
|
@ -106,6 +106,20 @@ public:
|
|||
*/
|
||||
bool Vertex( GLfloat aX, GLfloat aY, GLfloat aZ );
|
||||
|
||||
/**
|
||||
* Function Vertex()
|
||||
* adds a vertex with the given coordinates to the currently set item. Vertex coordinates will
|
||||
* have the current transformation matrix applied.
|
||||
*
|
||||
* @param aXY are the XY coordinates of the new vertex.
|
||||
* @param aZ is the Z coordinate of the new vertex.
|
||||
* @return True if successful, false otherwise.
|
||||
*/
|
||||
bool Vertex( const VECTOR2D& aXY, GLfloat aZ )
|
||||
{
|
||||
return Vertex( aXY.x, aXY.y, aZ );
|
||||
}
|
||||
|
||||
/**
|
||||
* Function Vertices()
|
||||
* adds one or more vertices to the currently set item. It takes advantage of allocating memory
|
||||
|
@ -163,10 +177,10 @@ public:
|
|||
* @param aParam2 is the optional parameter for a shader.
|
||||
* @param aParam3 is the optional parameter for a shader.
|
||||
*/
|
||||
inline void Shader( GLfloat aShaderType, GLfloat aParam1 = 0.0f,
|
||||
inline void Shader( int aShaderType, GLfloat aParam1 = 0.0f,
|
||||
GLfloat aParam2 = 0.0f, GLfloat aParam3 = 0.0f )
|
||||
{
|
||||
m_shader[0] = aShaderType;
|
||||
m_shader[0] = (float) aShaderType;
|
||||
m_shader[1] = aParam1;
|
||||
m_shader[2] = aParam2;
|
||||
m_shader[3] = aParam3;
|
||||
|
|
Loading…
Reference in New Issue