Made GAL backends settings more consistent. Fixed grid line width in the OpenGL backend.
This commit is contained in:
parent
1ce21605a5
commit
790a1f8563
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@ -40,23 +40,16 @@ CAIRO_GAL::CAIRO_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
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wxEvtHandler* aPaintListener, const wxString& aName ) :
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wxWindow( aParent, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxEXPAND, aName )
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{
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// Default values
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fillColor = COLOR4D( 0, 0, 0, 1 );
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strokeColor = COLOR4D( 1, 1, 1, 1 );
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screenSize = VECTOR2D( aParent->GetSize() );
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parentWindow = aParent;
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mouseListener = aMouseListener;
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paintListener = aPaintListener;
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// Initialize the flags
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isGrouping = false;
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isInitialized = false;
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isDeleteSavedPixels = false;
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zoomFactor = 1.0;
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groupCounter = 0;
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SetSize( aParent->GetSize() );
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// Connecting the event handlers
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Connect( wxEVT_PAINT, wxPaintEventHandler( CAIRO_GAL::onPaint ) );
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@ -73,17 +66,12 @@ CAIRO_GAL::CAIRO_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
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Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( CAIRO_GAL::skipMouseEvent ) );
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#endif
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// Initialize the cursor shape
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SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
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initCursor( 21 );
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SetSize( aParent->GetSize() );
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screenSize = VECTOR2D( aParent->GetSize() );
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initCursor( 20 );
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// Allocate memory
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// Allocate memory for pixel storage
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allocateBitmaps();
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// Set grid defaults
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SetGridColor( COLOR4D( 0.5, 0.5, 0.5, 0.3 ) );
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SetCoarseGrid( 10 );
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SetGridLineWidth( 0.5 );
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}
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@ -107,7 +95,7 @@ void CAIRO_GAL::onPaint( wxPaintEvent& aEvent )
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void CAIRO_GAL::ResizeScreen( int aWidth, int aHeight )
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{
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screenSize = VECTOR2D( aWidth, aHeight );
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screenSize = VECTOR2D( aWidth, aHeight );
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// Recreate the bitmaps
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deleteBitmaps();
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@ -557,10 +545,10 @@ void CAIRO_GAL::SetLayerDepth( double aLayerDepth )
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{
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storePath();
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// cairo_pop_group_to_source( currentContext );
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// cairo_paint_with_alpha( currentContext, fillColor.a );
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//
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// cairo_push_group( currentContext );
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cairo_pop_group_to_source( currentContext );
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cairo_paint_with_alpha( currentContext, fillColor.a );
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cairo_push_group( currentContext );
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}
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}
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@ -38,15 +38,21 @@ GAL::GAL() :
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// Set the default values for the internal variables
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SetIsFill( false );
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SetIsStroke( true );
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SetIsCursorEnabled( false );
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SetZoomFactor( 1.0 );
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SetFillColor( COLOR4D( 0.0, 0.0, 0.0, 0.0 ) );
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SetStrokeColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
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SetGridVisibility( true );
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SetGridColor( COLOR4D( 1, 1, 1, 0.1 ) );
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SetCoarseGrid( 5 );
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SetLineWidth( 1.0 );
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SetIsCursorEnabled( false );
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SetZoomFactor( 1.0 );
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SetDepthRange( VECTOR2D( -2048, 2047 ) );
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SetLineWidth( 1.0 );
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// Set grid defaults
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SetGridVisibility( true );
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SetGridColor( COLOR4D( 0.4, 0.4, 0.4, 1.0 ) );
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SetCoarseGrid( 10 );
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SetGridLineWidth( 0.5 );
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// Initialize the cursor shape
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SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
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strokeFont.LoadNewStrokeFont( newstroke_font, newstroke_font_bufsize );
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}
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@ -65,99 +71,95 @@ void GAL::DrawGrid()
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SetTarget( TARGET_NONCACHED );
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// The grid consists of lines
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// For the drawing the start points, end points and increments have to be calculated in world coordinates
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VECTOR2D screenStartPoint( 0, 0 );
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VECTOR2D screenEndPoint( screenSize.x, screenSize.y );
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// For the drawing the start points, end points and increments have
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// to be calculated in world coordinates
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MATRIX3x3D inverseMatrix = worldScreenMatrix.Inverse();
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VECTOR2D worldStartPoint = inverseMatrix * screenStartPoint;
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VECTOR2D worldEndPoint = inverseMatrix * screenEndPoint;
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// Compute grid variables
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int gridStartX = round( worldStartPoint.x / gridSize.x );
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int gridEndX = round( worldEndPoint.x / gridSize.x );
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int gridStartY = round( worldStartPoint.y / gridSize.y );
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int gridEndY = round( worldEndPoint.y / gridSize.y );
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VECTOR2D worldStartPoint = inverseMatrix * VECTOR2D( 0.0, 0.0 );
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VECTOR2D worldEndPoint = inverseMatrix * screenSize;
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int gridScreenSizeDense = round( gridSize.x * worldScale );
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int gridScreenSizeCoarse = round( gridSize.x * (double) gridTick * worldScale );
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// Swap the coordinates, if they have not the right order
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SWAP( gridEndX, <, gridStartX );
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SWAP( gridEndY, <, gridStartY );
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// Correct the index, else some lines are not correctly painted
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gridStartX -= 1;
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gridStartY -= 1;
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gridEndX += 1;
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gridEndY += 1;
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double savedLineWidth = GetLineWidth();
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COLOR4D savedColor = GetStrokeColor();
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int gridScreenSizeCoarse = round( gridSize.x * static_cast<double>( gridTick ) * worldScale );
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// Compute the line width of the grid
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ComputeWorldScale();
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double width = gridLineWidth / worldScale;
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double doubleWidth = 2 * width;
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double width = 2.0 * gridLineWidth / worldScale;
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double doubleWidth = 2.0 * width;
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SetLayerDepth( 0.0 );
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SetIsFill( false );
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SetIsStroke( true );
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// Draw the origin marker
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double origSize = (double) gridOriginMarkerSize / worldScale;
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SetLayerDepth( 0.0 );
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double origSize = static_cast<double>( gridOriginMarkerSize ) / worldScale;
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SetStrokeColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
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SetLineWidth( width );
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SetIsFill( false );
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DrawLine( gridOrigin + VECTOR2D( -origSize, -origSize ), gridOrigin + VECTOR2D( origSize, origSize ) );
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DrawLine( gridOrigin + VECTOR2D( -origSize, origSize ), gridOrigin + VECTOR2D( origSize, -origSize ) );
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DrawLine( gridOrigin + VECTOR2D( -origSize, -origSize ),
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gridOrigin + VECTOR2D( origSize, origSize ) );
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DrawLine( gridOrigin + VECTOR2D( -origSize, origSize ),
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gridOrigin + VECTOR2D( origSize, -origSize ) );
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DrawCircle( gridOrigin, origSize * 0.7 );
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SetStrokeColor( gridColor );
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if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) < gridDrawThreshold )
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return;
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SetLayerDepth( 0.0 );
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// Now draw the grid, every coarse grid line gets the double width
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for( int j = gridStartY; j < gridEndY; j += 1 )
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// Check if the grid would not be too dense
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if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) > gridDrawThreshold )
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{
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if( j % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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// Compute grid variables
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int gridStartX = round( worldStartPoint.x / gridSize.x );
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int gridEndX = round( worldEndPoint.x / gridSize.x );
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int gridStartY = round( worldStartPoint.y / gridSize.y );
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int gridEndY = round( worldEndPoint.y / gridSize.y );
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// Swap the coordinates, if they have not the right order
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SWAP( gridEndX, <, gridStartX );
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SWAP( gridEndY, <, gridStartY );
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// Correct the index, else some lines are not correctly painted
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gridStartX -= 1;
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gridStartY -= 1;
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gridEndX += 1;
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gridEndY += 1;
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// Draw the grid behind all layers
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SetLayerDepth( depthRange.y * 0.75 );
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SetStrokeColor( gridColor );
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// Now draw the grid, every coarse grid line gets the double width
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for( int j = gridStartY; j < gridEndY; j += 1 )
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{
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SetLineWidth( doubleWidth );
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}
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else
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{
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SetLineWidth( width );
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if( j % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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{
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SetLineWidth( doubleWidth );
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}
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else
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{
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SetLineWidth( width );
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}
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if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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{
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DrawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y ),
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VECTOR2D( gridEndX * gridSize.x, j * gridSize.y ) );
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}
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}
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if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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for( int i = gridStartX; i < gridEndX; i += 1 )
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{
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DrawGridLine( VECTOR2D( gridStartX * gridSize.x, j * gridSize.y ),
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VECTOR2D( gridEndX * gridSize.x, j * gridSize.y ) );
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if( i % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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{
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SetLineWidth( doubleWidth );
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}
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else
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{
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SetLineWidth( width );
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}
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if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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{
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DrawGridLine( VECTOR2D( i * gridSize.x, gridStartY * gridSize.y ),
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VECTOR2D( i * gridSize.x, gridEndY * gridSize.y ) );
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}
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}
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}
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for( int i = gridStartX; i < gridEndX; i += 1 )
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{
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if( i % gridTick == 0 && gridScreenSizeDense > gridDrawThreshold )
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{
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SetLineWidth( doubleWidth );
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}
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else
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{
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SetLineWidth( width );
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}
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if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridDrawThreshold )
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|| gridScreenSizeDense > gridDrawThreshold )
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{
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DrawGridLine( VECTOR2D( i * gridSize.x, gridStartY * gridSize.y ),
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VECTOR2D( i * gridSize.x, gridEndY * gridSize.y ) );
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}
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}
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// Restore old values
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SetLineWidth( savedLineWidth );
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SetStrokeColor( savedColor );
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}
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@ -143,13 +143,18 @@ void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
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return;
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// Change the rendering destination to the selected attachment point
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if( m_currentFbo != m_framebuffer )
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if( aBufferHandle == 0 )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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m_currentFbo = 0;
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}
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else if( m_currentFbo != m_framebuffer )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
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m_currentFbo = m_framebuffer;
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}
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if( m_current != aBufferHandle - 1 )
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if( m_currentFbo != 0 && m_current != aBufferHandle - 1 )
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{
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m_current = aBufferHandle - 1;
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glDrawBuffer( m_buffers[m_current].attachmentPoint );
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@ -63,29 +63,14 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
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mouseListener = aMouseListener;
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paintListener = aPaintListener;
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// Set the cursor size
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initCursor( 20 );
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SetCursorColor( COLOR4D( 1.0, 1.0, 1.0, 1.0 ) );
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// Initialize the flags
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isGlewInitialized = false;
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isFramebufferInitialized = false;
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isShaderInitialized = false;
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isGrouping = false;
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wxSize parentSize = aParent->GetSize();
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groupCounter = 0;
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SetSize( parentSize );
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screenSize.x = parentSize.x;
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screenSize.y = parentSize.y;
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// Set grid defaults
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SetGridColor( COLOR4D( 0.3, 0.3, 0.3, 0.3 ) );
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SetCoarseGrid( 10 );
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SetGridLineWidth( 1.0 );
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// Connecting the event handlers.
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// Connecting the event handlers
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Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) );
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// Mouse events are skipped to the parent
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@ -101,6 +86,10 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
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Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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#endif
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SetSize( aParent->GetSize() );
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screenSize = VECTOR2D( aParent->GetSize() );
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initCursor( 20 );
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// Tesselator initialization
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tesselator = gluNewTess();
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InitTesselatorCallbacks( tesselator );
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@ -308,6 +297,12 @@ void OPENGL_GAL::BeginDrawing()
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SetStrokeColor( strokeColor );
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// Prepare buffers for drawing
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compositor.SetBuffer( mainBuffer );
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compositor.ClearBuffer();
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compositor.SetBuffer( overlayBuffer );
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compositor.ClearBuffer();
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compositor.SetBuffer( 0 ); // Unbind buffers
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nonCachedManager.Clear();
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overlayManager.Clear();
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@ -321,13 +316,11 @@ void OPENGL_GAL::EndDrawing()
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{
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// Cached & non-cached containers are rendered to the same buffer
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compositor.SetBuffer( mainBuffer );
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compositor.ClearBuffer();
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nonCachedManager.EndDrawing();
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cachedManager.EndDrawing();
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// Overlay container is rendered to a different buffer
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compositor.SetBuffer( overlayBuffer );
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compositor.ClearBuffer();
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overlayManager.EndDrawing();
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// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
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@ -349,11 +342,9 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
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if( lineLength <= 0.0 )
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return;
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VECTOR2D perpendicularVector( -startEndVector.y * scale, startEndVector.x * scale );
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glm::vec4 vector( perpendicularVector.x, perpendicularVector.y, 0.0, 0.0 );
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// The perpendicular vector also needs transformations
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vector = currentManager->GetTransformation() * vector;
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glm::vec4 vector = currentManager->GetTransformation() *
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glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
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// Line width is maintained by the vertex shader
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currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
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@ -1151,39 +1142,26 @@ void OPENGL_GAL::DrawCursor( VECTOR2D aCursorPosition )
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void OPENGL_GAL::DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
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{
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// TODO change to simple drawline
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// We check, if we got a horizontal or a vertical grid line and compute the offset
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VECTOR2D perpendicularVector;
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compositor.SetBuffer( mainBuffer );
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if( aStartPoint.x == aEndPoint.x )
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// We do not need a very precise comparison here (the lineWidth is set by GAL::DrawGrid())
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if( fabs( lineWidth - 2.0 * gridLineWidth / worldScale ) < 0.1 )
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{
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// Vertical grid line
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perpendicularVector = VECTOR2D( 0.5 * lineWidth, 0 );
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glLineWidth( 1.0 );
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}
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else
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{
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// Horizontal grid line
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perpendicularVector = VECTOR2D( 0, 0.5 * lineWidth );
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glLineWidth( 2.0 );
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}
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// Now we compute the edge points of the quad
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VECTOR2D point1 = aStartPoint + perpendicularVector;
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VECTOR2D point2 = aStartPoint - perpendicularVector;
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VECTOR2D point3 = aEndPoint + perpendicularVector;
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VECTOR2D point4 = aEndPoint - perpendicularVector;
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glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
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currentManager->Color( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
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currentManager->Shader( SHADER_NONE );
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glBegin( GL_LINES );
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glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
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glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
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glEnd();
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// Draw the quad for the grid line
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double gridDepth = depthRange.y * 0.75;
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currentManager->Vertex( point1.x, point1.y, gridDepth );
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currentManager->Vertex( point2.x, point2.y, gridDepth );
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currentManager->Vertex( point4.x, point4.y, gridDepth );
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currentManager->Vertex( point1.x, point1.y, gridDepth );
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currentManager->Vertex( point4.x, point4.y, gridDepth );
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currentManager->Vertex( point3.x, point3.y, gridDepth );
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glColor4d( 1.0, 1.0, 1.0, 1.0 );
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}
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@ -51,7 +51,7 @@ void main()
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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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scale = 1.0f / ( worldScale * lineWidth );
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scale = MIN_WIDTH / ( worldScale * lineWidth );
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else
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scale = 1.0f;
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@ -389,12 +389,8 @@ private:
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*/
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void skipMouseEvent( wxMouseEvent& aEvent );
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/**
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* @brief Initialize the cursor.
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*
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* @param aCursorSize is the size of the cursor.
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*/
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void initCursor( int aCursorSize );
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/// @copydoc GAL::initCursor()
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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.
|
||||
|
|
Loading…
Reference in New Issue