//
// gla-gl.cc
//
// OpenGL implementation for the GLA abstraction layer.
//
// Copyright (C) 2002-2003,2005 Mark R. Shinwell
// Copyright (C) 2003-2025 Olly Betts
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, see
// .
//
#include
#include
#include
#include "aven.h"
#include "gla.h"
#include "gllogerror.h"
#include "message.h"
#include "useful.h"
#ifdef HAVE_GL_GL_H
# include
#elif defined HAVE_OPENGL_GL_H
# include
#endif
#ifdef HAVE_GL_GLU_H
# include
#elif defined HAVE_OPENGL_GLU_H
# include
#endif
#ifdef HAVE_GL_GLEXT_H
# include
#elif defined HAVE_OPENGL_GLEXT_H
# include
#endif
#ifndef GL_POINT_SIZE_MAX
#define GL_POINT_SIZE_MAX 0x8127
#endif
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
#endif
#ifndef GL_COORD_REPLACE
#define GL_COORD_REPLACE 0x8862
#endif
// GL_POINT_SIZE_RANGE is deprecated in OpenGL 1.2 and later, and replaced by
// GL_SMOOTH_POINT_SIZE_RANGE.
#ifndef GL_SMOOTH_POINT_SIZE_RANGE
#define GL_SMOOTH_POINT_SIZE_RANGE GL_POINT_SIZE_RANGE
#endif
// GL_POINT_SIZE_GRANULARITY is deprecated in OpenGL 1.2 and later, and
// replaced by GL_SMOOTH_POINT_SIZE_GRANULARITY.
#ifndef GL_SMOOTH_POINT_SIZE_GRANULARITY
#define GL_SMOOTH_POINT_SIZE_GRANULARITY GL_POINT_SIZE_GRANULARITY
#endif
// GL_ALIASED_POINT_SIZE_RANGE was added in OpenGL 1.2.
#ifndef GL_ALIASED_POINT_SIZE_RANGE
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#endif
using namespace std;
const int BLOB_DIAMETER = 5;
#define BLOB_TEXTURE \
o, o, o, o, o, o, o, o,\
o, o, o, o, o, o, o, o,\
o, o, I, I, I, o, o, o,\
o, I, I, I, I, I, o, o,\
o, I, I, I, I, I, o, o,\
o, I, I, I, I, I, o, o,\
o, o, I, I, I, o, o, o,\
o, o, o, o, o, o, o, o
#define CROSS_TEXTURE \
o, o, o, o, o, o, o, o,\
I, o, o, o, o, o, I, o,\
o, I, o, o, o, I, o, o,\
o, o, I, o, I, o, o, o,\
o, o, o, I, o, o, o, o,\
o, o, I, o, I, o, o, o,\
o, I, o, o, o, I, o, o,\
I, o, o, o, o, o, I, o
// Declared in gllogerror.h.
bool opengl_initialised = false;
static bool double_buffered = false;
static const int* wx_gl_attribs = NULL;
bool
GLACanvas::check_visual()
{
static const int wx_gl_attribs_full[] = {
WX_GL_DOUBLEBUFFER,
WX_GL_RGBA,
WX_GL_DEPTH_SIZE, 16,
0
};
// Use a double-buffered visual if available, as it will give much smoother
// animation.
double_buffered = true;
wx_gl_attribs = wx_gl_attribs_full;
if (!IsDisplaySupported(wx_gl_attribs)) {
++wx_gl_attribs;
if (!IsDisplaySupported(wx_gl_attribs)) {
return false;
}
double_buffered = false;
}
return true;
}
string GetGLSystemDescription()
{
// If OpenGL isn't initialised we may get a SEGV from glGetString.
if (!opengl_initialised)
return "No OpenGL information available yet - try opening a file.";
const char *p = (const char*)glGetString(GL_VERSION);
if (!p)
return "Couldn't read OpenGL version!";
string info;
info += "OpenGL ";
info += p;
info += '\n';
info += (const char*)glGetString(GL_VENDOR);
info += '\n';
info += (const char*)glGetString(GL_RENDERER);
#if !(wxUSE_GLCANVAS_EGL-0) && \
(defined __WXGTK__ || defined __WXX11__ || defined __WXMOTIF__)
info += string_format("\nGLX %0.1f\n", wxGLCanvas::GetGLXVersion() * 0.1);
#else
info += '\n';
#endif
GLint red, green, blue;
glGetIntegerv(GL_RED_BITS, &red);
glGetIntegerv(GL_GREEN_BITS, &green);
glGetIntegerv(GL_BLUE_BITS, &blue);
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
GLint max_viewport[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport);
GLdouble point_size_range[2];
glGetDoublev(GL_SMOOTH_POINT_SIZE_RANGE, point_size_range);
GLdouble point_size_granularity;
glGetDoublev(GL_SMOOTH_POINT_SIZE_GRANULARITY, &point_size_granularity);
info += string_format("R%dG%dB%d\n"
"Max Texture size: %dx%d\n"
"Max Viewport size: %dx%d\n"
"Smooth Point Size %.3f-%.3f (granularity %.3f)",
(int)red, (int)green, (int)blue,
(int)max_texture_size, (int)max_texture_size,
(int)max_viewport[0], (int)max_viewport[1],
point_size_range[0], point_size_range[1],
point_size_granularity);
glGetDoublev(GL_ALIASED_POINT_SIZE_RANGE, point_size_range);
if (glGetError() != GL_INVALID_ENUM) {
info += string_format("\nAliased point size %.3f-%.3f",
point_size_range[0], point_size_range[1]);
}
info += "\nDouble buffered: ";
if (double_buffered)
info += "true";
else
info += "false";
const GLubyte* gl_extensions = glGetString(GL_EXTENSIONS);
if (*gl_extensions) {
info += '\n';
info += (const char*)gl_extensions;
}
return info;
}
static bool
glpoint_sprite_works()
{
// Point sprites provide an easy, fast way for us to draw crosses by
// texture mapping GL points.
//
// If we have OpenGL >= 2.0 then we definitely have GL_POINT_SPRITE.
// Otherwise see if we have the GL_ARB_point_sprite or GL_NV_point_sprite
// extensions.
//
// The symbolic constants GL_POINT_SPRITE, GL_POINT_SPRITE_ARB, and
// GL_POINT_SPRITE_NV all give the same number so it doesn't matter
// which we use.
static bool glpoint_sprite = false;
static bool checked = false;
if (!checked) {
float maxSize = 0.0f;
glGetFloatv(GL_POINT_SIZE_MAX, &maxSize);
if (maxSize >= 8) {
glpoint_sprite = (atoi((const char *)glGetString(GL_VERSION)) >= 2);
if (!glpoint_sprite) {
const char * p = (const char *)glGetString(GL_EXTENSIONS);
while (true) {
size_t l = 0;
if (memcmp(p, "GL_ARB_point_sprite", 19) == 0) {
l = 19;
} else if (memcmp(p, "GL_NV_point_sprite", 18) == 0) {
l = 18;
}
if (l) {
p += l;
if (*p == '\0' || *p == ' ') {
glpoint_sprite = true;
break;
}
}
p = strchr(p + 1, ' ');
if (!p) break;
++p;
}
}
}
checked = true;
}
return glpoint_sprite;
}
void
log_gl_error(const wxChar * str, GLenum error_code)
{
wxString msg;
switch (error_code) {
case GL_INVALID_ENUM:
msg = "Invalid OpenGL enumerated value";
break;
case GL_INVALID_VALUE:
msg = "Invalid OpenGL numeric argument value";
break;
case GL_INVALID_OPERATION:
msg = "Invalid OpenGL operation";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
msg = "Invalid OpenGL framebuffer operation";
break;
case GL_OUT_OF_MEMORY:
msg = wmsg(/*Out of memory*/389);
break;
case GL_STACK_UNDERFLOW:
msg = "OpenGL stack underflow";
break;
case GL_STACK_OVERFLOW:
msg = "OpenGL stack overflow";
break;
default:
msg.Format("Unknown OpenGL error code: %d", int(error_code));
break;
}
wxLogError(str, msg);
}
//
// GLAPen
//
void GLAPen::SetColour(double red, double green, double blue)
{
components[0] = red;
components[1] = green;
components[2] = blue;
}
double GLAPen::GetRed() const
{
return components[0];
}
double GLAPen::GetGreen() const
{
return components[1];
}
double GLAPen::GetBlue() const
{
return components[2];
}
void GLAPen::Interpolate(const GLAPen& pen, double how_far)
{
components[0] += how_far * (pen.GetRed() - components[0]);
components[1] += how_far * (pen.GetGreen() - components[1]);
components[2] += how_far * (pen.GetBlue() - components[2]);
}
struct ColourTriple {
// RGB triple: values are from 0-255 inclusive for each component.
unsigned char r, g, b;
};
// Order must match that in enum gla_colour[] in gla.h.
static const ColourTriple COLOURS[] = {
{ 0, 0, 0 }, // black
{ 100, 100, 100 }, // grey
{ 180, 180, 180 }, // light grey
{ 140, 140, 140 }, // light grey 2
{ 90, 90, 90 }, // dark grey
{ 255, 255, 255 }, // white
{ 0, 100, 255}, // turquoise
{ 0, 255, 40 }, // green
{ 150, 205, 224 }, // indicator 1
{ 114, 149, 160 }, // indicator 2
{ 255, 255, 0 }, // yellow
{ 255, 0, 0 }, // red
{ 40, 40, 255 }, // blue
{ 255, 0, 255 }, // magenta
};
bool GLAList::need_to_generate() {
// Bail out if the list is already cached, or can't usefully be cached.
if (flags & (GLACanvas::CACHED|GLACanvas::NEVER_CACHE))
return false;
// Create a new OpenGL list to hold this sequence of drawing
// operations.
if (gl_list == 0) {
gl_list = glGenLists(1);
CHECK_GL_ERROR("GLAList::need_to_generate", "glGenLists");
#ifdef GLA_DEBUG
printf("glGenLists(1) returned %u\n", (unsigned)gl_list);
#endif
if (gl_list == 0) {
// If we can't create a list for any reason, fall back to just
// drawing directly, and flag the list as NEVER_CACHE as there's
// unlikely to be much point calling glGenLists() again.
flags = GLACanvas::NEVER_CACHE;
return false;
}
// We should have 256 lists for font drawing and a dozen or so for 2D
// and 3D lists. So something is amiss if we've generated 1000 lists,
// probably a infinite loop in the lazy list mechanism.
assert(gl_list < 1000);
}
// https://www.opengl.org/resources/faq/technical/displaylist.htm advises:
//
// "Stay away from GL_COMPILE_AND_EXECUTE mode. Instead, create the
// list using GL_COMPILE mode, then execute it with glCallList()."
glNewList(gl_list, GL_COMPILE);
CHECK_GL_ERROR("GLAList::need_to_generate", "glNewList");
return true;
}
void GLAList::finalise(unsigned int list_flags)
{
glEndList();
CHECK_GL_ERROR("GLAList::finalise", "glEndList");
if (list_flags & GLACanvas::NEVER_CACHE) {
glDeleteLists(gl_list, 1);
CHECK_GL_ERROR("GLAList::finalise", "glDeleteLists");
gl_list = 0;
flags = GLACanvas::NEVER_CACHE;
} else {
flags = list_flags | GLACanvas::CACHED;
}
}
bool GLAList::DrawList() const {
if ((flags & GLACanvas::CACHED) == 0)
return false;
glCallList(gl_list);
CHECK_GL_ERROR("GLAList::DrawList", "glCallList");
return true;
}
//
// GLACanvas
//
BEGIN_EVENT_TABLE(GLACanvas, wxGLCanvas)
EVT_SIZE(GLACanvas::OnSize)
#ifdef wxHAS_DPI_INDEPENDENT_PIXELS
EVT_MOVE(GLACanvas::OnMove)
#endif
END_EVENT_TABLE()
// Pass wxWANTS_CHARS so that the window gets cursor keys on MS Windows.
GLACanvas::GLACanvas(wxWindow* parent, int id)
: wxGLCanvas(parent, id, wx_gl_attribs, wxDefaultPosition,
wxDefaultSize, wxWANTS_CHARS),
ctx(this)
{
}
GLACanvas::~GLACanvas()
{
// Destructor.
if (m_Quadric) {
gluDeleteQuadric(m_Quadric);
CHECK_GL_ERROR("~GLACanvas", "gluDeleteQuadric");
}
}
void GLACanvas::FirstShow()
{
UpdateSize();
ctx.SetCurrent(*this);
opengl_initialised = true;
// Set the background colour of the canvas to black.
glClearColor(0.0, 0.0, 0.0, 1.0);
CHECK_GL_ERROR("FirstShow", "glClearColor");
// Set viewport.
glViewport(0, 0, x_size, y_size);
CHECK_GL_ERROR("FirstShow", "glViewport");
save_hints = false;
vendor = wxString((const char *)glGetString(GL_VENDOR), wxConvUTF8);
renderer = wxString((const char *)glGetString(GL_RENDERER), wxConvUTF8);
{
wxConfigBase * cfg = wxConfigBase::Get();
wxString s;
if (cfg->Read(wxT("opengl_survex"), &s, wxString()) && s == wxT(VERSION) &&
cfg->Read(wxT("opengl_vendor"), &s, wxString()) && s == vendor &&
cfg->Read(wxT("opengl_renderer"), &s, wxString()) && s == renderer) {
// The survex version, vendor and renderer are the same as those
// we cached hints for, so use those hints.
int v;
if (cfg->Read(wxT("blob_method"), &v, 0) &&
(v == SPRITE || v == POINT || v == LINES)) {
// How to draw blobs.
blob_method = v;
}
if (cfg->Read(wxT("cross_method"), &v, 0) &&
(v == SPRITE || v == LINES)) {
// How to draw crosses.
cross_method = v;
}
}
}
if (m_Quadric) return;
// One time initialisation follows.
m_Quadric = gluNewQuadric();
CHECK_GL_ERROR("FirstShow", "gluNewQuadric");
if (!m_Quadric) {
abort(); // FIXME need to cope somehow
}
glShadeModel(GL_FLAT);
CHECK_GL_ERROR("FirstShow", "glShadeModel");
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // So text works.
CHECK_GL_ERROR("FirstShow", "glPolygonMode");
//glAlphaFunc(GL_GREATER, 0.5f);
//CHECK_GL_ERROR("FirstShow", "glAlphaFunc");
// We want glReadPixels() to read from the front buffer (which is the
// default for single-buffered displays).
if (double_buffered) {
glReadBuffer(GL_FRONT);
CHECK_GL_ERROR("FirstShow", "glReadBuffer");
}
// Grey fog effect.
GLfloat fogcolour[4] = { 0.5, 0.5, 0.5, 1.0 };
glFogfv(GL_FOG_COLOR, fogcolour);
CHECK_GL_ERROR("FirstShow", "glFogfv");
// Linear fogging.
glFogi(GL_FOG_MODE, GL_LINEAR);
CHECK_GL_ERROR("FirstShow", "glFogi");
// Optimise for speed (compute fog per vertex).
glHint(GL_FOG_HINT, GL_FASTEST);
CHECK_GL_ERROR("FirstShow", "glHint");
// No padding on pixel packing and unpacking (default is to pad each
// line to a multiple of 4 bytes).
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // For setting texture maps.
CHECK_GL_ERROR("FirstShow", "glPixelStorei GL_UNPACK_ALIGNMENT");
glPixelStorei(GL_PACK_ALIGNMENT, 1); // For screengrabs and movies.
CHECK_GL_ERROR("FirstShow", "glPixelStorei GL_PACK_ALIGNMENT");
// Load font
wxString path = wmsg_cfgpth();
path += wxCONFIG_PATH_SEPARATOR;
path += wxT("unifont.pixelfont");
if (!m_Font.load(path, dpi_scale_factor >= 2)) {
// FIXME: do something better.
// We have this message available: Error in format of font file ā%sā
fprintf(stderr, "Failed to parse compiled-in font data\n");
exit(1);
}
if (blob_method == UNKNOWN) {
// Check if we can use GL_POINTS to plot blobs at stations.
GLdouble point_size_range[2];
glGetDoublev(GL_SMOOTH_POINT_SIZE_RANGE, point_size_range);
CHECK_GL_ERROR("FirstShow", "glGetDoublev GL_SMOOTH_POINT_SIZE_RANGE");
if (point_size_range[0] <= BLOB_DIAMETER &&
point_size_range[1] >= BLOB_DIAMETER) {
blob_method = POINT;
} else {
blob_method = glpoint_sprite_works() ? SPRITE : LINES;
}
save_hints = true;
}
if (blob_method == POINT) {
glPointSize(BLOB_DIAMETER);
CHECK_GL_ERROR("FirstShow", "glPointSize");
}
if (cross_method == UNKNOWN) {
cross_method = glpoint_sprite_works() ? SPRITE : LINES;
save_hints = true;
}
if (cross_method == SPRITE) {
glGenTextures(1, &m_CrossTexture);
CHECK_GL_ERROR("FirstShow", "glGenTextures");
glBindTexture(GL_TEXTURE_2D, m_CrossTexture);
CHECK_GL_ERROR("FirstShow", "glBindTexture");
// Cross image for drawing crosses using texture mapped point sprites.
const unsigned char crossteximage[128] = {
#define o 0,0
#define I 255,255
CROSS_TEXTURE
#undef o
#undef I
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
CHECK_GL_ERROR("FirstShow", "glPixelStorei");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CHECK_GL_ERROR("FirstShow", "glTexEnvi");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_WRAP_S");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_WRAP_T");
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 8, 8, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (GLvoid *)crossteximage);
CHECK_GL_ERROR("FirstShow", "glTexImage2D");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_MAG_FILTER");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_MIN_FILTER");
}
if (blob_method == SPRITE) {
glGenTextures(1, &m_BlobTexture);
CHECK_GL_ERROR("FirstShow", "glGenTextures");
glBindTexture(GL_TEXTURE_2D, m_BlobTexture);
CHECK_GL_ERROR("FirstShow", "glBindTexture");
// Image for drawing blobs using texture mapped point sprites.
const unsigned char blobteximage[128] = {
#define o 0,0
#define I 255,255
BLOB_TEXTURE
#undef o
#undef I
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
CHECK_GL_ERROR("FirstShow", "glPixelStorei");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CHECK_GL_ERROR("FirstShow", "glTexEnvi");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_WRAP_S");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_WRAP_T");
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 8, 8, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (GLvoid *)blobteximage);
CHECK_GL_ERROR("FirstShow", "glTexImage2D");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_MAG_FILTER");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CHECK_GL_ERROR("FirstShow", "glTexParameteri GL_TEXTURE_MIN_FILTER");
}
}
void GLACanvas::Clear()
{
// Clear the canvas.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
CHECK_GL_ERROR("Clear", "glClear");
}
void GLACanvas::ClearNative()
{
// Clear the canvas to the native background colour.
wxColour background_colour = wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOWFRAME);
glClearColor(background_colour.Red() / 255.,
background_colour.Green() / 255.,
background_colour.Blue() / 255.,
1.0);
CHECK_GL_ERROR("ClearNative", "glClearColor");
glClear(GL_COLOR_BUFFER_BIT);
CHECK_GL_ERROR("ClearNative", "glClear");
glClearColor(0.0, 0.0, 0.0, 1.0);
CHECK_GL_ERROR("ClearNative", "glClearColor (2)");
}
void GLACanvas::SetScale(double scale)
{
if (scale != m_Scale) {
for (auto & i : drawing_lists) {
i.invalidate_if(INVALIDATE_ON_SCALE);
}
m_Scale = scale;
}
}
void GLACanvas::OnMove(wxMoveEvent & event)
{
UpdateSize();
event.Skip();
}
void GLACanvas::UpdateSize() {
// Update our record of the DPI and client area size, and invalidate any
// cached lists which depend on anything that has changed.
unsigned int mask = 0;
double new_dpi_scale_factor = wxGLCanvas::GetDPIScaleFactor();
if (dpi_scale_factor != new_dpi_scale_factor) {
dpi_scale_factor = new_dpi_scale_factor;
mask |= INVALIDATE_ON_HIDPI;
}
int new_w, new_h;
GetClientSize(&new_w, &new_h);
#ifdef wxHAS_DPI_INDEPENDENT_PIXELS
auto content_scale_factor = GetContentScaleFactor();
new_w *= content_scale_factor;
new_h *= content_scale_factor;
#endif
// The width and height go to zero when the panel is dragged right
// across so we clamp them to be at least 1 to avoid problems.
if (new_w < 1) new_w = 1;
if (new_h < 1) new_h = 1;
if (x_size != new_w) {
x_size = new_w;
mask |= INVALIDATE_ON_X_RESIZE;
}
if (y_size != new_h) {
y_size = new_h;
mask |= INVALIDATE_ON_Y_RESIZE;
}
if (mask) {
for (auto& i : drawing_lists) {
i.invalidate_if(mask);
}
}
}
void GLACanvas::OnSize(wxSizeEvent & event)
{
UpdateSize();
event.Skip();
if (!opengl_initialised) return;
// Set viewport.
glViewport(0, 0, x_size, y_size);
CHECK_GL_ERROR("OnSize", "glViewport");
}
void GLACanvas::AddTranslationScreenCoordinates(int dx, int dy)
{
// Translate the data by a given amount, specified in screen coordinates.
// Find out how far the translation takes us in data coordinates.
SetDataTransform();
double x0, y0, z0;
double x, y, z;
gluUnProject(0.0, 0.0, 0.0, modelview_matrix, projection_matrix, viewport,
&x0, &y0, &z0);
CHECK_GL_ERROR("AddTranslationScreenCoordinates", "gluUnProject");
gluUnProject(dx, -dy, 0.0, modelview_matrix, projection_matrix, viewport,
&x, &y, &z);
CHECK_GL_ERROR("AddTranslationScreenCoordinates", "gluUnProject (2)");
// Apply the translation.
AddTranslation(Vector3(x - x0, y - y0, z - z0));
}
void GLACanvas::SetVolumeDiameter(glaCoord diameter)
{
// Set the size of the data drawing volume by giving the diameter of the
// smallest sphere containing it.
m_VolumeDiameter = max(glaCoord(1.0), diameter);
}
void GLACanvas::StartDrawing()
{
// Prepare for a redraw operation.
ctx.SetCurrent(*this);
glDepthMask(GL_TRUE);
if (!save_hints) return;
// We want to check on the second redraw.
static int draw_count = 2;
if (--draw_count != 0) return;
if (cross_method != LINES) {
SetColour(col_WHITE);
Clear();
SetDataTransform();
BeginCrosses();
DrawCross(-m_Translation.GetX(), -m_Translation.GetY(), -m_Translation.GetZ());
EndCrosses();
static const unsigned char expected_cross[64 * 3] = {
#define o 0,0,0
#define I 255,255,255
CROSS_TEXTURE
#undef o
#undef I
};
if (!CheckVisualFidelity(expected_cross)) {
cross_method = LINES;
save_hints = true;
}
}
if (blob_method != LINES) {
SetColour(col_WHITE);
Clear();
SetDataTransform();
BeginBlobs();
DrawBlob(-m_Translation.GetX(), -m_Translation.GetY(), -m_Translation.GetZ());
EndBlobs();
static const unsigned char expected_blob[64 * 3] = {
#define o 0,0,0
#define I 255,255,255
BLOB_TEXTURE
#undef o
#undef I
};
if (!CheckVisualFidelity(expected_blob)) {
blob_method = LINES;
save_hints = true;
}
}
wxConfigBase * cfg = wxConfigBase::Get();
cfg->Write(wxT("opengl_survex"), wxT(VERSION));
cfg->Write(wxT("opengl_vendor"), vendor);
cfg->Write(wxT("opengl_renderer"), renderer);
cfg->Write(wxT("blob_method"), blob_method);
cfg->Write(wxT("cross_method"), cross_method);
cfg->Flush();
save_hints = false;
}
void GLACanvas::EnableSmoothPolygons(bool filled)
{
// Prepare for drawing smoothly-shaded polygons.
// Only use this when required (in particular lines in lists may not be
// coloured correctly when this is enabled).
glPushAttrib(GL_ENABLE_BIT|GL_LIGHTING_BIT|GL_POLYGON_BIT);
if (filled) {
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
} else {
glDisable(GL_LINE_SMOOTH);
glDisable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
CHECK_GL_ERROR("EnableSmoothPolygons", "glPolygonMode");
if (filled && m_SmoothShading) {
static const GLfloat mat_specular[] = { 0.2, 0.2, 0.2, 1.0 };
static const GLfloat light_position[] = { -1.0, -1.0, -1.0, 0.0 };
static const GLfloat light_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
static const GLfloat light_diffuse[] = { 0.7, 0.7, 0.7, 1.0 };
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
}
void GLACanvas::DisableSmoothPolygons()
{
glPopAttrib();
}
void GLACanvas::PlaceNormal(const Vector3 &v)
{
// Add a normal (for polygons etc.)
glNormal3d(v.GetX(), v.GetY(), v.GetZ());
}
void GLACanvas::SetDataTransform()
{
// Set projection.
glMatrixMode(GL_PROJECTION);
CHECK_GL_ERROR("SetDataTransform", "glMatrixMode");
glLoadIdentity();
CHECK_GL_ERROR("SetDataTransform", "glLoadIdentity");
double aspect = double(y_size) / double(x_size);
GLdouble near_plane = 1.0;
if (m_Perspective) {
GLdouble lr = near_plane * tan(rad(25.0));
GLdouble far_plane = m_VolumeDiameter * 5 + near_plane; // FIXME: work out properly
GLdouble tb = lr * aspect;
glFrustum(-lr, lr, -tb, tb, near_plane, far_plane);
CHECK_GL_ERROR("SetViewportAndProjection", "glFrustum");
} else {
near_plane = 0.0;
assert(m_Scale != 0.0);
GLdouble lr = m_VolumeDiameter / m_Scale * 0.5;
GLdouble far_plane = m_VolumeDiameter + near_plane;
GLdouble tb = lr;
if (aspect >= 1.0) {
tb *= aspect;
} else {
lr /= aspect;
}
glOrtho(-lr, lr, -tb, tb, near_plane, far_plane);
CHECK_GL_ERROR("SetViewportAndProjection", "glOrtho");
}
// Set the modelview transform for drawing data.
glMatrixMode(GL_MODELVIEW);
CHECK_GL_ERROR("SetDataTransform", "glMatrixMode");
glLoadIdentity();
CHECK_GL_ERROR("SetDataTransform", "glLoadIdentity");
if (m_Perspective) {
glTranslated(0.0, 0.0, -near_plane);
} else {
glTranslated(0.0, 0.0, -0.5 * m_VolumeDiameter);
}
CHECK_GL_ERROR("SetDataTransform", "glTranslated");
// Get axes the correct way around (z upwards, y into screen)
glRotated(-90.0, 1.0, 0.0, 0.0);
CHECK_GL_ERROR("SetDataTransform", "glRotated");
glRotated(-m_Tilt, 1.0, 0.0, 0.0);
CHECK_GL_ERROR("SetDataTransform", "glRotated");
glRotated(m_Pan, 0.0, 0.0, 1.0);
CHECK_GL_ERROR("SetDataTransform", "glRotated");
if (m_Perspective) {
glTranslated(m_Translation.GetX(),
m_Translation.GetY(),
m_Translation.GetZ());
CHECK_GL_ERROR("SetDataTransform", "glTranslated");
}
if (z_stretch != 1.0) {
glScaled(1.0, 1.0, z_stretch);
CHECK_GL_ERROR("SetDataTransform", "glScaled");
}
// Save projection matrix.
glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix);
CHECK_GL_ERROR("SetDataTransform", "glGetDoublev");
// Save viewport coordinates.
glGetIntegerv(GL_VIEWPORT, viewport);
CHECK_GL_ERROR("SetDataTransform", "glGetIntegerv");
// Save modelview matrix.
glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix);
CHECK_GL_ERROR("SetDataTransform", "glGetDoublev");
if (!m_Perspective) {
// Adjust the translation so we don't change the Z position of the model
double X, Y, Z;
gluProject(m_Translation.GetX(),
m_Translation.GetY(),
m_Translation.GetZ(),
modelview_matrix, projection_matrix, viewport,
&X, &Y, &Z);
double Tx, Ty, Tz;
gluUnProject(X, Y, 0.5, modelview_matrix, projection_matrix, viewport,
&Tx, &Ty, &Tz);
glTranslated(Tx, Ty, Tz);
CHECK_GL_ERROR("SetDataTransform", "glTranslated");
glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix);
}
glEnable(GL_DEPTH_TEST);
CHECK_GL_ERROR("SetDataTransform", "glEnable GL_DEPTH_TEST");
if (m_Textured) {
glBindTexture(GL_TEXTURE_2D, m_Texture);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
CHECK_GL_ERROR("ToggleTextured", "glTexParameteri GL_TEXTURE_WRAP_S");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
CHECK_GL_ERROR("ToggleTextured", "glTexParameteri GL_TEXTURE_WRAP_T");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
CHECK_GL_ERROR("ToggleTextured", "glTexParameteri GL_TEXTURE_MAG_FILTER");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
CHECK_GL_ERROR("ToggleTextured", "glTexParameteri GL_TEXTURE_MIN_FILTER");
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
} else {
glDisable(GL_TEXTURE_2D);
}
if (m_Fog) {
glFogf(GL_FOG_START, near_plane);
glFogf(GL_FOG_END, near_plane + m_VolumeDiameter);
glEnable(GL_FOG);
} else {
glDisable(GL_FOG);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (m_AntiAlias) {
glEnable(GL_LINE_SMOOTH);
} else {
glDisable(GL_LINE_SMOOTH);
}
}
void GLACanvas::SetIndicatorTransform()
{
list_flags |= NEVER_CACHE;
// Set the modelview transform and projection for drawing indicators.
glDisable(GL_DEPTH_TEST);
CHECK_GL_ERROR("SetIndicatorTransform", "glDisable GL_DEPTH_TEST");
glDisable(GL_FOG);
CHECK_GL_ERROR("SetIndicatorTransform", "glDisable GL_FOG");
// Just a simple 2D projection.
glMatrixMode(GL_PROJECTION);
CHECK_GL_ERROR("SetIndicatorTransform", "glMatrixMode");
glLoadIdentity();
CHECK_GL_ERROR("SetIndicatorTransform", "glLoadIdentity (2)");
gluOrtho2D(0, x_size, 0, y_size);
CHECK_GL_ERROR("SetIndicatorTransform", "gluOrtho2D");
// No modelview transform.
glMatrixMode(GL_MODELVIEW);
CHECK_GL_ERROR("SetIndicatorTransform", "glMatrixMode");
glLoadIdentity();
CHECK_GL_ERROR("SetIndicatorTransform", "glLoadIdentity");
glDisable(GL_TEXTURE_2D);
CHECK_GL_ERROR("SetIndicatorTransform", "glDisable GL_TEXTURE_2D");
glDisable(GL_BLEND);
CHECK_GL_ERROR("SetIndicatorTransform", "glDisable GL_BLEND");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
CHECK_GL_ERROR("SetIndicatorTransform", "glTexParameteri GL_TEXTURE_WRAP_S");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
CHECK_GL_ERROR("SetIndicatorTransform", "glTexParameteri GL_TEXTURE_WRAP_T");
glAlphaFunc(GL_GREATER, 0.5f);
CHECK_GL_ERROR("SetIndicatorTransform", "glAlphaFunc");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECK_GL_ERROR("SetIndicatorTransform", "glTexParameteri GL_TEXTURE_MAG_FILTER");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CHECK_GL_ERROR("SetIndicatorTransform", "glTexParameteri GL_TEXTURE_MIN_FILTER");
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
CHECK_GL_ERROR("SetIndicatorTransform", "glHint");
}
void GLACanvas::FinishDrawing()
{
// Complete a redraw operation.
if (double_buffered) {
SwapBuffers();
} else {
glFlush();
CHECK_GL_ERROR("FinishDrawing", "glFlush");
}
}
void GLACanvas::DrawList(unsigned int l)
{
// FIXME: uncomment to disable use of lists for debugging:
// GenerateList(l); return;
if (l >= drawing_lists.size()) drawing_lists.resize(l + 1);
// We generate the OpenGL lists lazily to minimise delays on startup.
// So check if we need to generate the OpenGL list now.
if (drawing_lists[l].need_to_generate()) {
// Clear list_flags so that we can note what conditions to invalidate
// the cached OpenGL list on.
list_flags = 0;
#ifdef GLA_DEBUG
printf("generating list #%u... ", l);
m_Vertices = 0;
#endif
GenerateList(l);
#ifdef GLA_DEBUG
printf("done (%d vertices)\n", m_Vertices);
#endif
drawing_lists[l].finalise(list_flags);
}
if (!drawing_lists[l].DrawList()) {
// That list isn't cached (which means it probably can't usefully be
// cached).
GenerateList(l);
}
}
void GLACanvas::DrawListZPrepass(unsigned int l)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
DrawList(l);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_EQUAL);
DrawList(l);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
}
void GLACanvas::DrawList2D(unsigned int l, glaCoord x, glaCoord y, double rotation)
{
glMatrixMode(GL_PROJECTION);
CHECK_GL_ERROR("DrawList2D", "glMatrixMode");
glPushMatrix();
CHECK_GL_ERROR("DrawList2D", "glPushMatrix");
glTranslated(x, y, 0);
CHECK_GL_ERROR("DrawList2D", "glTranslated");
if (rotation != 0.0) {
glRotated(rotation, 0, 0, -1);
CHECK_GL_ERROR("DrawList2D", "glRotated");
}
DrawList(l);
glMatrixMode(GL_PROJECTION);
CHECK_GL_ERROR("DrawList2D", "glMatrixMode 2");
glPopMatrix();
CHECK_GL_ERROR("DrawList2D", "glPopMatrix");
}
void GLACanvas::SetColour(const GLAPen& pen, double rgb_scale)
{
// Set the colour for subsequent operations.
glColor4f(pen.GetRed() * rgb_scale, pen.GetGreen() * rgb_scale,
pen.GetBlue() * rgb_scale, alpha);
}
void GLACanvas::SetColour(const GLAPen& pen)
{
// Set the colour for subsequent operations.
glColor4d(pen.components[0], pen.components[1], pen.components[2], alpha);
}
void GLACanvas::SetColour(gla_colour colour, double rgb_scale)
{
// Set the colour for subsequent operations.
rgb_scale /= 255.0;
glColor4f(COLOURS[colour].r * rgb_scale,
COLOURS[colour].g * rgb_scale,
COLOURS[colour].b * rgb_scale,
alpha);
}
void GLACanvas::SetColour(gla_colour colour)
{
// Set the colour for subsequent operations.
if (alpha == 1.0) {
glColor3ubv(&COLOURS[colour].r);
} else {
glColor4ub(COLOURS[colour].r,
COLOURS[colour].g,
COLOURS[colour].b,
(unsigned char)(255 * alpha));
}
}
void GLACanvas::DrawText(glaCoord x, glaCoord y, glaCoord z, const wxString& str)
{
// Draw a text string on the current buffer in the current font.
glRasterPos3d(x, y, z);
CHECK_GL_ERROR("DrawText", "glRasterPos3d");
m_Font.write_string(str.data(), str.size());
}
void GLACanvas::DrawIndicatorText(int x, int y, const wxString& str)
{
glRasterPos2d(x, y);
CHECK_GL_ERROR("DrawIndicatorText", "glRasterPos2d");
m_Font.write_string(str.data(), str.size());
}
void GLACanvas::GetTextExtent(const wxString& str, int * x_ext, int * y_ext) const
{
m_Font.get_text_extent(str.data(), str.size(), x_ext, y_ext);
}
void GLACanvas::BeginQuadrilaterals()
{
// Commence drawing of quadrilaterals.
glBegin(GL_QUADS);
}
void GLACanvas::EndQuadrilaterals()
{
// Finish drawing of quadrilaterals.
glEnd();
CHECK_GL_ERROR("EndQuadrilaterals", "glEnd GL_QUADS");
}
void GLACanvas::BeginLines()
{
// Commence drawing of a set of lines.
glBegin(GL_LINES);
}
void GLACanvas::EndLines()
{
// Finish drawing of a set of lines.
glEnd();
CHECK_GL_ERROR("EndLines", "glEnd GL_LINES");
}
void GLACanvas::BeginTriangles()
{
// Commence drawing of a set of triangles.
glBegin(GL_TRIANGLES);
}
void GLACanvas::EndTriangles()
{
// Finish drawing of a set of triangles.
glEnd();
CHECK_GL_ERROR("EndTriangles", "glEnd GL_TRIANGLES");
}
void GLACanvas::BeginTriangleStrip()
{
// Commence drawing of a triangle strip.
glBegin(GL_TRIANGLE_STRIP);
}
void GLACanvas::EndTriangleStrip()
{
// Finish drawing of a triangle strip.
glEnd();
CHECK_GL_ERROR("EndTriangleStrip", "glEnd GL_TRIANGLE_STRIP");
}
void GLACanvas::BeginPolyline()
{
// Commence drawing of a polyline.
glBegin(GL_LINE_STRIP);
}
void GLACanvas::EndPolyline()
{
// Finish drawing of a polyline.
glEnd();
CHECK_GL_ERROR("EndPolyline", "glEnd GL_LINE_STRIP");
}
void GLACanvas::BeginPolyloop()
{
// Commence drawing of a polyloop.
glBegin(GL_LINE_LOOP);
}
void GLACanvas::EndPolyloop()
{
// Finish drawing of a polyloop.
glEnd();
CHECK_GL_ERROR("EndPolyloop", "glEnd GL_LINE_LOOP");
}
void GLACanvas::BeginPolygon()
{
// Commence drawing of a polygon.
glBegin(GL_POLYGON);
}
void GLACanvas::EndPolygon()
{
// Finish drawing of a polygon.
glEnd();
CHECK_GL_ERROR("EndPolygon", "glEnd GL_POLYGON");
}
void GLACanvas::BeginPoints()
{
// Commence drawing points.
glPushAttrib(GL_POINT_BIT);
CHECK_GL_ERROR("BeginPoints", "glPushAttrib");
glPointSize(3);
CHECK_GL_ERROR("BeginPoints", "glPointSize");
glBegin(GL_POINTS);
}
void GLACanvas::EndPoints()
{
// Finish drawing points.
glEnd();
CHECK_GL_ERROR("EndPoints", "glEnd GL_POINTS");
glPopAttrib();
CHECK_GL_ERROR("EndPoints", "glPopAttrib");
}
void GLACanvas::PlaceVertex(glaCoord x, glaCoord y, glaCoord z)
{
// Place a vertex for the current object being drawn.
#ifdef GLA_DEBUG
m_Vertices++;
#endif
glVertex3d(x, y, z);
}
void GLACanvas::PlaceVertex(glaCoord x, glaCoord y, glaCoord z,
glaTexCoord tex_x, glaTexCoord tex_y)
{
// Place a vertex for the current object being drawn.
#ifdef GLA_DEBUG
m_Vertices++;
#endif
glTexCoord2f(tex_x, tex_y);
glVertex3d(x, y, z);
}
void GLACanvas::PlaceIndicatorVertex(glaCoord x, glaCoord y)
{
// Place a vertex for the current indicator object being drawn.
PlaceVertex(x, y, 0.0);
}
void GLACanvas::BeginBlobs()
{
// Commence drawing of a set of blobs.
if (blob_method == SPRITE) {
glPushAttrib(GL_ENABLE_BIT|GL_POINT_BIT);
CHECK_GL_ERROR("BeginBlobs", "glPushAttrib");
glBindTexture(GL_TEXTURE_2D, m_BlobTexture);
CHECK_GL_ERROR("BeginBlobs", "glBindTexture");
glEnable(GL_ALPHA_TEST);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_ALPHA_TEST");
glPointSize(8);
CHECK_GL_ERROR("BeginBlobs", "glPointSize");
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
CHECK_GL_ERROR("BeginBlobs", "glTexEnvi GL_POINT_SPRITE");
glEnable(GL_TEXTURE_2D);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_TEXTURE_2D");
glEnable(GL_POINT_SPRITE);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_POINT_SPRITE");
glBegin(GL_POINTS);
} else if (blob_method == POINT) {
glPushAttrib(GL_ENABLE_BIT);
CHECK_GL_ERROR("BeginBlobs", "glPushAttrib");
glEnable(GL_ALPHA_TEST);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_ALPHA_TEST");
glEnable(GL_POINT_SMOOTH);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_POINT_SMOOTH");
glBegin(GL_POINTS);
} else {
glPushAttrib(GL_TRANSFORM_BIT|GL_VIEWPORT_BIT|GL_ENABLE_BIT);
CHECK_GL_ERROR("BeginBlobs", "glPushAttrib");
SetIndicatorTransform();
glEnable(GL_DEPTH_TEST);
CHECK_GL_ERROR("BeginBlobs", "glEnable GL_DEPTH_TEST");
glBegin(GL_LINES);
}
}
void GLACanvas::EndBlobs()
{
// Finish drawing of a set of blobs.
glEnd();
if (blob_method != LINES) {
CHECK_GL_ERROR("EndBlobs", "glEnd GL_POINTS");
} else {
CHECK_GL_ERROR("EndBlobs", "glEnd GL_LINES");
}
glPopAttrib();
CHECK_GL_ERROR("EndBlobs", "glPopAttrib");
}
void GLACanvas::DrawBlob(glaCoord x, glaCoord y, glaCoord z)
{
if (blob_method != LINES) {
// Draw a marker.
PlaceVertex(x, y, z);
} else {
double X, Y, Z;
if (!Transform(Vector3(x, y, z), &X, &Y, &Z)) {
printf("bad transform\n");
return;
}
// Stuff behind us (in perspective view) will get clipped,
// but we can save effort with a cheap check here.
if (Z <= 0) return;
X -= BLOB_DIAMETER * 0.5;
Y -= BLOB_DIAMETER * 0.5;
PlaceVertex(X, Y + 1, Z);
PlaceVertex(X, Y + (BLOB_DIAMETER - 1), Z);
for (int i = 1; i < (BLOB_DIAMETER - 1); ++i) {
PlaceVertex(X + i, Y, Z);
PlaceVertex(X + i, Y + BLOB_DIAMETER, Z);
}
PlaceVertex(X + (BLOB_DIAMETER - 1), Y + 1, Z);
PlaceVertex(X + (BLOB_DIAMETER - 1), Y + (BLOB_DIAMETER - 1), Z);
}
#ifdef GLA_DEBUG
m_Vertices++;
#endif
}
void GLACanvas::DrawBlob(glaCoord x, glaCoord y)
{
if (blob_method != LINES) {
// Draw a marker.
PlaceVertex(x, y, 0);
} else {
x -= BLOB_DIAMETER * 0.5;
y -= BLOB_DIAMETER * 0.5;
PlaceVertex(x, y + 1, 0);
PlaceVertex(x, y + (BLOB_DIAMETER - 1), 0);
for (int i = 1; i < (BLOB_DIAMETER - 1); ++i) {
PlaceVertex(x + i, y, 0);
PlaceVertex(x + i, y + BLOB_DIAMETER, 0);
}
PlaceVertex(x + (BLOB_DIAMETER - 1), y + 1, 0);
PlaceVertex(x + (BLOB_DIAMETER - 1), y + (BLOB_DIAMETER - 1), 0);
}
#ifdef GLA_DEBUG
m_Vertices++;
#endif
}
void GLACanvas::BeginCrosses()
{
// Plot crosses.
if (cross_method == SPRITE) {
list_flags |= NEVER_CACHE;
SetDataTransform();
glPushAttrib(GL_ENABLE_BIT|GL_POINT_BIT);
CHECK_GL_ERROR("BeginCrosses", "glPushAttrib");
glBindTexture(GL_TEXTURE_2D, m_CrossTexture);
CHECK_GL_ERROR("BeginCrosses", "glBindTexture");
glEnable(GL_ALPHA_TEST);
CHECK_GL_ERROR("BeginCrosses", "glEnable GL_ALPHA_TEST");
glPointSize(8);
CHECK_GL_ERROR("BeginCrosses", "glPointSize");
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
CHECK_GL_ERROR("BeginCrosses", "glTexEnvi GL_POINT_SPRITE");
glEnable(GL_TEXTURE_2D);
CHECK_GL_ERROR("BeginCrosses", "glEnable GL_TEXTURE_2D");
glEnable(GL_POINT_SPRITE);
CHECK_GL_ERROR("BeginCrosses", "glEnable GL_POINT_SPRITE");
glBegin(GL_POINTS);
} else {
// To get the crosses to appear at a constant size and orientation on
// screen, we plot them in the Indicator transform coordinates (which
// unfortunately means they can't be usefully put in an opengl display
// list).
glPushAttrib(GL_TRANSFORM_BIT|GL_VIEWPORT_BIT|GL_ENABLE_BIT);
CHECK_GL_ERROR("BeginCrosses", "glPushAttrib 2");
SetIndicatorTransform();
// Align line drawing to pixel centres to get pixel-perfect rendering
// (graphics card and driver bugs aside).
glTranslated(-0.5, -0.5, 0);
CHECK_GL_ERROR("BeginCrosses", "glTranslated");
glEnable(GL_DEPTH_TEST);
CHECK_GL_ERROR("BeginCrosses", "glEnable GL_DEPTH_TEST");
glBegin(GL_LINES);
}
}
void GLACanvas::EndCrosses()
{
glEnd();
if (cross_method == SPRITE) {
CHECK_GL_ERROR("EndCrosses", "glEnd GL_POINTS");
} else {
CHECK_GL_ERROR("EndCrosses", "glEnd GL_LINES");
}
glPopAttrib();
CHECK_GL_ERROR("EndCrosses", "glPopAttrib");
}
void GLACanvas::DrawCross(glaCoord x, glaCoord y, glaCoord z)
{
if (cross_method == SPRITE) {
// Draw a marker.
PlaceVertex(x, y, z);
} else {
double X, Y, Z;
if (!Transform(Vector3(x, y, z), &X, &Y, &Z)) {
printf("bad transform\n");
return;
}
// Stuff behind us (in perspective view) will get clipped,
// but we can save effort with a cheap check here.
if (Z <= 0) return;
// Round to integers before adding on the offsets for the
// cross arms to avoid uneven crosses.
X = rint(X);
Y = rint(Y);
// Need to extend lines by an extra pixel (which shouldn't get drawn by
// the diamond-exit rule).
PlaceVertex(X - 3, Y - 3, Z);
PlaceVertex(X + 4, Y + 4, Z);
PlaceVertex(X - 3, Y + 3, Z);
PlaceVertex(X + 4, Y - 4, Z);
}
#ifdef GLA_DEBUG
m_Vertices++;
#endif
}
void GLACanvas::DrawRing(glaCoord x, glaCoord y)
{
// Draw an unfilled circle of radius 4
// Round to integers to get an even ring.
x = rint(x);
y = rint(y);
glBegin(GL_LINE_LOOP);
PlaceIndicatorVertex(x + 3.5, y - 1.5);
PlaceIndicatorVertex(x + 1.5, y - 3.5);
PlaceIndicatorVertex(x - 1.5, y - 3.5);
PlaceIndicatorVertex(x - 3.5, y - 1.5);
PlaceIndicatorVertex(x - 3.5, y + 1.5);
PlaceIndicatorVertex(x - 1.5, y + 3.5);
PlaceIndicatorVertex(x + 1.5, y + 3.5);
PlaceIndicatorVertex(x + 3.5, y + 1.5);
glEnd();
CHECK_GL_ERROR("DrawRing", "glEnd GL_LINE_LOOP");
}
void GLACanvas::DrawRectangle(gla_colour fill, gla_colour edge,
glaCoord x0, glaCoord y0, glaCoord w, glaCoord h)
{
// Draw a filled rectangle with an edge in the indicator plane.
// (x0, y0) specify the bottom-left corner of the rectangle and (w, h) the
// size.
SetColour(fill);
BeginQuadrilaterals();
PlaceIndicatorVertex(x0, y0);
PlaceIndicatorVertex(x0 + w, y0);
PlaceIndicatorVertex(x0 + w, y0 + h);
PlaceIndicatorVertex(x0, y0 + h);
EndQuadrilaterals();
if (edge != fill) {
SetColour(edge);
BeginPolyline();
PlaceIndicatorVertex(x0, y0);
PlaceIndicatorVertex(x0 + w, y0);
PlaceIndicatorVertex(x0 + w, y0 + h);
PlaceIndicatorVertex(x0, y0 + h);
PlaceIndicatorVertex(x0, y0);
EndPolyline();
}
}
void
GLACanvas::DrawShadedRectangle(const GLAPen & fill_bot, const GLAPen & fill_top,
glaCoord x0, glaCoord y0,
glaCoord w, glaCoord h)
{
// Draw a graduated filled rectangle in the indicator plane.
// (x0, y0) specify the bottom-left corner of the rectangle and (w, h) the
// size.
glShadeModel(GL_SMOOTH);
CHECK_GL_ERROR("DrawShadedRectangle", "glShadeModel GL_SMOOTH");
BeginQuadrilaterals();
SetColour(fill_bot);
PlaceIndicatorVertex(x0, y0);
PlaceIndicatorVertex(x0 + w, y0);
SetColour(fill_top);
PlaceIndicatorVertex(x0 + w, y0 + h);
PlaceIndicatorVertex(x0, y0 + h);
EndQuadrilaterals();
glShadeModel(GL_FLAT);
CHECK_GL_ERROR("DrawShadedRectangle", "glShadeModel GL_FLAT");
}
void GLACanvas::DrawCircle(gla_colour edge, gla_colour fill,
glaCoord cx, glaCoord cy, glaCoord radius)
{
// Draw a filled circle with an edge.
SetColour(fill);
glMatrixMode(GL_MODELVIEW);
CHECK_GL_ERROR("DrawCircle", "glMatrixMode");
glPushMatrix();
CHECK_GL_ERROR("DrawCircle", "glPushMatrix");
glTranslated(cx, cy, 0.0);
CHECK_GL_ERROR("DrawCircle", "glTranslated");
assert(m_Quadric);
gluDisk(m_Quadric, 0.0, radius, 36, 1);
CHECK_GL_ERROR("DrawCircle", "gluDisk");
SetColour(edge);
gluDisk(m_Quadric, radius - 1.0, radius, 36, 1);
CHECK_GL_ERROR("DrawCircle", "gluDisk (2)");
glPopMatrix();
CHECK_GL_ERROR("DrawCircle", "glPopMatrix");
}
void GLACanvas::DrawSemicircle(gla_colour edge, gla_colour fill,
glaCoord cx, glaCoord cy,
glaCoord radius, glaCoord start)
{
// Draw a filled semicircle with an edge.
// The semicircle extends from "start" deg to "start"+180 deg (increasing
// clockwise, 0 deg upwards).
SetColour(fill);
glMatrixMode(GL_MODELVIEW);
CHECK_GL_ERROR("DrawSemicircle", "glMatrixMode");
glPushMatrix();
CHECK_GL_ERROR("DrawSemicircle", "glPushMatrix");
glTranslated(cx, cy, 0.0);
CHECK_GL_ERROR("DrawSemicircle", "glTranslated");
assert(m_Quadric);
gluPartialDisk(m_Quadric, 0.0, radius, 36, 1, start, 180.0);
CHECK_GL_ERROR("DrawSemicircle", "gluPartialDisk");
SetColour(edge);
gluPartialDisk(m_Quadric, radius - 1.0, radius, 36, 1, start, 180.0);
CHECK_GL_ERROR("DrawSemicircle", "gluPartialDisk (2)");
glPopMatrix();
CHECK_GL_ERROR("DrawSemicircle", "glPopMatrix");
}
void GLACanvas::EnableDashedLines()
{
// Enable dashed lines, and start drawing in them.
glLineStipple(1, 0x3333);
CHECK_GL_ERROR("EnableDashedLines", "glLineStipple");
glEnable(GL_LINE_STIPPLE);
CHECK_GL_ERROR("EnableDashedLines", "glEnable GL_LINE_STIPPLE");
}
void GLACanvas::DisableDashedLines()
{
glDisable(GL_LINE_STIPPLE);
CHECK_GL_ERROR("DisableDashedLines", "glDisable GL_LINE_STIPPLE");
}
bool GLACanvas::Transform(const Vector3 & v,
glaCoord* x_out, glaCoord* y_out, glaCoord* z_out) const
{
// Convert from data coordinates to screen coordinates.
// Perform the projection.
return gluProject(v.GetX(), v.GetY(), v.GetZ(),
modelview_matrix, projection_matrix, viewport,
x_out, y_out, z_out);
}
void GLACanvas::ReverseTransform(double x, double y,
glaCoord* x_out, glaCoord* y_out, glaCoord* z_out) const
{
// Convert from screen coordinates to data coordinates.
// Perform the projection.
gluUnProject(x, y, 0.0, modelview_matrix, projection_matrix, viewport,
x_out, y_out, z_out);
CHECK_GL_ERROR("ReverseTransform", "gluUnProject");
}
double GLACanvas::SurveyUnitsAcrossViewport() const
{
// Measure the current viewport in survey units, taking into account the
// current display scale.
assert(m_Scale != 0.0);
list_flags |= INVALIDATE_ON_SCALE;
double result = m_VolumeDiameter / m_Scale;
if (y_size < x_size) {
result = result * x_size / y_size;
}
return result;
}
void GLACanvas::ToggleSmoothShading()
{
m_SmoothShading = !m_SmoothShading;
}
void GLACanvas::ToggleTextured()
{
m_Textured = !m_Textured;
if (m_Textured && m_Texture == 0) {
glGenTextures(1, &m_Texture);
CHECK_GL_ERROR("ToggleTextured", "glGenTextures");
glBindTexture(GL_TEXTURE_2D, m_Texture);
CHECK_GL_ERROR("ToggleTextured", "glBindTexture");
::wxInitAllImageHandlers();
wxImage img;
wxString texture(wmsg_cfgpth());
texture += wxCONFIG_PATH_SEPARATOR;
texture += wxT("images");
texture += wxCONFIG_PATH_SEPARATOR;
texture += wxT("texture.png");
if (!img.LoadFile(texture, wxBITMAP_TYPE_PNG)) {
// FIXME
fprintf(stderr, "Couldn't load image.\n");
exit(1);
}
// Generate mipmaps.
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, // was GL_LUMINANCE
img.GetWidth(), img.GetHeight(),
GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
CHECK_GL_ERROR("ToggleTextured", "gluBuild2DMipmaps");
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CHECK_GL_ERROR("ToggleTextured", "glTexEnvi");
}
}
bool GLACanvas::SaveScreenshot(const wxString & fnm, wxBitmapType type) const
{
const int width = x_size;
const int height = y_size;
unsigned char *pixels = (unsigned char *)malloc(3 * width * (height + 1));
if (!pixels) return false;
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)pixels);
CHECK_GL_ERROR("SaveScreenshot", "glReadPixels");
unsigned char * tmp_row = pixels + 3 * width * height;
// We need to flip the image vertically - this approach should be more
// efficient than using wxImage::Mirror(false) as that creates a new
// wxImage object.
for (int y = height / 2 - 1; y >= 0; --y) {
unsigned char * upper = pixels + 3 * width * y;
unsigned char * lower = pixels + 3 * width * (height - y - 1);
memcpy(tmp_row, upper, 3 * width);
memcpy(upper, lower, 3 * width);
memcpy(lower, tmp_row, 3 * width);
}
// NB wxImage constructor calls free(pixels) for us.
wxImage grab(width, height, pixels);
return grab.SaveFile(fnm, type);
}
bool GLACanvas::CheckVisualFidelity(const unsigned char * target) const
{
unsigned char pixels[3 * 8 * 8];
if (double_buffered) {
glReadBuffer(GL_BACK);
CHECK_GL_ERROR("FirstShow", "glReadBuffer");
}
glReadPixels(x_size / 2 - 4, y_size / 2 - 5, 8, 8,
GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)pixels);
CHECK_GL_ERROR("CheckVisualFidelity", "glReadPixels");
if (double_buffered) {
glReadBuffer(GL_FRONT);
CHECK_GL_ERROR("FirstShow", "glReadBuffer");
}
#if 0
// Show what got drawn and what was expected for debugging.
for (int y = 0; y < 8; ++y) {
for (int x = 0; x < 8; ++x) {
int o = (y * 8 + x) * 3;
printf("%c", pixels[o] ? 'X' : '.');
}
printf(" ");
for (int x = 0; x < 8; ++x) {
int o = (y * 8 + x) * 3;
printf("%c", target[o] ? 'X' : '.');
}
printf("\n");
}
#endif
return (memcmp(pixels, target, sizeof(pixels)) == 0);
}
void GLACanvas::ReadPixels(int width, int height, unsigned char * buf) const
{
CHECK_GL_ERROR("ReadPixels", "glReadPixels");
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)buf);
}
void GLACanvas::PolygonOffset(bool on) const
{
if (on) {
glPolygonOffset(1.0, 1.0);
glEnable(GL_POLYGON_OFFSET_FILL);
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
}
}