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/*************************************************************************
* Copyright (c) 2011 AT&T Intellectual Property
* All rights reserved. This program and the accompanying materials
* are made available under the terms of the Eclipse Public License v1.0
* which accompanies this distribution, and is available at
* https://www.eclipse.org/legal/epl-v10.html
*
* Contributors: Details at https://graphviz.org
*************************************************************************/
#include "config.h"
#include <glcomp/glutils.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <glcomp/glcompdefs.h>
/*transforms 2d windows location to 3d gl coords but depth is calculated unlike the previous function*/
void GetOGLPosRef(int x, int y, float *X, float *Y) {
double wwinZ;
double posX, posY;
int32_t viewport[4];
double modelview[16];
double projection[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
// draw a point to an unimportant location to get window coordinates
glColor4f(0.0f, 0.0f, 0.0f, 0.001f);
glBegin(GL_POINTS);
glVertex3f(-100.0f, -100.0f, 0.0f);
glEnd();
gluProject(-100.0, -100.0, 0.00, modelview, projection, viewport,
&(double){0}, &(double){0}, &wwinZ);
const double winX = x;
const double winY = (double)viewport[3] - y;
gluUnProject(winX, winY, wwinZ, modelview, projection, viewport, &posX,
&posY, &(double){0}); // ignore Z that the caller does not need
*X = (float) posX;
*Y = (float) posY;
}
double GetOGLDistance(double l) {
double wwinZ;
double posX;
double posXX;
int32_t viewport[4];
double modelview[16];
double projection[16];
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
// draw a point to an unimportant location to get window coordinates
glColor4f(0.0f, 0.0f, 0.0f, 0.001f);
glBegin(GL_POINTS);
glVertex3f(10.0f, 10.0f, 1.0f);
glEnd();
gluProject(10.0, 10.0, 1.0, modelview, projection, viewport, &(double){0},
&(double){0}, &wwinZ);
double x = 50.0;
const double y = 50.0;
double winX = x;
double winY = viewport[3] - y;
gluUnProject(winX, winY, wwinZ, modelview, projection, viewport, &posX,
&(double){0}, &(double){0});
x += l;
winX = x;
winY = viewport[3] - y;
gluUnProject(winX, winY, wwinZ, modelview, projection, viewport,
&posXX, &(double){0}, &(double){0});
return posXX - posX;
}
/*
functions def: returns opengl coordinates of first hit object by using screen coordinates
x,y; 2D screen coordinates (usually received from mouse events
X,Y,Z; pointers to coordinates values to be calculated
return value: no return value
*/
void to3D(int x, int y, float *X, float *Y, float *Z) {
int const WIDTH = 20;
int32_t viewport[4];
double modelview[16];
double projection[16];
float winZ[400];
double posX, posY, posZ;
int idx;
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
const double winX = x;
const double winY = (double)viewport[3] - y;
glReadPixels(x - WIDTH / 2, (int) winY - WIDTH / 2, WIDTH, WIDTH,
GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
float comp = -9999999;
for (idx = 0; idx < WIDTH * WIDTH; idx++) {
if (winZ[idx] > comp && winZ[idx] < 1)
comp = winZ[idx];
}
gluUnProject(winX, winY, comp, modelview, projection, viewport, &posX,
&posY, &posZ);
*X = (float)posX;
*Y = (float)posY;
*Z = (float)posZ;
}
#include <math.h>
static glCompPoint sub(glCompPoint p, glCompPoint q)
{
return (glCompPoint){.x = p.x - q.x, .y = p.y - q.y, .z = p.z - q.z};
}
static double dot(glCompPoint p, glCompPoint q)
{
return p.x * q.x + p.y * q.y + p.z * q.z;
}
static double len(glCompPoint p)
{
return sqrt(dot(p, p));
}
static glCompPoint blend(glCompPoint p, glCompPoint q, float m)
{
glCompPoint r;
r.x = p.x + m * (q.x - p.x);
r.y = p.y + m * (q.y - p.y);
r.z = p.z + m * (q.z - p.z);
return r;
}
static double dist(glCompPoint p, glCompPoint q)
{
return len(sub(p, q));
}
/*
* Given a line segment determined by two points a and b, and a 3rd point p,
* return the distance between the point and the segment.
* If the perpendicular from p to the line a-b is outside of the segment,
* return the distance to the closer of a or b.
*/
double point_to_lineseg_dist(glCompPoint p, glCompPoint a, glCompPoint b)
{
float U;
glCompPoint q;
glCompPoint ba = sub(b, a);
glCompPoint pa = sub(p, a);
U = (float) (dot(pa, ba) / dot(ba, ba));
if (U > 1)
q = b;
else if (U < 0)
q = a;
else
q = blend(a, b, U);
return dist(p, q);
}
void glCompCalcWidget(glCompCommon * parent, glCompCommon * child,
glCompCommon * ref)
{
/*check alignments first , alignments overrides anchors */
float borderWidth;
ref->height = child->height;
ref->width = child->width;
if(!parent)
{
child->refPos.x = child->pos.x;
child->refPos.y = child->pos.y;
return;
}
borderWidth = parent->borderWidth;
if (child->align != glAlignNone) //if alignment, make sure width and height is no greater than parent
{
if (child->width > parent->width)
ref->width = parent->width - 2.0f *borderWidth;
if (child->height > parent->height)
ref->height = parent->height - 2.0f *borderWidth;;
}
ref->pos.x = parent->refPos.x + ref->pos.x + borderWidth;
ref->pos.y = parent->refPos.y + ref->pos.y + borderWidth;
switch (child->align) {
case glAlignLeft:
ref->pos.x = parent->refPos.x + borderWidth;
ref->pos.y = parent->refPos.y + borderWidth;
ref->height = parent->height - 2.0f * borderWidth;
break;
case glAlignRight:
ref->pos.x =
parent->refPos.x + parent->width - child->width - borderWidth;
ref->pos.y = parent->refPos.y + borderWidth;
ref->height = parent->height - 2.0f * borderWidth;
break;
case glAlignTop:
ref->pos.y =
parent->refPos.y + parent->height - child->height -
borderWidth;
ref->pos.x = parent->refPos.x;
ref->width = parent->width - 2.0f * borderWidth;
break;
case glAlignBottom:
ref->pos.y = parent->refPos.y + borderWidth;
ref->pos.x = parent->refPos.x + borderWidth;
ref->width = parent->width - 2.0f * borderWidth;
break;
case glAlignParent:
ref->pos.y = parent->refPos.y + borderWidth;
ref->pos.x = parent->refPos.x + borderWidth;;
ref->width = parent->width - 2.0f * borderWidth;;
ref->height = parent->height - 2.0f * borderWidth;
break;
case glAlignCenter:
case glAlignNone:
break;
}
if (child->align == glAlignNone) // No alignment, check anchors
{
ref->pos.x = parent->refPos.x + child->pos.x + borderWidth;
ref->pos.y = parent->refPos.y + child->pos.y + borderWidth;
if (child->anchor.leftAnchor)
ref->pos.x =
parent->refPos.x + child->anchor.left + borderWidth;
if (child->anchor.bottomAnchor)
ref->pos.y =
parent->refPos.y + child->anchor.bottom + borderWidth;
if (child->anchor.topAnchor)
ref->height =
parent->refPos.y + parent->height - ref->pos.y -
child->anchor.top - borderWidth;
if (child->anchor.rightAnchor)
ref->width =
parent->refPos.x + parent->width - ref->pos.x -
child->anchor.right - borderWidth;
}
child->refPos.x = ref->pos.x;
child->refPos.y = ref->pos.y;
child->width = ref->width;
child->height = ref->height;
}
static void glCompQuadVertex(glCompPoint p0, glCompPoint p1, glCompPoint p2,
glCompPoint p3) {
glVertex3f(p0.x, p0.y, p0.z);
glVertex3f(p1.x, p1.y, p1.z);
glVertex3f(p2.x, p2.y, p2.z);
glVertex3f(p3.x, p3.y, p3.z);
}
void glCompSetColor(glCompColor c) { glColor4d(c.R, c.G, c.B, c.A); }
void glCompDrawRectangle(glCompRect * r)
{
glBegin(GL_QUADS);
glVertex3f(r->pos.x, r->pos.y, r->pos.z);
glVertex3f(r->pos.x + r->w, r->pos.y, r->pos.z);
glVertex3f(r->pos.x + r->w, r->pos.y + r->h, r->pos.z);
glVertex3f(r->pos.x, r->pos.y + r->h, r->pos.z);
glEnd();
}
void glCompDrawRectPrism(glCompPoint p, float w, float h, float b,
glCompColor c, bool bumped) {
const float d = 0.01f;
float color_fac = 1.0f / 1.3f;
float dim = 1;
if (!bumped) {
color_fac = 1.3f;
b -= 2;
dim = 0.5;
}
const glCompPoint A = {.x = p.x, .y = p.y, .z = p.z };
const glCompPoint B = {.x = p.x + w, .y = p.y, .z = p.z };
const glCompPoint C = {.x = p.x + w, .y = p.y + h, .z = p.z };
const glCompPoint D = {.x = p.x, .y = p.y + h, .z = p.z };
const glCompPoint G = {.x = p.x + b, .y = p.y + b, .z = p.z + d};
const glCompPoint H = {.x = p.x + w - b, .y = p.y + b, .z = p.z + d};
const glCompPoint E = {.x = p.x + b, .y = p.y + h - b, .z = p.z + d};
const glCompPoint F = {.x = p.x + w - b, .y = p.y + h - b, .z = p.z + d};
glBegin(GL_QUADS);
glColor4d(c.R * dim, c.G * dim, c.B * dim, c.A);
glCompQuadVertex(G, H, F, E);
glColor4d(c.R * color_fac * dim, c.G * color_fac * dim,
c.B * color_fac * dim, c.A);
glCompQuadVertex(A, B, H, G);
glCompQuadVertex(B, H, F, C);
glColor4d(c.R / color_fac * dim, c.G / color_fac * dim,
c.B / color_fac * dim, c.A);
glCompQuadVertex(A, G, E, D);
glCompQuadVertex(E, F, C, D);
glEnd();
}
double distBetweenPts(glCompPoint A, glCompPoint B, double R) {
double rv = (A.x - B.x) * (A.x - B.x) + (A.y - B.y) * (A.y - B.y) + (A.z - B.z) * (A.z - B.z);
rv = sqrt(rv);
if (rv <=R)
return 0;
return rv;
}
int is_point_in_rectangle(float X, float Y, float RX, float RY, float RW,float RH)
{
if (X >= RX && X <= RX + RW && Y >= RY && Y <= RY + RH)
return 1;
else
return 0;
}
/**
* @dir lib/glcomp
* @brief OpenGL GUI for cmd/smyrna
*/
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