1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251
|
////////////////////////////////////////////////////////////////////////
//
// Copyright (C) 2011-2024 The Octave Project Developers
//
// See the file COPYRIGHT.md in the top-level directory of this
// distribution or <https://octave.org/copyright/>.
//
// This file is part of Octave.
//
// Octave 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 3 of the License, or
// (at your option) any later version.
//
// Octave 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 Octave; see the file COPYING. If not, see
// <https://www.gnu.org/licenses/>.
//
////////////////////////////////////////////////////////////////////////
#if defined (HAVE_CONFIG_H)
# include "config.h"
#endif
#include "gl-select.h"
OCTAVE_BEGIN_NAMESPACE(octave)
void
opengl_selector::apply_pick_matrix ()
{
GLdouble p_matrix[16];
m_glfcns.glGetDoublev (GL_PROJECTION_MATRIX, p_matrix);
m_glfcns.glMatrixMode (GL_PROJECTION);
m_glfcns.glLoadIdentity ();
// The following block is equivalent to gluPickMatrix, but we avoid
// using glu functions so that we can call OpenGL functions through
// the QOpenGLFunctions class so that the OpenGL implementation may
// be selected dynamically.
Matrix viewport = get_viewport_scaled ();
if (m_size > 0)
{
m_glfcns.glTranslatef ((viewport(2) - 2 * (m_xp - viewport(0))) / m_size,
(viewport(3) - 2 * (m_yp - viewport(1))) / m_size, 0);
m_glfcns.glScalef (viewport(2) / m_size, viewport(3) / m_size, 1.0);
}
m_glfcns.glMultMatrixd (p_matrix);
m_glfcns.glMatrixMode (GL_MODELVIEW);
}
void
opengl_selector::setup_opengl_transformation (const axes::properties& props)
{
opengl_renderer::setup_opengl_transformation (props);
apply_pick_matrix ();
}
void
opengl_selector::init_marker (const std::string& m, double sz, float width)
{
opengl_renderer::init_marker (m, sz, width);
apply_pick_matrix ();
}
# define BUFFER_SIZE 128
graphics_object
opengl_selector::select (const graphics_object& ax, int x, int y, int flags)
{
m_glfcns.glEnable (GL_DEPTH_TEST);
m_glfcns.glDepthFunc (GL_LEQUAL);
m_xp = x;
m_yp = y;
GLuint select_buffer[BUFFER_SIZE];
m_glfcns.glSelectBuffer (BUFFER_SIZE, select_buffer);
m_glfcns.glRenderMode (GL_SELECT);
m_glfcns.glInitNames ();
m_object_map.clear ();
draw (ax);
int hits = m_glfcns.glRenderMode (GL_RENDER);
graphics_object obj;
if (hits > 0)
{
GLuint current_minZ = 0xffffffff;
GLuint current_name = 0xffffffff;
for (int i = 0, j = 0; i < hits && j < BUFFER_SIZE-3; i++)
{
GLuint n = select_buffer[j++],
minZ = select_buffer[j++];
j++; // skip maxZ
if (((flags & select_last) == 0 && (minZ <= current_minZ))
|| ((flags & select_last) != 0 && (minZ >= current_minZ)))
{
bool candidate = true;
GLuint name =
select_buffer[std::min (j + n, GLuint (BUFFER_SIZE)) - 1];
if ((flags & select_ignore_hittest) == 0)
{
graphics_object go = m_object_map[name];
if (! go.get_properties ().is_hittest ())
candidate = false;
}
if (candidate)
{
current_minZ = minZ;
current_name = name;
}
j += n;
}
else
j += n;
}
if (current_name != 0xffffffff)
obj = m_object_map[current_name];
}
else if (hits < 0)
warning ("opengl_selector::select: selection buffer overflow");
m_object_map.clear ();
return obj;
}
void
opengl_selector::draw (const graphics_object& go, bool toplevel)
{
GLuint name = m_object_map.size ();
m_object_map[name] = go;
m_glfcns.glPushName (name);
set_selecting (true);
opengl_renderer::draw (go, toplevel);
set_selecting (false);
m_glfcns.glPopName ();
}
void
opengl_selector::fake_text (double x, double y, double z, const Matrix& bbox,
bool use_scale)
{
ColumnVector xpos, xp1, xp2;
xpos = get_transform ().transform (x, y, z, use_scale);
xp1 = xp2 = xpos;
xp1(0) += bbox(0);
xp1(1) -= bbox(1);
xp2(0) += (bbox(0) + bbox(2));
xp2(1) -= (bbox(1) + bbox(3));
ColumnVector p1, p2, p3, p4;
p1 = get_transform ().untransform (xp1(0), xp1(1), xp1(2), false);
p2 = get_transform ().untransform (xp2(0), xp1(1), xp1(2), false);
p3 = get_transform ().untransform (xp2(0), xp2(1), xp1(2), false);
p4 = get_transform ().untransform (xp1(0), xp2(1), xp1(2), false);
m_glfcns.glBegin (GL_QUADS);
m_glfcns.glVertex3dv (p1.data ());
m_glfcns.glVertex3dv (p2.data ());
m_glfcns.glVertex3dv (p3.data ());
m_glfcns.glVertex3dv (p4.data ());
m_glfcns.glEnd ();
}
void
opengl_selector::draw_text (const text::properties& props)
{
if (props.get_string ().isempty ())
return;
Matrix pos = props.get_data_position ();
const Matrix bbox = props.get_extent_matrix ();
fake_text (pos(0), pos(1), pos.numel () > 2 ? pos(2) : 0.0, bbox);
}
Matrix
opengl_selector::render_text (const std::string& txt,
double x, double y, double z,
int halign, int valign, double rotation)
{
uint8NDArray pixels;
Matrix bbox (1, 4, 0.0);
// FIXME: probably more efficient to only compute bbox instead
// of doing full text rendering...
text_to_pixels (txt, pixels, bbox, halign, valign, rotation);
fake_text (x, y, z, bbox, false);
return bbox;
}
void
opengl_selector::draw_image (const image::properties& props)
{
Matrix xd = props.get_xdata ().matrix_value ();
octave_idx_type nc = props.get_cdata ().columns ();
double x_pix_size = (nc == 1 ? 1 : (xd(1) - xd(0)) / (nc - 1));
Matrix yd = props.get_ydata ().matrix_value ();
octave_idx_type nr = props.get_cdata ().rows ();
double y_pix_size = (nr == 1 ? 1 : (yd(1) - yd(0)) / (nr - 1));
ColumnVector p1(3, 0.0), p2(3, 0.0), p3(3, 0.0), p4(3, 0.0);
p1(0) = xd(0) - x_pix_size/2;
p1(1) = yd(0) - y_pix_size/2;
p2(0) = xd(1) + x_pix_size/2;
p2(1) = yd(0) - y_pix_size/2;
p3(0) = xd(1) + x_pix_size/2;
p3(1) = yd(1) + y_pix_size/2;
p4(0) = xd(0) - x_pix_size/2;
p4(1) = yd(1) + y_pix_size/2;
m_glfcns.glBegin (GL_QUADS);
m_glfcns.glVertex3dv (p1.data ());
m_glfcns.glVertex3dv (p2.data ());
m_glfcns.glVertex3dv (p3.data ());
m_glfcns.glVertex3dv (p4.data ());
m_glfcns.glEnd ();
}
OCTAVE_END_NAMESPACE(octave)
|