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/*
* Copyright 2008-2013 Steven Dalton
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @file gl_util.cc
* Helpful functions for OpenGL applications.
*/
/*
* David Gleich, Matt Rasmussen, Leonid Zhukov
* 6 April 2006
*/
#pragma once
#include <map>
#include <cusp/opengl/spy/gl_util.h>
namespace cusp
{
namespace opengl
{
namespace spy
{
/**
* Provide the height of a GLUT bitmap.
*
* This function is provided by the OpenGLUT and FreeGLUT libraries
* but it not in GLUT proper, here we add it...
*
* @param font the GLUT font identifier
* @return the height of the GLUT font in screen pixels.
*/
int glutBitmapHeight(void* font)
{
if (font == GLUT_BITMAP_HELVETICA_18)
{
return (14);
}
else if (font == GLUT_BITMAP_9_BY_15)
{
return (9);
}
else if (font == GLUT_BITMAP_8_BY_13)
{
return (8);
}
return (0);
}
/**
* Get the screen coordinates for a point in the world coordinates.
* This function works for the currently selected OpenGL
* context.
*
* @param wx x world coordinate
* @param wy y world coordinate
* @param x output x screen coordinate
* @param y output y screen coordinate
*/
void world_to_screen(float wx, float wy, int *x, int *y)
{
GLdouble window_x;
GLdouble window_y;
GLdouble window_z;
GLint viewport[4];
GLdouble modelmatrix[16], projmatrix[16];
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
gluProject(wx, wy, 0, modelmatrix, projmatrix, viewport, &window_x, &window_y, &window_z);
*x = int(window_x);
*y = int(window_y);
}
/**
* Convert screen coordinates into world/windows/opengl coordinates.
*
* This function works for the currently selected OpenGL
* context.
*
* @param wx output x world coordinate
* @param wy output y world coordinate
* @param x x screen coordinate
* @param y y screen coordinate
*/
void screen_to_world(int x, int y, double *wx, double *wy)
{
GLint viewport[4];
GLdouble modelmatrix[16], projmatrix[16];
// OpenGL y coordinate position
GLint realy;
// returned world x, y, z coords
GLdouble wz;
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
int height = glutGet(GLUT_WINDOW_HEIGHT);
// note viewport[3] is height of window in pixels
realy = viewport[3] - (GLint) y + (height-(viewport[3]-viewport[1]))-viewport[1];
gluUnProject((GLdouble)x, (GLdouble)realy, 0.0,
modelmatrix, projmatrix, viewport, wx, wy, &wz);
}
/**
* Get the 2d extents of the current screen in world coordinates.
*
* The points (x1,y1) and (x2,y2) enclose the viewable area.
*
* @param x1 the x coordinate of the world view, upper left of window
* @param y1 the y coordinate of the world view, upper left of window
* @param x2 the x coordinate of the world view, lower right of window
* @param y2 the y coordinate of the world view, lower right of window
*/
void world_extents(float &x1, float &y1, float &x2, float &y2)
{
GLint viewport[4];
GLdouble modelmatrix[16], projmatrix[16];
// OpenGL y coordinate position
GLint x,y;
GLint realy;
// returned world x, y, z coords
GLdouble wx,wy,wz;
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
int height = glutGet(GLUT_WINDOW_HEIGHT);
int width = glutGet(GLUT_WINDOW_WIDTH);
//
// compute the upper left corner
//
x = 0;
y = 0;
// note viewport[3] is height of window in pixels
realy = viewport[3] - (GLint) y + (height-(viewport[3]-viewport[1]))-viewport[1];
gluUnProject((GLdouble)x, (GLdouble)realy, 0.0,
modelmatrix, projmatrix, viewport, &wx, &wy, &wz);
x1 = (float)wx;
y1 = (float)wy;
//
// compute the lower right corner
//
x = width;
y = height;
// note viewport[3] is height of window in pixels
realy = viewport[3] - (GLint) y + (height-(viewport[3]-viewport[1]))-viewport[1];
gluUnProject((GLdouble)x, (GLdouble)realy, 0.0,
modelmatrix, projmatrix, viewport, &wx, &wy, &wz);
x2 = (float)wx;
y2 = (float)wy;
}
/**
* Scale distance (val) on the screen into world coordinates. This
* function aids finding the world-size of "one-pixel" objects,
* for example.
*
* This function works for the currently selected OpenGL
* context.
*
* @param val the size on the screen in pixels
* @return the world size of a val pixels on the screen
*/
float scale_to_world(float val)
{
GLdouble wx, wy, wx2, wy2;
screen_to_world(0, 0, &wx, &wy);
screen_to_world(0, int(val), &wx2, &wy2);
return float(wy2 - wy);
}
#ifndef GL_UTIL_GLUT_TEXT_FONT
#define GL_UTIL_GLUT_TEXT_FONT GLUT_BITMAP_HELVETICA_18
#endif // GL_UTIL_GLUT_TEXT_FONT
/**
* Draw a text string using GLUT.
*
* To change the DEFAULT font, simply define
* GL_UTIL_GLUT_TEXT_FONT
*
* @param x the x world coordinate of the text string
* @param y the y world coordinate of the text string
* @param string the string to draw
* @param font an optional parameter for the text font.
*/
void output_text_string(float x, float y, const char *string, void* font)
{
int len, i;
glRasterPos2f(x, y);
len = (int) strlen(string);
for (i = 0; i < len; i++)
{
glutBitmapCharacter(font, string[i]);
}
}
/**
* Get the screen extent of the text string with the current font.
*
* To change the DEFAULT font, simply define
* GL_UTIL_GLUT_TEXT_FONT
*
* @param width the width of the text rendering
* @param height the height of the text rendering
* @param string the string to draw
* @param font an optional parameter for the text font.
*/
void text_extends_screen(int *width, int *height, const char *string, void* font)
{
int w, h;
w = glutBitmapLength(font, (const unsigned char*)string);
h = glutBitmapHeight(font);
*width = w;
*height = h;
}
/**
* Get the world extent of the text string with the current font.
*
* To change the DEFAULT font, simply define
* GL_UTIL_GLUT_TEXT_FONT
*
* @param width the width of the text rendering
* @param height the height of the text rendering
* @param string the string to draw
* @param font an optional parameter for the text font.
*/
void text_extends_world(float *width, float *height, const char *string, void* font)
{
int w, h;
w = glutBitmapLength(font, (const unsigned char*)string);
h = glutBitmapHeight(font);
double ww,wh;
double wx0,wy0;
screen_to_world(0,0,&wx0, &wy0);
screen_to_world(w,h,&ww, &wh);
*width = (float)(ww-wx0);
*height = (float)(wh-wy0);
}
/**
* Draw a text string to the screen.
*
* This function provides a series of options about how to render a text
* string and is more useful than the output_text_string function.
*
* By default, the x and y coordinates are world coordinates, and not
* screen coordinates. Also, the flags specify the orientation
* of the string with respect to the point.
*
* GL_U_TEXT_WORLD_COORDS -- default, x and y are world coordinates
* GL_U_TEXT_SCREEN_COORDS -- x and y are screen coordinates
*
* GL_U_TEXT_LEFT_X -- default, x is the left horizatonal coordinate of the text string
* GL_U_TEXT_CENTER_X -- x is the center horizatonal coordinate of the text string
* GL_U_TEXT_RIGHT_X -- x is the right horizatonal coordinate of the text string
*
* GL_U_TEXT_BOTTOM_Y -- default, y is the bottom vertical coordinate of the text string
* GL_U_TEXT_CENTER_Y -- y is the center vertical coordinate of hte text string
* GL_U_TEXT_TOP_Y -- default, y is the top vertical coordinate of the text string
*
* @param x the x coordinate of the text string
* @param y the y coordinate of the text string
* @param string the text string
* @param flags how to interpret the text string
* @param font an optional parameter for the text font.
*/
void draw_text(float x, float y, const char *string, unsigned int flags, void* font)
{
float wx, wy;
// first, convert everything to screen coordinates
if (flags & GL_U_TEXT_SCREEN_COORDS)
{
double wx8, wy8;
screen_to_world((int)x, (int)y, &wx8, &wy8);
wx = (float)wx8;
wy = (float)wy8;
}
else
{
wx = x;
wy = y;
}
float str_wf, str_hf;
text_extends_world(&str_wf, &str_hf, string, font);
// adjust the screen coordinate based on the text alignment options
if (flags & GL_U_TEXT_CENTER_X)
{
wx -= str_wf/2.f;
}
else if (flags & GL_U_TEXT_RIGHT_X)
{
wx -= str_wf;
}
if (flags & GL_U_TEXT_CENTER_Y)
{
wy += str_hf/2.f;
}
else if (flags & GL_U_TEXT_TOP_Y)
{
wy += str_hf;
}
output_text_string(wx, wy, string, font);
}
static std::map<int, void*> gl_util_window_to_data;
/**
* Get the window data pointer for the glut window with window_id.
*
* This pointer must previously have been set, otherwise, you will
* get NULL returned.
*
* @param window_id the glut window_id
* @return the pointer previously registered with set_window_data
*/
void* get_window_data(int window_id)
{
return (gl_util_window_to_data[window_id]);
}
/**
* Set the window data pointer for a glut window.
*
* This function allows you to associate a pointer with a GLUT
* window based on the window id.
*
* An easy way to use this function is to keep each window
* as a class, and register the class "this" pointer as the window
* data. Then, you can always convert from a static callback
* to a class-specific call-back.
*
* @param window_id the glut window id
* @param data the data pointer
*/
void set_window_data(int window_id, void* data)
{
gl_util_window_to_data[window_id] = data;
}
} // end spy
} // end opengl
} // end cusp
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