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https://github.com/leozide/leocad
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267 lines
6.5 KiB
C++
267 lines
6.5 KiB
C++
// TR.cpp: implementation of the TiledRender class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "lc_global.h"
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#include <math.h>
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#include "tr.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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TiledRender::TiledRender()
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{
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m_TileWidth = 256;
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m_TileHeight = 256;
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m_TileBorder = 0;
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m_RowOrder = TR_BOTTOM_TO_TOP;
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m_CurrentTile = -1;
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m_ImageBuffer = 0;
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m_TileBuffer = 0;
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}
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TiledRender::~TiledRender()
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{
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}
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void TiledRender::TileSize(int width, int height, int border)
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{
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m_TileBorder = border;
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m_TileWidth = width;
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m_TileHeight = height;
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m_TileWidthNB = width - 2 * border;
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m_TileHeightNB = height - 2 * border;
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}
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void TiledRender::TileBuffer(TRenum format, TRenum type, void *image)
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{
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m_TileFormat = format;
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m_TileType = type;
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m_TileBuffer = image;
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}
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void TiledRender::ImageSize(int width, int height)
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{
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m_ImageWidth = width;
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m_ImageHeight = height;
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}
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void TiledRender::ImageBuffer(TRenum format, TRenum type, void *image)
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{
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m_ImageFormat = format;
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m_ImageType = type;
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m_ImageBuffer = image;
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}
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void TiledRender::RowOrder(TRenum order)
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{
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if (order == TR_TOP_TO_BOTTOM || order == TR_BOTTOM_TO_TOP)
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m_RowOrder = order;
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}
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int TiledRender::Get(TRenum param)
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{
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switch (param)
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{
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case TR_TILE_WIDTH:
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return m_TileWidth;
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case TR_TILE_HEIGHT:
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return m_TileHeight;
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case TR_TILE_BORDER:
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return m_TileBorder;
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case TR_IMAGE_WIDTH:
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return m_ImageWidth;
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case TR_IMAGE_HEIGHT:
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return m_ImageHeight;
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case TR_ROWS:
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return m_Rows;
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case TR_COLUMNS:
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return m_Columns;
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case TR_CURRENT_ROW:
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if (m_CurrentTile < 0)
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return -1;
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else
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return m_CurrentRow;
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case TR_CURRENT_COLUMN:
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if (m_CurrentTile < 0)
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return -1;
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else
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return m_CurrentColumn;
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case TR_CURRENT_TILE_WIDTH:
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return m_CurrentTileWidth;
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case TR_CURRENT_TILE_HEIGHT:
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return m_CurrentTileHeight;
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case TR_ROW_ORDER:
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return (int) m_RowOrder;
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default:
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return 0;
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}
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}
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void TiledRender::Ortho(double left, double right, double bottom, double top, double zNear, double zFar)
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{
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if (m_CurrentTile < 0)
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{
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m_Perspective = false;
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m_Left = left;
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m_Right = right;
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m_Bottom = bottom;
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m_Top = top;
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m_Near = zNear;
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m_Far = zFar;
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}
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}
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void TiledRender::Frustum(double left, double right, double bottom, double top, double zNear, double zFar)
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{
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if (m_CurrentTile < 0)
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{
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m_Perspective = true;
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m_Left = left;
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m_Right = right;
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m_Bottom = bottom;
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m_Top = top;
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m_Near = zNear;
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m_Far = zFar;
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}
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}
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void TiledRender::Perspective(double fovy, double aspect, double zNear, double zFar )
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{
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double xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * 3.14159265 / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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Frustum(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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void TiledRender::BeginTile()
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{
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GLint matrixMode;
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int tileWidth, tileHeight, border;
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double left, right, bottom, top;
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if (m_CurrentTile <= 0)
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{
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m_Columns = (m_ImageWidth + m_TileWidthNB - 1) / m_TileWidthNB;
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m_Rows = (m_ImageHeight + m_TileHeightNB - 1) / m_TileHeightNB;
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m_CurrentTile = 0;
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// Save user's viewport, will be restored after last tile rendered
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glGetIntegerv(GL_VIEWPORT, m_ViewportSave);
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}
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// which tile (by row and column) we're about to render
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if (m_RowOrder == TR_BOTTOM_TO_TOP)
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{
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m_CurrentRow = m_CurrentTile / m_Columns;
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m_CurrentColumn = m_CurrentTile % m_Columns;
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}
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else if (m_RowOrder==TR_TOP_TO_BOTTOM)
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{
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m_CurrentRow = m_Rows - (m_CurrentTile / m_Columns) - 1;
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m_CurrentColumn = m_CurrentTile % m_Columns;
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}
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border = m_TileBorder;
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// Compute actual size of this tile with border
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if (m_CurrentRow < m_Rows-1)
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tileHeight = m_TileHeight;
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else
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tileHeight = m_ImageHeight - (m_Rows-1) * (m_TileHeightNB) + 2 * border;
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if (m_CurrentColumn < m_Columns-1)
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tileWidth = m_TileWidth;
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else
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tileWidth = m_ImageWidth - (m_Columns-1) * (m_TileWidthNB) + 2 * border;
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// Save tile size, with border
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m_CurrentTileWidth = tileWidth;
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m_CurrentTileHeight = tileHeight;
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glViewport(0, 0, tileWidth, tileHeight); // tile size including border
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// save current matrix mode
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glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// compute projection parameters
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left = m_Left + (m_Right - m_Left)
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* (m_CurrentColumn * m_TileWidthNB - border) / m_ImageWidth;
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right = left + (m_Right - m_Left) * tileWidth / m_ImageWidth;
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bottom = m_Bottom + (m_Top - m_Bottom)
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* (m_CurrentRow * m_TileHeightNB - border) / m_ImageHeight;
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top = bottom + (m_Top - m_Bottom) * tileHeight / m_ImageHeight;
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if (m_Perspective)
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glFrustum(left, right, bottom, top, m_Near, m_Far);
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else
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glOrtho(left, right, bottom, top, m_Near, m_Far);
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// restore user's matrix mode
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glMatrixMode((GLenum)matrixMode);
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}
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int TiledRender::EndTile()
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{
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GLint prevRowLength, prevSkipRows, prevSkipPixels;
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// be sure OpenGL rendering is finished
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glFlush();
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// save current glPixelStore values
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glGetIntegerv(GL_PACK_ROW_LENGTH, &prevRowLength);
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glGetIntegerv(GL_PACK_SKIP_ROWS, &prevSkipRows);
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glGetIntegerv(GL_PACK_SKIP_PIXELS, &prevSkipPixels);
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if (m_TileBuffer)
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{
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int srcX = m_TileBorder;
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int srcY = m_TileBorder;
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int srcWidth = m_TileWidthNB;
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int srcHeight = m_TileHeightNB;
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glReadPixels(srcX, srcY, srcWidth, srcHeight,
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(GLenum)m_TileFormat, (GLenum)m_TileType, m_TileBuffer);
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}
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if (m_ImageBuffer)
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{
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int srcX = m_TileBorder;
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int srcY = m_TileBorder;
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int srcWidth = m_CurrentTileWidth - 2 * m_TileBorder;
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int srcHeight = m_CurrentTileHeight - 2 * m_TileBorder;
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int destX = m_TileWidthNB * m_CurrentColumn;
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int destY = m_TileHeightNB * m_CurrentRow;
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// setup pixel store for glReadPixels
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glPixelStorei(GL_PACK_ROW_LENGTH, m_ImageWidth);
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glPixelStorei(GL_PACK_SKIP_ROWS, destY);
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glPixelStorei(GL_PACK_SKIP_PIXELS, destX);
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// read the tile into the final image
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glReadPixels(srcX, srcY, srcWidth, srcHeight,
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(GLenum)m_ImageFormat, (GLenum)m_ImageType, m_ImageBuffer);
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}
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// restore previous glPixelStore values
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glPixelStorei(GL_PACK_ROW_LENGTH, prevRowLength);
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glPixelStorei(GL_PACK_SKIP_ROWS, prevSkipRows);
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glPixelStorei(GL_PACK_SKIP_PIXELS, prevSkipPixels);
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// increment tile counter, return 1 if more tiles left to render
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m_CurrentTile++;
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if (m_CurrentTile >= m_Rows * m_Columns)
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{
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// restore user's viewport
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glViewport(m_ViewportSave[0], m_ViewportSave[1],
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m_ViewportSave[2], m_ViewportSave[3]);
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m_CurrentTile = -1; // all done
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return 0;
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}
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else
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return 1;
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}
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