// rasterizes a geometry. void rasterize(const Geometry* geometry, const osg::Vec4& color, RenderFrame& frame, agg::rasterizer& ras, agg::renderer<agg::span_abgr32>& ren) { osg::Vec4 c = color; unsigned int a = (unsigned int)(127+(c.a()*255)/2); // scale alpha up agg::rgba8 fgColor( (unsigned int)(c.r()*255), (unsigned int)(c.g()*255), (unsigned int)(c.b()*255), a ); ras.filling_rule( agg::fill_even_odd ); ConstGeometryIterator gi( geometry ); while( gi.hasMore() ) { c = color; const Geometry* g = gi.next(); for( Geometry::const_iterator p = g->begin(); p != g->end(); p++ ) { const osg::Vec3d& p0 = *p; double x0 = frame.xf*(p0.x()-frame.xmin); double y0 = frame.yf*(p0.y()-frame.ymin); if ( p == g->begin() ) ras.move_to_d( x0, y0 ); else ras.line_to_d( x0, y0 ); } } ras.render(ren, fgColor); ras.reset(); }
void rasterizeCoverage(const Geometry* geometry, float value, RenderFrame& frame, agg::rasterizer& ras, agg::rendering_buffer& buffer) { ConstGeometryIterator gi( geometry ); while( gi.hasMore() ) { const Geometry* g = gi.next(); for( Geometry::const_iterator p = g->begin(); p != g->end(); p++ ) { const osg::Vec3d& p0 = *p; double x0 = frame.xf*(p0.x()-frame.xmin); double y0 = frame.yf*(p0.y()-frame.ymin); if ( p == g->begin() ) ras.move_to_d( x0, y0 ); else ras.line_to_d( x0, y0 ); } } agg::renderer<span_coverage32, float32> ren(buffer); ras.render(ren, value); ras.reset(); }
// rasterizes a geometry to color void rasterize(const Geometry* geometry, const osg::Vec4& color, RenderFrame& frame, agg::rasterizer& ras, agg::rendering_buffer& buffer) { unsigned a = (unsigned)(127.0f+(color.a()*255.0f)/2.0f); // scale alpha up agg::rgba8 fgColor = agg::rgba8( (unsigned)(color.r()*255.0f), (unsigned)(color.g()*255.0f), (unsigned)(color.b()*255.0f), a ); ConstGeometryIterator gi( geometry ); while( gi.hasMore() ) { const Geometry* g = gi.next(); for( Geometry::const_iterator p = g->begin(); p != g->end(); p++ ) { const osg::Vec3d& p0 = *p; double x0 = frame.xf*(p0.x()-frame.xmin); double y0 = frame.yf*(p0.y()-frame.ymin); if ( p == g->begin() ) ras.move_to_d( x0, y0 ); else ras.line_to_d( x0, y0 ); } } agg::renderer<agg::span_abgr32, agg::rgba8> ren(buffer); ras.render(ren, fgColor); ras.reset(); }
void draw_ellipse(agg::rasterizer& ras, double x, double y, double rx, double ry) { int i; ras.move_to_d(x + rx, y); // Here we have a fixed number of approximation steps, namely 360 // while in reality it's supposed to be smarter. for(i = 1; i < 360; i++) { double a = double(i) * 3.1415926 / 180.0; ras.line_to_d(x + cos(a) * rx, y + sin(a) * ry); } }
void draw_line(agg::rasterizer& ras, double x1, double y1, double x2, double y2, double width) { double dx = x2 - x1; double dy = y2 - y1; double d = sqrt(dx*dx + dy*dy); dx = width * (y2 - y1) / d; dy = width * (x2 - x1) / d; ras.move_to_d(x1 - dx, y1 + dy); ras.line_to_d(x2 - dx, y2 + dy); ras.line_to_d(x2 + dx, y2 - dy); ras.line_to_d(x1 + dx, y1 - dy); }