void Render::draw(Camera *camera, Container& container)
        {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glUseProgram(shader->getProgramID());

            glEnableVertexAttribArray(0);
            glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            //glEnableVertexAttribArray(1);
            //glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
            //glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            glEnableVertexAttribArray(2);
            glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
            glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            glUniformMatrix4fv(camera->get_projection_location(), 1, GL_FALSE, camera->get_projection_matrix());
            glUniformMatrix4fv(camera->get_view_location(), 1, GL_FALSE, camera->get_view_matrix());
            glUniformMatrix4fv(camera->get_model_location(), 1, GL_FALSE, camera->get_model_matrix());

            drawGrid();
            drawContainer(container, camera);
            drawLayers(container.getLayers(), camera);

            glDisableVertexAttribArray(0);
            glDisableVertexAttribArray(1);
            glDisableVertexAttribArray(2);
        }
void PivDisplay::displayCurrent()
{
    // Drawing either A or B image as defined in the DataContainer object: filedata
    if (filedata->isCurrentA()) currentFileName = filedata->currentData().imageA();
    else currentFileName = filedata->currentData().imageB();
    drawLayers();
}
void PivDisplay::vectorsToggled(bool isTrue)
{
    if (isTrue) vectorsActive = true;
    else
    {
        vectorsActive = false;
        if (vectorsDrawn) itemPaint->removeVectors();
    }
    drawLayers();
}
Esempio n. 4
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void FindCanvas::drawLayers(LayerAndroid* layer) {
#if USE(ACCELERATED_COMPOSITING)
    SkPicture* picture = layer->picture();
    if (picture) {
        setLayerId(layer->uniqueId());
        drawPicture(*picture);
    }
    for (int i = 0; i < layer->countChildren(); i++)
        drawLayers(layer->getChild(i));
#endif
}
Esempio n. 5
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void  GraphicEngine::draw()
{
  (*_layerRefresh)[_cord->get("layer.w")] = false;
  (*_layerRefresh)[_cord->get("layer.w") - 1] = false;
  for (_layerPos.x = 0; _layerPos.x < _layerPos.h; _layerPos.x++)
  {
    if ((*_layerRefresh)[_layerPos.x] == false)
    {
      _cord->set("layer", _layerPos.x);
      (*_layers)[_layerPos.x]->clear(sf::Color(0, 0, 0, 0));
      renderLayers();
      (*_layerRefresh)[_layerPos.x] = true;
    }
  }
  _renderEnv->draw();
  drawLayers();
  _renderInter->draw();
  _stp++;
}
Esempio n. 6
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// アニメ再生中
void AnimeGLWidget::drawLayers_Anime()
{
    ObjectModel *pModel = m_pEditData->getObjectModel();

    ObjectItem *pItem = pModel->getObject(m_pEditData->getSelIndex());
    if (!pItem)
    {
        return;
    }

    if (m_pSetting->getUseZSort())
    {
        m_drawList.clear();
    }
    drawLayers(pItem);

    if (m_pSetting->getUseZSort())
    {
        sortDrawList();
        drawList();
    }
}
void PivDisplay::vectorsChanged()
{
    drawLayers();
}
void PivDisplay::maskToggled(bool isTrue)
{
    if (isTrue) maskActive = true;
    else maskActive = false;
    drawLayers();
}
Esempio n. 9
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// called from View::Draw
int Model::draw (vector<Gtk::TreeModel::Path> &iter)
{
  vector<Shape*> sel_shapes;
  vector<Matrix4d> transforms;
  objtree.get_selected_shapes(iter, sel_shapes, transforms);

  gint index = 1; // pick/select index. matches computation in update_model()

  Vector3d printOffset = settings.Hardware.PrintMargin;
  if(settings.RaftEnable)
    printOffset += Vector3d(settings.Raft.Size, settings.Raft.Size, 0);
  Vector3d translation = objtree.transform3D.getTranslation();
  Vector3d offset = printOffset + translation;

  // Add the print offset to the drawing location of the STL objects.
  glTranslatef(offset.x(),offset.y(),offset.z());

  glPushMatrix();
  glMultMatrixd (&objtree.transform3D.transform.array[0]);

  // draw preview shapes and nothing else
  if (settings.Display.PreviewLoad)
    if (preview_shapes.size() > 0) {
      offset = GetViewCenter();
      glTranslatef( offset.x(), offset.y(), offset.z());
      for (uint i = 0; i < preview_shapes.size(); i++) {
	glPushMatrix();
	glMultMatrixd (&preview_shapes[i]->transform3D.transform.array[0]);
	offset = -preview_shapes[i]->Center;
	glTranslatef(offset.x(), offset.y(), -offset.z());
	preview_shapes[i]->draw (settings, false, 20000);
	glPopMatrix();
      }
      glPopMatrix();
      glPopMatrix();
      return 0;
    }

  for (uint i = 0; i < objtree.Objects.size(); i++) {
    TreeObject *object = objtree.Objects[i];
    index++;

    glPushMatrix();
    glMultMatrixd (&object->transform3D.transform.array[0]);
    for (uint j = 0; j < object->shapes.size(); j++) {
      Shape *shape = object->shapes[j];
      glLoadName(index); // Load select/pick index
      index++;
      glPushMatrix();
      glMultMatrixd (&shape->transform3D.transform.array[0]);

      bool is_selected = false;
      for (uint s = 0; s < sel_shapes.size(); s++)
	if (sel_shapes[s] == shape)
	  is_selected = true;

      // this is slow for big shapes
      if (is_selected) {
	if (!shape->slow_drawing && shape->dimensions()>2) {
	  // Enable stencil buffer when we draw the selected object.
	  glEnable(GL_STENCIL_TEST);
	  glStencilFunc(GL_ALWAYS, 1, 1);
	  glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);

	  shape->draw (settings);

	  if (!settings.Display.DisplayPolygons) {
	    // If not drawing polygons, need to draw the geometry
	    // manually, but invisible, to set up the stencil buffer
	    glEnable(GL_CULL_FACE);
	    glEnable(GL_DEPTH_TEST);
	    glEnable(GL_BLEND);
	    // Set to not draw anything, and not update depth buffer
	    glDepthMask(GL_FALSE);
	    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

	    shape->draw_geometry();

	    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	    glDepthMask(GL_TRUE);
	  }

	  // draw highlight around selected object
	  glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
	  glLineWidth(3.0);
	  glEnable (GL_POLYGON_OFFSET_LINE);

	  glDisable (GL_CULL_FACE);
	  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	  glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
	  glStencilFunc(GL_NOTEQUAL, 1, 1);
	  glEnable(GL_DEPTH_TEST);

	  shape->draw_geometry();

	  glEnable (GL_CULL_FACE);
	  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	  glDisable(GL_STENCIL_TEST);
	  glDisable(GL_POLYGON_OFFSET_LINE);
	}
	else shape->draw (settings, true);
      }
      else {
	shape->draw (settings, false);
      }
      // draw support triangles
      if (settings.Slicing.Support) {
	glColor4f(0.8f,0.f,0.f,0.5f);
	vector<Triangle> suppTr =
	  shape->trianglesSteeperThan(settings.Slicing.SupportAngle*M_PI/180.);
	for (uint i=0; i < suppTr.size(); i++)
	  suppTr[i].draw(GL_TRIANGLES);
      }
      glPopMatrix();
      if(settings.Display.DisplayBBox)
	shape->drawBBox();
     }
    glPopMatrix();
  }
  glPopMatrix();
  glLoadName(0); // Clear selection name to avoid selecting last object with later rendering.

  // draw total bounding box
  if(settings.Display.DisplayBBox)
    {
      // Draw bbox
      glDisable(GL_DEPTH_TEST);
      glLineWidth(1);
      glColor3f(1,0,0);
      glBegin(GL_LINE_LOOP);
      glVertex3f(Min.x(), Min.y(), Min.z());
      glVertex3f(Min.x(), Max.y(), Min.z());
      glVertex3f(Max.x(), Max.y(), Min.z());
      glVertex3f(Max.x(), Min.y(), Min.z());
      glEnd();
      glBegin(GL_LINE_LOOP);
      glVertex3f(Min.x(), Min.y(), Max.z());
      glVertex3f(Min.x(), Max.y(), Max.z());
      glVertex3f(Max.x(), Max.y(), Max.z());
      glVertex3f(Max.x(), Min.y(), Max.z());
      glEnd();
      glBegin(GL_LINES);
      glVertex3f(Min.x(), Min.y(), Min.z());
      glVertex3f(Min.x(), Min.y(), Max.z());
      glVertex3f(Min.x(), Max.y(), Min.z());
      glVertex3f(Min.x(), Max.y(), Max.z());
      glVertex3f(Max.x(), Max.y(), Min.z());
      glVertex3f(Max.x(), Max.y(), Max.z());
      glVertex3f(Max.x(), Min.y(), Min.z());
      glVertex3f(Max.x(), Min.y(), Max.z());
      glEnd();
      glColor3f(1,0.6,0.6);
      ostringstream val;
      val.precision(1);
      Vector3d pos;
      val << fixed << (Max.x()-Min.x());
      pos = Vector3d((Max.x()+Min.x())/2.,Min.y(),Max.z());
      drawString(pos,val.str());
      val.str("");
      val << fixed << (Max.y()-Min.y());
      pos = Vector3d(Min.x(),(Max.y()+Min.y())/2.,Max.z());
      drawString(pos,val.str());
      val.str("");
      val << fixed << (Max.z()-Min.z());
      pos = Vector3d(Min.x(),Min.y(),(Max.z()+Min.z())/2.);
      drawString(pos,val.str());
    }
  int drawnlayer = -1;
  if(settings.Display.DisplayLayer) {
    drawnlayer = drawLayers(settings.Display.LayerValue,
			    offset, false);
  }
  if(settings.Display.DisplayGCode && gcode.size() == 0) {
    // preview gcode if not calculated yet
    if ( m_previewGCode.size() != 0 ||
	 ( layers.size() == 0 && gcode.commands.size() == 0 ) ) {
      Vector3d start(0,0,0);
      const double thickness = settings.Hardware.LayerThickness;
      const double z = settings.Display.GCodeDrawStart + thickness/2;
      const int LayerCount = (int)ceil(Max.z()/thickness)-1;
      const uint LayerNo = (uint)ceil(settings.Display.GCodeDrawStart*(LayerCount-1));
      if (z != m_previewGCode_z) {
	Layer * previewGCodeLayer = calcSingleLayer(z, LayerNo, thickness, true, true);
	if (previewGCodeLayer) {
	  vector<Command> commands;
	  previewGCodeLayer->MakeGcode(start, commands, 0, settings);
	  GCodeState state(m_previewGCode);
	  m_previewGCode.clear();
	  state.AppendCommands(commands, settings.Slicing.RelativeEcode);
	  m_previewGCode_z = z;
	}
      }
      glDisable(GL_DEPTH_TEST);
      m_previewGCode.drawCommands(settings, 1, m_previewGCode.commands.size(), true, 2,
				  settings.Display.DisplayGCodeArrows,
				  settings.Display.DisplayGCodeBorders);
    }
  }
  return drawnlayer;
}
void LayerRendererChromium::updateAndDrawLayers()
{
    // FIXME: use the frame begin time from the overall compositor scheduler.
    // This value is currently inaccessible because it is up in Chromium's
    // RenderWidget.
    m_headsUpDisplay->onFrameBegin(currentTime());
    ASSERT(m_hardwareCompositing);

    if (!m_rootLayer)
        return;

    updateRootLayerContents();

    // Recheck that we still have a root layer. This may become null if
    // compositing gets turned off during a paint operation.
    if (!m_rootLayer)
        return;

    {
        TRACE_EVENT("LayerRendererChromium::synchronizeTrees", this, 0);
        m_rootCCLayerImpl = TreeSynchronizer::synchronizeTrees(m_rootLayer.get(), m_rootCCLayerImpl.get());
    }

    LayerList renderSurfaceLayerList;

    updateLayers(renderSurfaceLayerList);

    // Before drawLayers:
    if (hardwareCompositing() && m_contextSupportsLatch) {
        // FIXME: The multithreaded compositor case will not work as long as
        // copyTexImage2D resolves to the parent texture, because the main
        // thread can execute WebGL calls on the child context at any time,
        // potentially clobbering the parent texture that is being renderered
        // by the compositor thread.
        if (m_childContextsWereCopied) {
            Extensions3DChromium* parentExt = static_cast<Extensions3DChromium*>(m_context->getExtensions());
            // For each child context:
            //   glWaitLatch(Offscreen->Compositor);
            ChildContextMap::iterator i = m_childContexts.begin();
            for (; i != m_childContexts.end(); ++i) {
                Extensions3DChromium* childExt = static_cast<Extensions3DChromium*>(i->first->getExtensions());
                GC3Duint latchId;
                childExt->getChildToParentLatchCHROMIUM(&latchId);
                parentExt->waitLatchCHROMIUM(latchId);
            }
        }
        // Reset to false to indicate that we have consumed the dirty child
        // contexts' parent textures. (This is only useful when the compositor
        // is multithreaded.)
        m_childContextsWereCopied = false;
    }

    drawLayers(renderSurfaceLayerList);

    m_textureManager->unprotectAllTextures();

    // After drawLayers:
    if (hardwareCompositing() && m_contextSupportsLatch) {
        Extensions3DChromium* parentExt = static_cast<Extensions3DChromium*>(m_context->getExtensions());
        // For each child context:
        //   glSetLatch(Compositor->Offscreen);
        ChildContextMap::iterator i = m_childContexts.begin();
        for (; i != m_childContexts.end(); ++i) {
            Extensions3DChromium* childExt = static_cast<Extensions3DChromium*>(i->first->getExtensions());
            GC3Duint latchId;
            childExt->getParentToChildLatchCHROMIUM(&latchId);
            parentExt->setLatchCHROMIUM(latchId);
        }
    }

    if (isCompositingOffscreen())
        copyOffscreenTextureToDisplay();
}
Esempio n. 11
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void AnimeGLWidget::drawLayers(ObjectItem *pLayerItem)
{
    int selFrame = m_pEditData->getSelectFrame();
    int flag = pLayerItem->data(Qt::CheckStateRole).toInt();
    if (m_pEditData->getObjectModel()->isLayer(pLayerItem->getIndex()) && (flag & ObjectItem::kState_Disp))
    {
        FrameData d;
        bool valid;
        d = pLayerItem->getDisplayFrameData(selFrame, &valid);
        if (valid)
        {
            QMatrix4x4 mat = pLayerItem->getDisplayMatrix(selFrame);
            if (m_pSetting->getUseZSort())
            {
                DRAW_FRAMEDATA draw;
                draw.mat = mat;
                draw.data = d;

                if (m_pSetting->getDrawFrame() && !m_pEditData->isExportPNG())
                {
                    ObjectItem *p = m_pEditData->getObjectModel()->getItemFromIndex(m_pEditData->getSelIndex());
                    if (pLayerItem == p)
                    {
                        if (m_bPressCtrl)
                        {
                            draw.frameCol = QColor(0, 255, 0, 255);
                        }
                        else
                        {
                            draw.frameCol = QColor(255, 0, 0, 255);
                        }
                    }
                    else
                    {
                        draw.frameCol = QColor(64, 64, 64, 255);
                    }
                }
                else
                {
                    draw.frameCol = QColor(0, 0, 0, 0);
                }

                m_drawList.append(draw);
            }
            else
            {
                drawFrameData(d, mat);

                if (m_pSetting->getDrawFrame() && !m_pEditData->isExportPNG())
                {
                    QColor col;
                    ObjectItem *p = m_pEditData->getObjectModel()->getItemFromIndex(m_pEditData->getSelIndex());
                    if (pLayerItem == p)
                    {
                        if (m_bPressCtrl)
                        {
                            col = QColor(0, 255, 0, 255);
                        }
                        else
                        {
                            col = QColor(255, 0, 0, 255);
                        }
                    }
                    else
                    {
                        col = QColor(64, 64, 64, 255);
                    }
                    drawFrame(d, mat, col);
                }
            }
        }
    }

    QList<ObjectItem *> children;
    for (int i = 0; i < pLayerItem->childCount(); i++)
    {
        ObjectItem *pChild = pLayerItem->child(i);
        bool valid;
        QMatrix4x4 m = pChild->getDisplayMatrix(selFrame, &valid);
        if (!valid)
        {
            children.append(pChild);
            continue;
        }

        int j;
        for (j = 0; j < children.size(); j++)
        {
            QMatrix4x4 m1 = children[j]->getDisplayMatrix(selFrame, &valid);
            if (!valid)
            {
                continue;
            }
            if (m.column(3).z() < m1.column(3).z())
            {
                children.insert(j, pChild);
                break;
            }
        }
        if (j == children.size())
        {
            children.append(pChild);
        }
    }

    foreach (ObjectItem *p, children)
    {
        drawLayers(p);
    }
Esempio n. 12
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void AnimeGLWidget::paintGL()
{
    QColor col = m_pSetting->getAnimeBGColor();
    if (m_pEditData->isExportPNG())
    {
        col.setAlphaF(0);
    }
    glClearColor(col.redF(), col.greenF(), col.blueF(), col.alphaF());
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    m_matProj.setToIdentity();
    m_matProj.ortho(-m_DrawWidth / 2, m_DrawWidth / 2, m_DrawHeight / 2, -m_DrawHeight / 2, -10000, 10000);

    m_lineShaderProgram.bind();
    m_lineShaderProgram.setUniformValue("mvp_matrix", m_matProj);

    if (m_pSetting->getUseDepthTest())
    {
        glEnable(GL_DEPTH_TEST);
    }
    else
    {
        glDisable(GL_DEPTH_TEST);
    }

    // 背景画像描画
    if (m_backImageTex)
    {
        RectF rect;
        RectF uvF;
        QColor col = QColor(255, 255, 255, 255);

        m_textureShaderProgram.bind();

        QOpenGLTexture *pTex = m_pTextureCacheManager->get(m_backImageTex);
        if (pTex)
        {
            pTex->bind();
        }

        m_textureShaderProgram.setUniformValue("mvp_matrix", m_matProj);

        rect.setRect(-m_backImageW / 2, m_backImageH / 2, m_backImageW, -m_backImageH);
        uvF.setRect(0.0, (float)(m_BackImage.height() - m_backImageH) / m_BackImage.height(), (float)m_backImageW / m_BackImage.width(), (float)m_backImageH / m_BackImage.height());
        drawRect(rect, uvF, -9999.9, col);
    }

    if (m_pEditData)
    {
        drawLayers();
    }

    bool bDepth = glIsEnabled(GL_DEPTH_TEST);
    glDisable(GL_DEPTH_TEST);

    if (m_bDrawGrid)
    {
        if (!m_pEditData->isExportPNG())
        {
            drawGrid();
        }
    }

    // センター
    if (m_pSetting->getDrawCenter())
    {
        if (!m_pEditData->isExportPNG())
        {
            drawCenter();
        }
    }

    // PNG吐き出しモード
    if (m_pEditData->getEditMode() == EditData::kEditMode_ExportPNG && !m_pEditData->isExportPNG())
    {
        int rect[4];
        QColor col = QColor(255, 0, 0, 255);
        m_pEditData->getExportPNGRect(rect);
        drawLine(QPoint(rect[0], rect[1]), QPoint(rect[2], rect[1]), col, 1.0);
        drawLine(QPoint(rect[2], rect[1]), QPoint(rect[2], rect[3]), col, 1.0);
        drawLine(QPoint(rect[2], rect[3]), QPoint(rect[0], rect[3]), col, 1.0);
        drawLine(QPoint(rect[0], rect[3]), QPoint(rect[0], rect[1]), col, 1.0);
    }
    if (bDepth)
    {
        glEnable(GL_DEPTH_TEST);
    }
}