コード例 #1
0
void tglDraw(const TVectorRenderData &rd, const TStroke *s, bool pushAttribs) {
  assert(s);
  if (!s) return;

  TStrokeProp *prop  = 0;
  bool pushedAttribs = false;

  try {
    TColorStyleP style;
    TStroke *stroke = const_cast<TStroke *>(s);
    if (rd.m_inkCheckEnabled && s->getStyle() == rd.m_colorCheckIndex) {
      static TSolidColorStyle *redColor = new TSolidColorStyle();
      redColor->addRef();
      redColor->setMainColor(TPixel::Red);
      style = redColor;
    } else if (rd.m_tcheckEnabled) {
      static TSolidColorStyle *color = new TSolidColorStyle();
      color->addRef();
      color->setMainColor(rd.m_tCheckInk);
      style = color;
    } else
      style = rd.m_palette->getStyle(stroke->getStyle());

    if (!rd.m_show0ThickStrokes && isOThick(s) &&
        dynamic_cast<TSolidColorStyle *>(
            style.getPointer())  // This is probably to exclude
                                 // TCenterlineStrokeStyle-like styles
        && !rd.m_tcheckEnabled)  // I wonder why this?
      return;

    // const TStroke& stroke = *s;  //serve???

    assert(rd.m_palette);

    prop = s->getProp(/*rd.m_palette*/);
    /////questo codice stava dentro tstroke::getprop/////////
    if (prop) prop->getMutex()->lock();

    if (!style->isStrokeStyle() || style->isEnabled() == false) {
      if (prop) prop->getMutex()->unlock();

      prop = 0;
    } else {
      // Warning: the following pointers check is conceptually wrong - we
      // keep it because the props maintain SMART POINTER-like reference to
      // the associated style. This prevents the style from being destroyed
      // while still referenced by the prop.
      if (!prop || style.getPointer() != prop->getColorStyle()) {
        if (prop) prop->getMutex()->unlock();

        stroke->setProp(style->makeStrokeProp(stroke));
        prop = stroke->getProp();
        if (prop) prop->getMutex()->lock();
      }
    }

    //--------- draw ------------
    if (!prop) return;

    if (pushAttribs) glPushAttrib(GL_ALL_ATTRIB_BITS), pushedAttribs = true;

    bool alphaChannel = rd.m_alphaChannel, antialias = rd.m_antiAliasing;
    TVectorImagePatternStrokeProp *aux =
        dynamic_cast<TVectorImagePatternStrokeProp *>(prop);
    if (aux)  // gli image pattern vettoriali tornano in questa funzione....non
              // facendo il corpo dell'else'si evita di disegnarli due volte!
      prop->draw(rd);
    else {
      if (antialias)
        tglEnableLineSmooth(true);
      else
        tglEnableLineSmooth(false);

      if (alphaChannel) {
        GLboolean red, green, blue, alpha;
        tglGetColorMask(red, green, blue, alpha);

        // Draw RGB channels
        tglEnableBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glColorMask(red, green, blue, GL_FALSE);
        prop->draw(rd);

        // Draw Matte channel
        tglEnableBlending(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, alpha);
        prop->draw(rd);

        glColorMask(red, green, blue, alpha);
      } else {
        tglEnableBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        prop->draw(rd);
      }
    }

    if (pushAttribs) glPopAttrib(), pushedAttribs = false;

    prop->getMutex()->unlock();
    //---------------------
  } catch (...) {
    if (prop) prop->getMutex()->unlock();
    if (pushedAttribs) glPopAttrib();
  }
}
コード例 #2
0
void tglDraw(const TVectorRenderData &rd, TRegion *r, bool pushAttribs) {
  checkErrorsByGL;
  assert(r);
  checkErrorsByGL;
  if (!r) return;
  bool alphaChannel = rd.m_alphaChannel;
  checkErrorsByGL;

  int j          = 0;
  bool visible   = false;
  int colorCount = 0;

  TColorStyleP style;
  if (rd.m_paintCheckEnabled && r->getStyle() == rd.m_colorCheckIndex) {
    static TSolidColorStyle *redColor = new TSolidColorStyle();
    redColor->addRef();
    redColor->setMainColor(TPixel::Red);
    style = redColor;
  } else if (rd.m_tcheckEnabled) {
    static TSolidColorStyle *color = new TSolidColorStyle();
    color->addRef();
    color->setMainColor(rd.m_tCheckPaint);
    style = color;
  } else
    style = rd.m_palette->getStyle(r->getStyle());

  colorCount = style->getColorParamCount();
  if (colorCount == 0) {  // for example texture
    visible = true;
  } else {
    visible = false;
    for (j = 0; j < colorCount && !visible; j++) {
      TPixel32 color            = style->getColorParamValue(j);
      if (rd.m_cf) color        = (*(rd.m_cf))(color);
      if (color.m != 0) visible = true;
    }
  }
  if (visible) {
    TRegionProp *prop = r->getProp(/*rd.m_palette*/);
    /// questo codice satva dentro tregion::getprop/////
    int styleId = r->getStyle();
    if (styleId) {
      // TColorStyle * style = rd.m_palette->getStyle(styleId);
      if (!style->isRegionStyle() || style->isEnabled() == false) {
        prop = 0;
      } else {
        // Warning: The same remark of stroke props holds here.
        if (!prop || style.getPointer() != prop->getColorStyle()) {
          r->setProp(style->makeRegionProp(r));
          prop = r->getProp();
        }
      }
    }

    ////// draw
    if (prop) {
      if (pushAttribs) glPushAttrib(GL_ALL_ATTRIB_BITS);

      tglEnableLineSmooth(true);
//#define DRAW_EDGE_NUMBERS
#ifdef DRAW_EDGE_NUMBERS
      glPushMatrix();
      tglMultMatrix(rd.m_aff);
      switch (Index % 7) {
      case 0:
        tglColor(TPixel::Red);
        break;
      case 1:
        tglColor(TPixel::Green);
        break;
      case 2:
        tglColor(TPixel::Blue);
        break;
      case 3:
        tglColor(TPixel::Cyan);
        break;
      case 4:
        tglColor(TPixel::Magenta);
        break;
      case 5:
        tglColor(TPixel::Yellow);
        break;
      case 6:
        tglColor(TPixel::Black);
        break;
      default:
        tglColor(TPixel::Red);
        break;
      }

      Index++;
      if (rIndex == 2) {
        double y = r->getEdge(0)
                       ->m_s
                       ->getThickPoint(
                           (r->getEdge(0)->m_w0 + r->getEdge(0)->m_w1) / 2.0)
                       .y;
        tglDrawSegment(TPointD(-1000, y), TPointD(1000, y));
      }

      for (int i = 0; i < (int)r->getEdgeCount(); i++) {
        TEdge *e  = r->getEdge(i);
        TPointD p = e->m_s->getPoint(0.8 * e->m_w0 + 0.2 * e->m_w1);
        if (i == 0)
          tglDrawText(p,
                      (QString::number(rIndex) + QString("-0")).toStdString());
        else
          tglDrawText(p, QString::number(i).toStdString());
        if (e->m_index == 3) {
          tglColor(TPixel::Black);
          TStroke *s = e->m_s;
          drawPoint(s->getChunk(0)->getP0(), .3);
          tglColor(TPixel::Red);
          tglDrawText(s->getChunk(0)->getP0(),
                      QString::number(0).toStdString());
          for (int ii = 0; ii < s->getChunkCount(); ii++) {
            drawPoint(s->getChunk(ii)->getP2(), .3);
            if (ii < s->getChunkCount() - 1) {
              tglColor(TPixel::Red);
              tglDrawText(s->getChunk(ii)->getP2(),
                          QString::number(ii + 1).toStdString());
            }
          }
        }
      }
      glPopMatrix();
#endif

      if (alphaChannel) {
        GLboolean red, green, blue, alpha;
        tglGetColorMask(red, green, blue, alpha);

        // Draw RGB channels
        tglEnableBlending(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glColorMask(red, green, blue, GL_FALSE);
        prop->draw(rd);

        // Draw Matte channel
        tglEnableBlending(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, alpha);
        prop->draw(rd);

        glColorMask(red, green, blue, alpha);
      } else {
        // pezza: in render, le aree fillate dei custom styles sparivano.
        if (!rd.m_isOfflineRender || !rd.m_isImagePattern)
          tglRgbOnlyColorMask();  // RGB components only

        prop->draw(rd);
      }

      if (pushAttribs) glPopAttrib();
    }
  }

  for (UINT i = 0; i < r->getSubregionCount(); i++)
    tglDraw(rd, r->getSubregion(i), pushAttribs);
  checkErrorsByGL;
}