void GameObject::get_polygon(int index, PolygonFace &polygon) const { PolygonFace *original_polygon = get_original_polygon(index); polygon.remove_vertices(); for (int i = 0; i < original_polygon->get_vertex_count(); ++i) { polygon.add_vertex(new glm::vec3(*(original_polygon->get_vertex(i)))); } update_polygon(polygon); }
BSP_Node* GameObject::build_bsp_tree() { if (get_polygon_count() == 0) return 0; std::vector<PolygonFace *> polygons; for (int i = 0; i < get_polygon_count(); ++i) { PolygonFace *polygon = new PolygonFace(get_original_polygon(i)); update_polygon(*polygon); polygons.push_back(polygon); } BSP_Node *bsp_root = new BSP_Node(); make_bsp_node(bsp_root, polygons); return bsp_root; }
/** * Compute derived GL state. * If __GLcontextRec::NewState is non-zero then this function \b must * be called before rendering anything. * * Calls dd_function_table::UpdateState to perform any internal state * management necessary. * * \sa _mesa_update_modelview_project(), _mesa_update_texture(), * _mesa_update_buffer_bounds(), * _mesa_update_lighting() and _mesa_update_tnl_spaces(). */ void _mesa_update_state_locked( GLcontext *ctx ) { GLbitfield new_state = ctx->NewState; GLbitfield prog_flags = _NEW_PROGRAM; GLbitfield new_prog_state = 0x0; if (new_state == _NEW_CURRENT_ATTRIB) goto out; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); /* Determine which state flags effect vertex/fragment program state */ if (ctx->FragmentProgram._MaintainTexEnvProgram) { prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR | _NEW_ARRAY); } if (ctx->VertexProgram._MaintainTnlProgram) { prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | _NEW_TRANSFORM | _NEW_POINT | _NEW_FOG | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS); } /* * Now update derived state info */ if (new_state & prog_flags) update_program_enables( ctx ); if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) _mesa_update_modelview_project( ctx, new_state ); if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) _mesa_update_texture( ctx, new_state ); if (new_state & _NEW_BUFFERS) _mesa_update_framebuffer(ctx); if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) _mesa_update_draw_buffer_bounds( ctx ); if (new_state & _NEW_POLYGON) update_polygon( ctx ); if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) _mesa_update_stencil( ctx ); #if FEATURE_pixel_transfer if (new_state & _MESA_NEW_TRANSFER_STATE) _mesa_update_pixel( ctx, new_state ); #endif if (new_state & _DD_NEW_SEPARATE_SPECULAR) update_separate_specular( ctx ); if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) update_arrays( ctx ); if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) update_viewport_matrix(ctx); if (new_state & _NEW_MULTISAMPLE) update_multisample( ctx ); if (new_state & _NEW_COLOR) update_color( ctx ); #if 0 if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) update_tricaps( ctx, new_state ); #endif /* ctx->_NeedEyeCoords is now up to date. * * If the truth value of this variable has changed, update for the * new lighting space and recompute the positions of lights and the * normal transform. * * If the lighting space hasn't changed, may still need to recompute * light positions & normal transforms for other reasons. */ if (new_state & _MESA_NEW_NEED_EYE_COORDS) _mesa_update_tnl_spaces( ctx, new_state ); if (new_state & prog_flags) { /* When we generate programs from fixed-function vertex/fragment state * this call may generate/bind a new program. If so, we need to * propogate the _NEW_PROGRAM flag to the driver. */ new_prog_state |= update_program( ctx ); } out: new_prog_state |= update_program_constants(ctx); /* * Give the driver a chance to act upon the new_state flags. * The driver might plug in different span functions, for example. * Also, this is where the driver can invalidate the state of any * active modules (such as swrast_setup, swrast, tnl, etc). * * Set ctx->NewState to zero to avoid recursion if * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ new_state = ctx->NewState | new_prog_state; ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; }
/* * If ctx->NewState is non-zero then this function MUST be called before * rendering any primitive. Basically, function pointers and miscellaneous * flags are updated to reflect the current state of the state machine. * * The above constraint is now maintained largely by the two Exec * dispatch tables, which trigger the appropriate flush on transition * between State and Geometry modes. * * Special care is taken with the derived value _NeedEyeCoords. This * is a bitflag which is updated with information from a number of * attribute groups (MODELVIEW, LIGHT, TEXTURE). A lot of derived * state references this value, and must be treated with care to * ensure that updates are done correctly. All state dependent on * _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(), * and from nowhere else. */ void _mesa_update_state( GLcontext *ctx ) { const GLuint new_state = ctx->NewState; const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; if (MESA_VERBOSE & VERBOSE_STATE) _mesa_print_state("_mesa_update_state", new_state); if (new_state & _NEW_MODELVIEW) _math_matrix_analyse( &ctx->ModelView ); if (new_state & _NEW_PROJECTION) update_projection( ctx ); if (new_state & _NEW_TEXTURE_MATRIX) update_texture_matrices( ctx ); if (new_state & _NEW_COLOR_MATRIX) _math_matrix_analyse( &ctx->ColorMatrix ); /* References ColorMatrix.type (derived above). */ if (new_state & _IMAGE_NEW_TRANSFER_STATE) update_image_transfer_state(ctx); /* Contributes to NeedEyeCoords, NeedNormals. */ if (new_state & _NEW_TEXTURE) update_texture_state( ctx ); if (new_state & (_NEW_BUFFERS|_NEW_SCISSOR)) update_drawbuffer( ctx ); if (new_state & _NEW_POLYGON) update_polygon( ctx ); /* Contributes to NeedEyeCoords, NeedNormals. */ if (new_state & _NEW_LIGHT) _mesa_update_lighting( ctx ); /* We can light in object space if the modelview matrix preserves * lengths and relative angles. */ if (new_state & (_NEW_MODELVIEW|_NEW_LIGHT)) { ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT_MODELVIEW; if (ctx->Light.Enabled && !TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING)) ctx->_NeedEyeCoords |= NEED_EYE_LIGHT_MODELVIEW; } /* Keep ModelviewProject uptodate always to allow tnl * implementations that go model->clip even when eye is required. */ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) calculate_model_project_matrix(ctx); /* ctx->_NeedEyeCoords is now uptodate. * * If the truth value of this variable has changed, update for the * new lighting space and recompute the positions of lights and the * normal transform. * * If the lighting space hasn't changed, may still need to recompute * light positions & normal transforms for other reasons. */ if (new_state & (_NEW_MODELVIEW | _NEW_LIGHT | _MESA_NEW_NEED_EYE_COORDS)) update_tnl_spaces( ctx, oldneedeyecoords ); /* * Here the driver sets up all the ctx->Driver function pointers * to it's specific, private functions, and performs any * internal state management necessary, including invalidating * state of active modules. * * Set ctx->NewState to zero to avoid recursion if * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) */ ctx->NewState = 0; ctx->Driver.UpdateState(ctx, new_state); ctx->Array.NewState = 0; /* At this point we can do some assertions to be sure the required * device driver function pointers are all initialized. */ ASSERT(ctx->Driver.GetString); ASSERT(ctx->Driver.UpdateState); ASSERT(ctx->Driver.Clear); ASSERT(ctx->Driver.SetDrawBuffer); ASSERT(ctx->Driver.GetBufferSize); if (ctx->Visual.accumRedBits > 0) { ASSERT(ctx->Driver.Accum); } ASSERT(ctx->Driver.DrawPixels); ASSERT(ctx->Driver.ReadPixels); ASSERT(ctx->Driver.CopyPixels); ASSERT(ctx->Driver.Bitmap); ASSERT(ctx->Driver.ResizeBuffers); ASSERT(ctx->Driver.TexImage1D); ASSERT(ctx->Driver.TexImage2D); ASSERT(ctx->Driver.TexImage3D); ASSERT(ctx->Driver.TexSubImage1D); ASSERT(ctx->Driver.TexSubImage2D); ASSERT(ctx->Driver.TexSubImage3D); ASSERT(ctx->Driver.CopyTexImage1D); ASSERT(ctx->Driver.CopyTexImage2D); ASSERT(ctx->Driver.CopyTexSubImage1D); ASSERT(ctx->Driver.CopyTexSubImage2D); ASSERT(ctx->Driver.CopyTexSubImage3D); if (ctx->Extensions.ARB_texture_compression) { ASSERT(ctx->Driver.BaseCompressedTexFormat); ASSERT(ctx->Driver.CompressedTextureSize); ASSERT(ctx->Driver.GetCompressedTexImage); #if 0 /* HW drivers need these, but not SW rasterizers */ ASSERT(ctx->Driver.CompressedTexImage1D); ASSERT(ctx->Driver.CompressedTexImage2D); ASSERT(ctx->Driver.CompressedTexImage3D); ASSERT(ctx->Driver.CompressedTexSubImage1D); ASSERT(ctx->Driver.CompressedTexSubImage2D); ASSERT(ctx->Driver.CompressedTexSubImage3D); #endif } }
void qtvplugin_geomarker::on_pushButton_QTV_update_clicked() { if (m_pVi==0 || !m_pScene) return; QString name = ui->lineEdit_QTV_currentID->text(); ini_save(); //Get pen and brush settings Qt::PenStyle pst [] ={ Qt::NoPen , Qt::SolidLine , Qt::DashLine , Qt::DotLine , Qt::DashDotLine , Qt::DashDotDotLine , Qt::CustomDashLine }; Qt::BrushStyle bst [] = { Qt::NoBrush, Qt::SolidPattern, Qt::Dense1Pattern, Qt::Dense2Pattern, Qt::Dense3Pattern, Qt::Dense4Pattern, Qt::Dense5Pattern, Qt::Dense6Pattern, Qt::Dense7Pattern, Qt::HorPattern, Qt::VerPattern, Qt::CrossPattern, Qt::BDiagPattern, Qt::FDiagPattern, Qt::DiagCrossPattern }; int ptdd = ui->comboBox_QTV_linePad->currentIndex(); if (ptdd < 0 || ptdd >=7) ptdd = 1; QColor penColor = string2color( ui->lineEdit_QTV_PenColor->text()); int penWidth = ui->spinBox_QTV_penWidth->value(); QPen pen;//(QBrush(color),width,pst[ptdd]); pen.setColor(penColor); pen.setWidth(penWidth); pen.setStyle(pst[ptdd]); int btdd = ui->comboBox_QTV_fillPad->currentIndex(); if (btdd < 0 || btdd >=15) btdd = 1; QColor brushColor = string2color( ui->lineEdit_QTV_FillColor->text()); QBrush brush; brush.setColor(brushColor); brush.setStyle(bst[btdd]); QTVP_GEOMARKER::geoItemBase * newitem = 0; if (ui->radioButton_QTV_tool_point->isChecked()) { double lat = ui->lineEdit_QTV_point_lat->text().toDouble(); double lon = ui->lineEdit_QTV_point_lon->text().toDouble(); int tp = ui->radioButton_QTV_PointRect->isChecked()?0:1; int width = ui->spinBox_QTV_point_width->value(); int height = ui->spinBox_QTV_point_height->value(); if (tp==0) newitem = update_point<QTVP_GEOMARKER::geoGraphicsRectItem>(name,lat,lon,width,height,pen,brush); else newitem = update_point<QTVP_GEOMARKER::geoGraphicsEllipseItem>(name,lat,lon,width,height,pen,brush); } else if (ui->radioButton_QTV_tool_line->isChecked()) { double lat1 = ui->lineEdit_QTV_lineLat1->text().toDouble(); double lat2 = ui->lineEdit_QTV_lineLat2->text().toDouble(); double lon1 = ui->lineEdit_QTV_lineLon1->text().toDouble(); double lon2 = ui->lineEdit_QTV_lineLon2->text().toDouble(); newitem = update_line(name,lat1,lon1,lat2,lon2,pen); } else if (ui->radioButton_QTV_tool_polygon->isChecked()) { QPolygonF latlons; QString strPlainTexts = ui->plainTextEdit_QTV_corners->toPlainText(); strPlainTexts.remove(' '); strPlainTexts.remove('\n'); strPlainTexts.remove('\r'); strPlainTexts.remove('\015'); strPlainTexts.remove('\012'); QStringList lst = strPlainTexts.split(QRegExp("[,;]"),QString::SkipEmptyParts); int c = 0; QPointF ll; foreach (QString s,lst) { if (c%2==0) ll.setY(s.toDouble()); else ll.setX(s.toDouble()); if ((++c) % 2==0) latlons.push_back(ll); } if (latlons.size()) newitem = update_polygon(name,latlons,pen,brush,ui->checkBox_QTV_multiline->isChecked()?true:false); }