#include "GLPanel.h" #include "cubic_math.h" #include using namespace CubicVR; GLPanel::GLPanel() : fillType(GLPANEL_FILL_SOLID), contentsVisible(true), transform(mat4::identity()) { pos[0] = 0.0f; pos[1] = 0.0f; rot[0] = 0.0f; rot[1] = 0.0f; rot[2] = 0.0f; size[0] = 1.0f; size[1] = 1.0f; fill[0] = RGBA4f(0.5,0.5,0.5); fill[1] = RGBA4f(0.1,0.1,0.1); borderColor = RGBA4f(0.8, 0.8, 0.8); setCoordinateSystem(GLPANEL_Y_UP); setMarginPx(0); setBorderPx(0); } void GLPanel::genArrays() { float min = -1.0, mid = 0, max = 1.0; if (fillType == GLPANEL_FILL_SOLID || fillType == GLPANEL_FILL_GRAD_X || fillType == GLPANEL_FILL_GRAD_Y) { glPoints.reserve(2 * 4); glPoints.resize(2 * 4); glColors.reserve(4 * 4); glColors.resize(4 * 4); float pts[2 * 4] = { min, min, min, max, max, max, max, min }; RGBA4f c[4]; if (fillType == GLPANEL_FILL_SOLID) { c[0] = c[1] = c[2] = c[3] = fill[0]; } else if (fillType == GLPANEL_FILL_GRAD_X) { c[0] = c[1] = fill[0]; c[2] = c[3] = fill[1]; } else if (fillType == GLPANEL_FILL_GRAD_Y) { c[0] = c[3] = fill[0]; c[1] = c[2] = fill[1]; } float clr[4 * 4] = { c[0].r, c[0].g, c[0].b, c[0].a, c[1].r, c[1].g, c[1].b, c[1].a, c[2].r, c[2].g, c[2].b, c[2].a, c[3].r, c[3].g, c[3].b, c[3].a }; glPoints.assign(pts, pts + (2 * 4)); glColors.assign(clr, clr + (4 * 4)); } else { glPoints.reserve(2 * 8); glPoints.resize(2 * 8); glColors.reserve(4 * 8); glColors.resize(4 * 8); RGBA4f c[8]; if (fillType == GLPANEL_FILL_GRAD_BAR_X) { float pts[2 * 8] = { min, min, min, max, mid, max, mid, min, mid, min, mid, max, max, max, max, min }; glPoints.assign(pts, pts + (2 * 8)); c[0] = c[1] = fill[0]; c[2] = c[3] = fill[1]; c[4] = c[5] = fill[1]; c[6] = c[7] = fill[0]; } else if (fillType == GLPANEL_FILL_GRAD_BAR_Y) { float pts[2 * 8] = { min, min, min, mid, max, mid, max, min, min, mid, min, max, max, max, max, mid }; glPoints.assign(pts, pts + (2 * 8)); c[0] = c[3] = fill[0]; c[1] = c[2] = fill[1]; c[4] = c[7] = fill[1]; c[5] = c[6] = fill[0]; } float clr[4 * 8] = { c[0].r, c[0].g, c[0].b, c[0].a, c[1].r, c[1].g, c[1].b, c[1].a, c[2].r, c[2].g, c[2].b, c[2].a, c[3].r, c[3].g, c[3].b, c[3].a, c[4].r, c[4].g, c[4].b, c[4].a, c[5].r, c[5].g, c[5].b, c[5].a, c[6].r, c[6].g, c[6].b, c[6].a, c[7].r, c[7].g, c[7].b, c[7].a }; glColors.assign(clr, clr + (4 * 8)); } } void GLPanel::setViewport() { GLint vp[4]; glGetIntegerv(GL_VIEWPORT, vp); view[0] = vp[2]; view[1] = vp[3]; } void GLPanel::setPosition(float x, float y) { pos[0] = x; pos[1] = y; } void GLPanel::setSize(float w, float h) { size[0] = w; size[1] = h; } float GLPanel::getWidth() { return size[0]; } float GLPanel::getHeight() { return size[1]; } float GLPanel::getWidthPx() { return pdim.x; } float GLPanel::getHeightPx() { return pdim.y; } void GLPanel::setCoordinateSystem(GLPanelCoordinateSystem coord_in) { coord = coord_in; if (coord == GLPANEL_Y_DOWN || coord == GLPANEL_Y_UP) { min = -1; mid = 0; max = 1; } else { min = 0; mid = 0.5; max = 1; } genArrays(); } void GLPanel::setFill(GLPanelFillType fill_mode) { fillType = fill_mode; genArrays(); } void GLPanel::setFillColor(RGBA4f color1) { fill[0] = color1; genArrays(); } void GLPanel::setFillColor(RGBA4f color1, RGBA4f color2) { fill[0] = color1; fill[1] = color2; genArrays(); } void GLPanel::setMarginPx(float marg) { marginPx = marg; } void GLPanel::setBorderColor(RGBA4f clr) { borderColor = clr; } void GLPanel::setBorderPx(float bord) { borderPx.left = borderPx.right = borderPx.top = borderPx.bottom = bord; } void GLPanel::setBorderPx(float bordl, float bordr, float bordt, float bordb) { borderPx.left = bordl; borderPx.right = bordr; borderPx.top = bordt; borderPx.bottom = bordb; } void GLPanel::addChild(GLPanel *childPanel) { std::vector::iterator i = std::find(children.begin(), children.end(), childPanel); if (i == children.end()) { children.push_back(childPanel); } } void GLPanel::removeChild(GLPanel *childPanel) { std::vector::iterator i = std::find(children.begin(), children.end(), childPanel); if (i != children.end()) { children.erase(i); } } void GLPanel::drawChildren() { if (children.size()) { std::vector::iterator panel_i; for (panel_i = children.begin(); panel_i != children.end(); panel_i++) { (*panel_i)->calcTransform(transform); (*panel_i)->draw(); } } } void GLPanel::drawPanelContents() { drawChildren(); } void GLPanel::calcTransform(mat4 transform_in) { // compute local transform localTransform = mat4::translate(pos[0], pos[1], 0) * mat4::scale(size[0], size[1], 1); if (rot[0] || rot[1] || rot[2]) { localTransform *= mat4::rotate(rot[0], rot[1], rot[2]); } // compute global transform transform = transform_in * localTransform; // init view[] setViewport(); // get min/max transform vec4 vmin_t = mat4::vec4_multiply(vec4(min, min, 0, 1), transform); vec4 vmax_t = mat4::vec4_multiply(vec4(max, max, 0, 1), transform); // screen dimensions vmin = vec2((vmin_t.x > vmax_t.x)?vmax_t.x:vmin_t.x, (vmin_t.y > vmax_t.y)?vmax_t.y:vmin_t.y); vmax = vec2((vmin_t.x > vmax_t.x)?vmin_t.x:vmax_t.x, (vmin_t.y > vmax_t.y)?vmin_t.y:vmax_t.y); // unit dimensions umin = (vmin * 0.5) + vec2(1,1); umax = (vmax * 0.5) + vec2(1,1); ucenter = vec2((umin + umax) * 0.5); // pixel dimensions pdim = vec2((vmax.x - vmin.x) / 2.0 * view[0], (vmax.y - vmin.y) / 2.0 * view[1]); pvec = vec2(((vmax.x - vmin.x) / 2.0) / pdim.x, ((vmax.y - vmin.y) / 2.0) / pdim.y); // std::cout << umin << " :: " << ucenter << " :: " << pdim << " :: " << pvec << std::endl; if (marginPx) { transform *= mat4::scale(1.0 - marginPx * 2.0 * pvec.x / size[0], 1.0 - marginPx * 2.0 * pvec.y / size[1], 1); } } void GLPanel::draw() { float min = -1.0, max = 1.0; glLoadMatrixf(transform); if (fillType != GLPANEL_FILL_NONE) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &glPoints[0]); glColorPointer(4, GL_FLOAT, 0, &glColors[0]); glDrawArrays(GL_QUADS, 0, glPoints.size() / 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); if (borderPx.left || borderPx.right || borderPx.top || borderPx.bottom) { glEnable(GL_LINE_SMOOTH); glColor4f(borderColor.r, borderColor.g, borderColor.b, borderColor.a); if (borderPx.left) { glLineWidth(borderPx.left); glBegin(GL_LINES); glVertex2f(min, min); glVertex2f(min, max); glEnd(); } if (borderPx.right) { glLineWidth(borderPx.right); glBegin(GL_LINES); glVertex2f(max, min); glVertex2f(max, max); glEnd(); } if (borderPx.top) { glLineWidth(borderPx.top); glBegin(GL_LINES); glVertex2f(min, min); glVertex2f(max, min); glEnd(); } if (borderPx.bottom) { glLineWidth(borderPx.bottom); glBegin(GL_LINES); glVertex2f(min, max); glVertex2f(max, max); glEnd(); } glDisable(GL_LINE_SMOOTH); } glDisable(GL_BLEND); } if (contentsVisible) { mat4 mCoord = mat4::identity(); if (coord == GLPANEL_Y_DOWN_ZERO_ONE) { mCoord *= mat4::translate(-1.0f, 1.0f, 0.0f) * mat4::scale(2.0f, -2.0f, 2.0f); } if (coord == GLPANEL_Y_UP_ZERO_ONE) { mCoord = mat4::translate(-1.0f, -1.0f, 0.0f) * mat4::scale(2.0f, 2.0f, 2.0f); } if (coord == GLPANEL_Y_DOWN) { mCoord = mat4::scale(1.0f, -1.0f, 1.0f); } // if (coord == GLPANEL_Y_UP) { // } glLoadMatrixf(transform * mCoord); drawPanelContents(); } } GLTextPanel::GLTextPanel() : GLPanel() { coord = GLPANEL_Y_UP; horizAlign = GLFont::GLFONT_ALIGN_CENTER; vertAlign = GLFont::GLFONT_ALIGN_CENTER; } void GLTextPanel::drawPanelContents() { glColor4f(1, 1, 1, 1.0); GLFont::GLFontSize sz; float size; if (pdim.y <= 16) { sz = GLFont::GLFONT_SIZE12; size = 12; } else if (pdim.y <= 18) { sz = GLFont::GLFONT_SIZE16; size = 16; } else if(pdim.y <= 24) { sz = GLFont::GLFONT_SIZE18; size = 18; } else if(pdim.y <= 32) { sz = GLFont::GLFONT_SIZE24; size = 24; } else if(pdim.y <= 48) { sz = GLFont::GLFONT_SIZE32; size = 32; } else { sz = GLFont::GLFONT_SIZE48; size = 48; } GLFont::getFont(sz).drawString(textVal, mid, mid, size, horizAlign, vertAlign, (int)pdim.x, (int)pdim.y); } void GLTextPanel::setText(std::string text, GLFont::Align hAlign, GLFont::Align vAlign) { textVal = text; horizAlign = hAlign; vertAlign = vAlign; } std::string GLTextPanel::getText() { return textVal; } void GLTestPanel::drawPanelContents() { glColor3f(1.0,1.0,1.0); glBegin(GL_LINES); glVertex2f(min, mid); glVertex2f(max, mid); glVertex2f(mid, min); glVertex2f(mid, max); glVertex2f(mid, max); glVertex2f(mid - 0.02, max - 0.2); glVertex2f(mid, 1); glVertex2f(mid + 0.02, max - 0.2); glVertex2f(max, mid); glVertex2f(max - 0.1, mid + max * 0.25); glVertex2f(max, mid); glVertex2f(max - 0.1, mid - max * 0.25); glEnd(); }