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- /**
- * Copyright (c) 2006-2013 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- #include <algorithm>
- // LOVE
- #include "Polyline.h"
- // OpenGL
- #include "OpenGL.h"
- // treat adjacent segments with angles between their directions <5 degree as straight
- static const float LINES_PARALLEL_EPS = 0.05f;
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- void Polyline::render(const float *coords, size_t count, size_t size_hint, float halfwidth, float pixel_size, bool draw_overdraw)
- {
- static std::vector<Vector> anchors;
- anchors.clear();
- anchors.reserve(size_hint);
- static std::vector<Vector> normals;
- normals.clear();
- normals.reserve(size_hint);
- // prepare vertex arrays
- if (draw_overdraw)
- halfwidth -= pixel_size * .3;
- // compute sleeve
- bool is_looping = (coords[0] == coords[count - 2]) && (coords[1] == coords[count - 1]);
- Vector s;
- if (!is_looping) // virtual starting point at second point mirrored on first point
- s = Vector(coords[2] - coords[0], coords[3] - coords[1]);
- else // virtual starting point at last vertex
- s = Vector(coords[0] - coords[count - 4], coords[1] - coords[count - 3]);
- float len_s = s.getLength();
- Vector ns = s.getNormal(halfwidth / len_s);
- Vector q, r(coords[0], coords[1]);
- for (size_t i = 0; i + 3 < count; i += 2)
- {
- q = r;
- r = Vector(coords[i + 2], coords[i + 3]);
- renderEdge(anchors, normals, s, len_s, ns, q, r, halfwidth);
- }
- q = r;
- r = is_looping ? Vector(coords[2], coords[3]) : r + s;
- renderEdge(anchors, normals, s, len_s, ns, q, r, halfwidth);
- vertex_count = normals.size();
- vertices = new Vector[vertex_count];
- for (size_t i = 0; i < vertex_count; ++i)
- vertices[i] = anchors[i] + normals[i];
- if (draw_overdraw)
- render_overdraw(normals, pixel_size, is_looping);
- }
- void NoneJoinPolyline::renderEdge(std::vector<Vector> &anchors, std::vector<Vector> &normals,
- Vector &s, float &len_s, Vector &ns,
- const Vector &q, const Vector &r, float hw)
- {
- anchors.push_back(q);
- anchors.push_back(q);
- normals.push_back(ns);
- normals.push_back(-ns);
- s = (r - q);
- len_s = s.getLength();
- ns = s.getNormal(hw / len_s);
- anchors.push_back(q);
- anchors.push_back(q);
- normals.push_back(-ns);
- normals.push_back(ns);
- }
- /** Calculate line boundary points.
- *
- * Sketch:
- *
- * u1
- * -------------+---...___
- * | ```'''-- ---
- * p- - - - - - q- - . _ _ | w/2
- * | ` ' ' r +
- * -------------+---...___ | w/2
- * u2 ```'''-- ---
- *
- * u1 and u2 depend on four things:
- * - the half line width w/2
- * - the previous line vertex p
- * - the current line vertex q
- * - the next line vertex r
- *
- * u1/u2 are the intersection points of the parallel lines to p-q and q-r,
- * i.e. the point where
- *
- * (q + w/2 * ns) + lambda * (q - p) = (q + w/2 * nt) + mu * (r - q) (u1)
- * (q - w/2 * ns) + lambda * (q - p) = (q - w/2 * nt) + mu * (r - q) (u2)
- *
- * with nt,nt being the normals on the segments s = p-q and t = q-r,
- *
- * ns = perp(s) / |s|
- * nt = perp(t) / |t|.
- *
- * Using the linear equation system (similar for u2)
- *
- * q + w/2 * ns + lambda * s - (q + w/2 * nt + mu * t) = 0 (u1)
- * <=> q-q + lambda * s - mu * t = (nt - ns) * w/2
- * <=> lambda * s - mu * t = (nt - ns) * w/2
- *
- * the intersection points can be efficiently calculated using Cramer's rule.
- */
- void MiterJoinPolyline::renderEdge(std::vector<Vector> &anchors, std::vector<Vector> &normals,
- Vector &s, float &len_s, Vector &ns,
- const Vector &q, const Vector &r, float hw)
- {
- Vector t = (r - q);
- float len_t = t.getLength();
- Vector nt = t.getNormal(hw / len_t);
- anchors.push_back(q);
- anchors.push_back(q);
- float det = s ^ t;
- if (fabs(det) / (len_s * len_t) < LINES_PARALLEL_EPS && s * t > 0)
- {
- // lines parallel, compute as u1 = q + ns * w/2, u2 = q - ns * w/2
- normals.push_back(ns);
- normals.push_back(-ns);
- }
- else
- {
- // cramers rule
- float lambda = ((nt - ns) ^ t) / det;
- Vector d = ns + s * lambda;
- normals.push_back(d);
- normals.push_back(-d);
- }
- s = t;
- ns = nt;
- len_s = len_t;
- }
- /** Calculate line boundary points.
- *
- * Sketch:
- *
- * uh1___uh2
- * .' '.
- * .' q '.
- * .' ' ' '.
- *.' ' .'. ' '.
- * ' .' ul'. '
- * p .' '. r
- *
- *
- * ul can be found as above, uh1 and uh2 are much simpler:
- *
- * uh1 = q + ns * w/2, uh2 = q + nt * w/2
- */
- void BevelJoinPolyline::renderEdge(std::vector<Vector> &anchors, std::vector<Vector> &normals,
- Vector &s, float &len_s, Vector &ns,
- const Vector &q, const Vector &r, float hw)
- {
- Vector t = (r - q);
- float len_t = t.getLength();
- float det = s ^ t;
- if (fabs(det) / (len_s * len_t) < LINES_PARALLEL_EPS && s * t > 0)
- {
- // lines parallel, compute as u1 = q + ns * w/2, u2 = q - ns * w/2
- Vector n = t.getNormal(hw / len_t);
- anchors.push_back(q);
- anchors.push_back(q);
- normals.push_back(n);
- normals.push_back(-n);
- s = t;
- len_s = len_t;
- return; // early out
- }
- // cramers rule
- Vector nt= t.getNormal(hw / len_t);
- float lambda = ((nt - ns) ^ t) / det;
- Vector d = ns + s * lambda;
- anchors.push_back(q);
- anchors.push_back(q);
- anchors.push_back(q);
- anchors.push_back(q);
- if (det > 0) // 'left' turn -> intersection on the top
- {
- normals.push_back(d);
- normals.push_back(-ns);
- normals.push_back(d);
- normals.push_back(-nt);
- }
- else
- {
- normals.push_back(ns);
- normals.push_back(-d);
- normals.push_back(nt);
- normals.push_back(-d);
- }
- s = t;
- len_s = len_t;
- ns = nt;
- }
- void Polyline::render_overdraw(const std::vector<Vector> &normals, float pixel_size, bool is_looping)
- {
- overdraw_vertex_count = 2 * vertex_count + (is_looping ? 0 : 2);
- overdraw = new Vector[overdraw_vertex_count];
- // upper segment
- for (size_t i = 0; i + 1 < vertex_count; i += 2)
- {
- overdraw[i] = vertices[i];
- overdraw[i+1] = vertices[i] + normals[i] * (pixel_size / normals[i].getLength());
- }
- // lower segment
- for (size_t i = 0; i + 1 < vertex_count; i += 2)
- {
- size_t k = vertex_count - i - 1;
- overdraw[vertex_count + i] = vertices[k];
- overdraw[vertex_count + i+1] = vertices[k] + normals[k] * (pixel_size / normals[i].getLength());
- }
- // if not looping, the outer overdraw vertices need to be displaced
- // to cover the line endings, i.e.:
- // +- - - - //- - + +- - - - - //- - - +
- // +-------//-----+ : +-------//-----+ :
- // | core // line | --> : | core // line | :
- // +-----//-------+ : +-----//-------+ :
- // +- - //- - - - + +- - - //- - - - - +
- if (!is_looping)
- {
- // left edge
- Vector spacer = (overdraw[1] - overdraw[3]);
- spacer.normalize(pixel_size);
- overdraw[1] += spacer;
- overdraw[overdraw_vertex_count - 3] += spacer;
- // right edge
- spacer = (overdraw[vertex_count-1] - overdraw[vertex_count-3]);
- spacer.normalize(pixel_size);
- overdraw[vertex_count-1] += spacer;
- overdraw[vertex_count+1] += spacer;
- // we need to draw two more triangles to close the
- // overdraw at the line start.
- overdraw[overdraw_vertex_count-2] = overdraw[0];
- overdraw[overdraw_vertex_count-1] = overdraw[1];
- }
- }
- void NoneJoinPolyline::render_overdraw(const std::vector<Vector> &/*normals*/, float pixel_size, bool /*is_looping*/)
- {
- overdraw_vertex_count = 4 * (vertex_count-2); // less than ideal
- overdraw = new Vector[overdraw_vertex_count];
- for (size_t i = 2; i + 3 < vertex_count; i += 4)
- {
- Vector s = vertices[i] - vertices[i+3];
- Vector t = vertices[i] - vertices[i+1];
- s.normalize(pixel_size);
- t.normalize(pixel_size);
- const size_t k = 4 * (i - 2);
- overdraw[k ] = vertices[i];
- overdraw[k+1] = vertices[i] + s + t;
- overdraw[k+2] = vertices[i+1] + s - t;
- overdraw[k+3] = vertices[i+1];
- overdraw[k+4] = vertices[i+1];
- overdraw[k+5] = vertices[i+1] + s - t;
- overdraw[k+6] = vertices[i+2] - s - t;
- overdraw[k+7] = vertices[i+2];
- overdraw[k+8] = vertices[i+2];
- overdraw[k+9] = vertices[i+2] - s - t;
- overdraw[k+10] = vertices[i+3] - s + t;
- overdraw[k+11] = vertices[i+3];
- overdraw[k+12] = vertices[i+3];
- overdraw[k+13] = vertices[i+3] - s + t;
- overdraw[k+14] = vertices[i] + s + t;
- overdraw[k+15] = vertices[i];
- }
- }
- Polyline::~Polyline()
- {
- if (vertices)
- delete[] vertices;
- if (overdraw)
- delete[] overdraw;
- }
- void Polyline::draw()
- {
- gl.prepareDraw();
- // draw the core line
- gl.bindTexture(0);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)vertices);
- glDrawArrays(draw_mode, 0, vertex_count);
- if (overdraw)
- {
- // prepare colors:
- Color c = gl.getColor();
- Color *colors = new Color[overdraw_vertex_count];
- fill_color_array(colors, c);
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)overdraw);
- glDrawArrays(draw_mode, 0, overdraw_vertex_count);
- glDisableClientState(GL_COLOR_ARRAY);
- delete[] colors;
- gl.setColor(c);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- void Polyline::fill_color_array(Color *colors, const Color &c)
- {
- for (size_t i = 0; i < overdraw_vertex_count; ++i)
- {
- colors[i] = c;
- // avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
- colors[i].a *= GLubyte((i+1) % 2);
- }
- }
- void NoneJoinPolyline::fill_color_array(Color *colors, const Color &c)
- {
- for (size_t i = 0; i < overdraw_vertex_count; ++i)
- {
- colors[i] = c;
- // if (i % 4 == 1 || i % 4 == 2) colors[i].a = 0
- colors[i].a *= GLubyte((i+1) % 4 < 2);
- }
- }
- } // opengl
- } // graphics
- } // love
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