EgtGraphics 1.5b5 :

- aggiunto ZoomWin
- aggiunto DrawRectWin.
This commit is contained in:
Dario Sassi
2014-02-26 13:13:13 +00:00
parent cae2cf6ab0
commit 3ca0638105
7 changed files with 267 additions and 11 deletions
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@@ -225,6 +225,7 @@ copy $(TargetPath) \EgtProg\Dll64</Command>
<ClCompile Include="SceneBasic.cpp" />
<ClCompile Include="SceneCamera.cpp" />
<ClCompile Include="SceneGeom.cpp" />
<ClCompile Include="SceneAux.cpp" />
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
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@@ -92,6 +92,9 @@
<ClCompile Include="SceExecutor.cpp">
<Filter>File di origine</Filter>
</ClCompile>
<ClCompile Include="SceneAux.cpp">
<Filter>File di origine</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="EgtGraphics.rc">
+20 -6
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@@ -33,7 +33,6 @@ class Scene : public IEGrScene
virtual std::string GetGLSLInfo( void) ;
virtual std::string GetPixelFormatInfo( void) ;
virtual bool RedrawWindow( void) ;
virtual bool SetExtension( const BBox3d& b3Ext) ;
virtual bool Reshape( int nW, int nH) ;
virtual bool SetBackground( Color BackTop, Color BackBottom) ;
virtual bool Prepare( void) ;
@@ -55,8 +54,14 @@ class Scene : public IEGrScene
virtual bool ZoomAll( void) ;
virtual bool ZoomChange( double dCoeff) ;
virtual bool ZoomOnPoint( const Point3d& ptWin, double dCoeff) ;
virtual bool ZoomWin( const Point3d& ptWin1, const Point3d& ptWin2) ;
// Geometry
virtual bool SetExtension( const BBox3d& b3Ext) ;
virtual bool UpdateExtension( void) ;
// Aux
virtual bool SetWinRectAttribs( bool bOutline, Color WRcol) ;
virtual bool SetWinRect( const Point3d& ptWinRectP1, const Point3d& ptWinRectP2) ;
virtual bool ResetWinRect( void) ;
public :
// Basic
@@ -78,13 +83,16 @@ class Scene : public IEGrScene
// Camera
bool VerifyCamera( void) ;
bool CalcDirUp( void) ;
bool CalcCameraFrame( Frame3d& frView) ;
// Geometry
bool DrawGroup( int nId) ;
bool DrawGeoObj( IGeoObj* pGeoObj) ;
bool DeleteObjGraphicsGroup( int nId) ;
// Aux
bool DrawWinRect( void) ;
private :
IGeomDB* m_pGeomDB ;
IGeomDB* m_pGeomDB ; // puntatore al DB geometrico
HDC m_hDC ; // Device Context
HGLRC m_hRC ; // OpenGL Rendering Context
@@ -106,8 +114,14 @@ class Scene : public IEGrScene
BBox3d m_b3ExtWorld ; // estensione della geometria nel riferimento globale (mondo)
BBox3d m_b3ExtView ; // estensione nel riferimento di vista
bool m_bExtViewOk ; // flag per stato aggiornamento di EView
double m_dHalfWidth ;
double m_dHalfHeight ;
double m_dZNear ;
double m_dZFar ;
double m_dHalfWidth ; // semialtezza della vista
double m_dHalfHeight ; // semilarghezza della vista
double m_dZNear ; // distanza del piano di clipping vicino
double m_dZFar ; // distanza del piano di clipping lontano
bool m_bOutlineWR ; // flag per disegno WinRect con solo contorno o pieno
Color m_colorWR ; // colore per WinRect
bool m_bWinRect ; // flag esistenza rettangolo temporaneo in finestra
Point3d m_ptWinRectP1 ; // primo estremo del rettangolo temporaneo
Point3d m_ptWinRectP2 ; // secondo estremo del rettangolo temporaneo
} ;
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@@ -0,0 +1,182 @@
//----------------------------------------------------------------------------
// EgalTech 2014-2014
//----------------------------------------------------------------------------
// File : SceneAux.cpp Data : 25.02.14 Versione : 1.5b4
// Contenuto : Implementazione della gestione ausiliari della classe scena.
//
//
//
// Modifiche : 25.02.14 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "Scene.h"
#include "ObjOldGraphics.h"
#include "ObjNewGraphics.h"
#include "/EgtDev/Include/EgtILogger.h"
#include "/EgtDev/Include/EGnStringUtils.h"
#include "/EgtDev/Include/EGkFrame3d.h"
#include "/EgtDev/Include/EgtPointerOwner.h"
#include "/EgtDev/Include/EGkGdbIterator.h"
#include "/EgtDev/Include/EGkCurve.h"
using namespace std ;
//------------------------------ Constants -----------------------------------
//----------------------------------------------------------------------------
bool
Scene::SetWinRectAttribs( bool bOutline, Color WRcol)
{
m_bOutlineWR = bOutline ;
m_colorWR = WRcol ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::SetWinRect( const Point3d& ptWinRectP1, const Point3d& ptWinRectP2)
{
m_bWinRect = true ;
m_ptWinRectP1 = ptWinRectP1 ;
m_ptWinRectP2 = ptWinRectP2 ;
return ( ! AreSamePointNear( m_ptWinRectP1, m_ptWinRectP2)) ;
}
//----------------------------------------------------------------------------
bool
Scene::ResetWinRect( void)
{
bool bOld = m_bWinRect ;
m_bWinRect = false ;
return bOld ;
}
//----------------------------------------------------------------------------
bool
Scene::DrawWinRect( void)
{
// verifico sia da disegnare
if ( ! m_bWinRect)
return true ;
// rendo neutre matrici di proiezione e di modello/vista
glMatrixMode( GL_PROJECTION) ;
glPushMatrix() ;
glLoadIdentity() ;
glMatrixMode( GL_MODELVIEW) ;
glPushMatrix() ;
glLoadIdentity() ;
// recupero le dimensioni della viewport
GLint vPort[ 4] ;
glGetIntegerv( GL_VIEWPORT, vPort) ;
// estremi del rettangolo nel riferimento Win ( 0,0 in alto a sinistra e Y verso il basso)
double dWinXmin = __min( m_ptWinRectP1.x, m_ptWinRectP2.x) ;
double dWinXmax = __max( m_ptWinRectP1.x, m_ptWinRectP2.x) ;
double dWinYmin = __min( m_ptWinRectP1.y, m_ptWinRectP2.y) ;
double dWinYmax = __max( m_ptWinRectP1.y, m_ptWinRectP2.y) ;
// estremi del rettangolo nel riferimento View (0,0 in centro, quindi estremi -1,-1 e +1,+1 assi soliti)
float dViewXmin = float( - 1 + 2 * ( 1 + dWinXmin) / ( vPort[2] + 1)) ;
float dViewXmax = float( - 1 + 2 * ( 1 + dWinXmax) / ( vPort[2] + 1)) ;
float dViewYmin = float( - 1 + 2 * ( vPort[3] - dWinYmax) / ( vPort[3] + 1)) ;
float dViewYmax = float( - 1 + 2 * ( vPort[3] - dWinYmin) / ( vPort[3] + 1)) ;
// eseguo il disegno del rettangolo
if ( ! m_bNewWay) {
if ( m_bOutlineWR) {
glBegin( GL_LINE_LOOP) ;
glColor3f( m_colorWR.GetRed(), m_colorWR.GetGreen(), m_colorWR.GetBlue()) ;
glVertex3f( dViewXmin, dViewYmin, 0.5) ;
glVertex3f( dViewXmax, dViewYmin, 0.5) ;
glVertex3f( dViewXmax, dViewYmax, 0.5) ;
glVertex3f( dViewXmin, dViewYmax, 0.5) ;
glEnd() ;
}
else {
glEnable( GL_BLEND) ;
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glBegin( GL_TRIANGLE_STRIP) ;
glColor4f( m_colorWR.GetRed(), m_colorWR.GetGreen(), m_colorWR.GetBlue(), m_colorWR.GetAlpha()) ;
glVertex3f( dViewXmin, dViewYmin, 0.5) ;
glVertex3f( dViewXmax, dViewYmin, 0.5) ;
glVertex3f( dViewXmin, dViewYmax, 0.5) ;
glVertex3f( dViewXmax, dViewYmax, 0.5) ;
glEnd() ;
glDisable( GL_BLEND) ;
}
}
else {
// predispongo VAO e VBO usa e getta
unsigned int nVaoId ;
unsigned int nVboId ;
// definizione
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
glGenBuffers( 1, &nVboId) ;
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
glBufferData( GL_ARRAY_BUFFER, 4 * SIZEV3F, NULL, GL_STATIC_DRAW) ;
glVertexPointer( 3, GL_FLOAT, SIZEV3F, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
// se contorno
if ( m_bOutlineWR) {
// assegno i vertici (ordine S)
Vert3f v3V ;
v3V.Set( dViewXmin, dViewYmin, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 0 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmax, dViewYmin, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 1 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmax, dViewYmax, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 2 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmin, dViewYmax, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 3 * SIZEV3F, SIZEV3F, &v3V) ;
// imposto colore
glColor3f( m_colorWR.GetRed(), m_colorWR.GetGreen(), m_colorWR.GetBlue()) ;
// disegno
glDrawArrays( GL_LINE_LOOP, 0, 4) ;
}
// altrimenti area
else {
// assegno i vertici (ordine S)
Vert3f v3V ;
v3V.Set( dViewXmin, dViewYmin, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 0 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmax, dViewYmin, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 1 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmin, dViewYmax, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 2 * SIZEV3F, SIZEV3F, &v3V) ;
v3V.Set( dViewXmax, dViewYmax, 0.5) ;
glBufferSubData( GL_ARRAY_BUFFER, 3 * SIZEV3F, SIZEV3F, &v3V) ;
// imposto blending e colore
glEnable( GL_BLEND) ;
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glColor4f( m_colorWR.GetRed(), m_colorWR.GetGreen(), m_colorWR.GetBlue(), m_colorWR.GetAlpha()) ;
// disegno
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4) ;
// disabilito blending
glDisable( GL_BLEND) ;
}
// cancello VAO e VBO
glBindBuffer( GL_ARRAY_BUFFER, 0) ;
glDeleteBuffers( 1, &nVboId) ;
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
}
// ripristino le matrici di proiezione e di modello/vista originali
glMatrixMode( GL_PROJECTION) ;
glPopMatrix() ;
glMatrixMode( GL_MODELVIEW) ;
glPopMatrix() ;
return true ;
}
+9 -5
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@@ -54,6 +54,10 @@ Scene::Scene( void)
// View data
m_ptCenter = ORIG ;
SetCamera( 0, 0, 0) ;
// WinRect
m_bOutlineWR = true ;
m_colorWR.Set( 0, 0, 0) ;
m_bWinRect = false ;
}
//----------------------------------------------------------------------------
@@ -346,10 +350,7 @@ Scene::CalcExtView( void)
return false ;
// calcolo il riferimento di vista
Frame3d frView ;
Vector3d vtZ = m_vtDirCamera ;
Vector3d vtY = m_vtUp ;
Vector3d vtX = vtY ^ vtZ ;
if ( ! frView.Set( m_ptCenter + m_dDistCamera * vtZ, vtX, vtY, vtZ))
if ( ! CalcCameraFrame( frView))
return false ;
// calcolo l'estensione nel riferimento di vista
m_b3ExtView = m_b3ExtWorld ;
@@ -609,9 +610,12 @@ Scene::Draw( void)
// colore di default
glColor4f( 1, 1, 1, 1) ;
// disegno
// disegno le geometrie del DB
DrawGroup( GDB_ID_ROOT) ;
// aggiungo disegni diretti
DrawWinRect() ;
// aggiorno
glFlush() ;
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@@ -191,6 +191,23 @@ Scene::CalcDirUp( void)
return m_bUpOk ;
}
//----------------------------------------------------------------------------
bool
Scene::CalcCameraFrame( Frame3d& frView)
{
// verifico direzione camera Up
if ( ! CalcDirUp())
return false ;
// eseguo il calcolo
Vector3d vtZ = m_vtDirCamera ;
Vector3d vtY = m_vtUp ;
Vector3d vtX = vtY ^ vtZ ;
if ( ! frView.Set( m_ptCenter + m_dDistCamera * vtZ, vtX, vtY, vtZ))
return false ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::PanCamera( const Point3d& ptWinOld, const Point3d& ptWinNew)
@@ -294,3 +311,38 @@ Scene::ZoomOnPoint( const Point3d& ptWin, double dCoeff)
// eseguo lo zoom
return ZoomChange( dCoeff) ;
}
//----------------------------------------------------------------------------
bool
Scene::ZoomWin( const Point3d& ptWin1, const Point3d& ptWin2)
{
// porto i punti in coordinate mondo
Point3d ptWorld1 ;
if ( ! UnProject( Point3d( ptWin1.x, ptWin1.y, GetProjectedCenter().z), ptWorld1))
return false ;
Point3d ptWorld2 ;
if ( ! UnProject( Point3d( ptWin2.x, ptWin2.y, GetProjectedCenter().z), ptWorld2))
return false ;
// recupero il riferimento della camera (vista)
Frame3d frView ;
if ( ! CalcCameraFrame( frView))
return false ;
// porto i punti in coordinate camera (vista)
Point3d ptView1 = ptWorld1 ;
ptView1.ToLoc( frView) ;
Point3d ptView2 = ptWorld2 ;
ptView2.ToLoc( frView) ;
// imposto il nuovo centro di vista
Point3d ptNewCen = 0.5 * ( ptWorld1 + ptWorld2) ;
SetCenter( ptNewCen) ;
// imposto il nuovo zoom
double dHalfWidth = 0.5 * fabs( ptView1.x - ptView2.x) ;
double dHalfHeight = 0.5 * fabs( ptView1.y - ptView2.y) ;
// adatto le dimensioni a quelle della vista
return AdjustDimView( dHalfWidth, dHalfHeight) ;
}