本文整理汇总了C++中QOpenGLFunctions_2_1::glPopAttrib方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLFunctions_2_1::glPopAttrib方法的具体用法?C++ QOpenGLFunctions_2_1::glPopAttrib怎么用?C++ QOpenGLFunctions_2_1::glPopAttrib使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类QOpenGLFunctions_2_1
的用法示例。
在下文中一共展示了QOpenGLFunctions_2_1::glPopAttrib方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void ccGLUtils::DisplayTexture2DPosition(GLuint texID, int x, int y, int w, int h, unsigned char alpha/*=255*/)
{
QOpenGLContext* context = QOpenGLContext::currentContext();
if (!context)
{
assert(false);
return;
}
QOpenGLFunctions_2_1* glFunc = context->versionFunctions<QOpenGLFunctions_2_1>();
if (glFunc)
{
glFunc->glBindTexture(GL_TEXTURE_2D, texID);
glFunc->glPushAttrib(GL_ENABLE_BIT);
glFunc->glEnable(GL_TEXTURE_2D);
glFunc->glColor4ub(255, 255, 255, alpha);
glFunc->glBegin(GL_QUADS);
glFunc->glTexCoord2f(0.0, 1.0);
glFunc->glVertex2i(x, y + h);
glFunc->glTexCoord2f(0.0, 0.0);
glFunc->glVertex2i(x, y);
glFunc->glTexCoord2f(1.0, 0.0);
glFunc->glVertex2i(x + w, y);
glFunc->glTexCoord2f(1.0, 1.0);
glFunc->glVertex2i(x + w, y + h);
glFunc->glEnd();
glFunc->glBindTexture(GL_TEXTURE_2D, 0);
glFunc->glPopAttrib();
glFunc->glBindTexture(GL_TEXTURE_2D, 0);
}
}
示例2: drawMeOnly
void ccIndexedTransformationBuffer::drawMeOnly(CC_DRAW_CONTEXT& context)
{
//no picking enabled on trans. buffers
if (MACRO_DrawEntityNames(context))
return;
//only in 3D
if (!MACRO_Draw3D(context))
return;
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert( glFunc != nullptr );
if ( glFunc == nullptr )
return;
size_t count = size();
//show path
{
ccGL::Color3v(glFunc, ccColor::green.rgba);
glFunc->glBegin(count > 1 && m_showAsPolyline ? GL_LINE_STRIP : GL_POINTS); //show path as a polyline or points?
for (ccIndexedTransformationBuffer::const_iterator it=begin(); it!=end(); ++it)
glFunc->glVertex3fv(it->getTranslation());
glFunc->glEnd();
}
//show trihedrons?
if (m_showTrihedrons)
{
for (ccIndexedTransformationBuffer::const_iterator it=begin(); it!=end(); ++it)
{
glFunc->glMatrixMode(GL_MODELVIEW);
glFunc->glPushMatrix();
glFunc->glMultMatrixf(it->data());
//force line width
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(2.0f);
glFunc->glBegin(GL_LINES);
glFunc->glColor3f(1.0f,0.0f,0.0f);
glFunc->glVertex3f(0.0f,0.0f,0.0f);
glFunc->glVertex3f(m_trihedronsScale,0.0f,0.0f);
glFunc->glColor3f(0.0f,1.0f,0.0f);
glFunc->glVertex3f(0.0f,0.0f,0.0f);
glFunc->glVertex3f(0.0f,m_trihedronsScale,0.0f);
glFunc->glColor3f(0.0f,0.7f,1.0f);
glFunc->glVertex3f(0.0f,0.0f,0.0f);
glFunc->glVertex3f(0.0f,0.0f,m_trihedronsScale);
glFunc->glEnd();
glFunc->glPopAttrib(); //GL_LINE_BIT
glFunc->glPopMatrix();
}
}
}
示例3: drawBB
void ccHObject::drawBB(CC_DRAW_CONTEXT& context, const ccColor::Rgb& col)
{
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert(glFunc != nullptr);
if (glFunc == nullptr)
return;
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(1.0f);
switch (m_selectionBehavior)
{
case SELECTION_AA_BBOX:
getDisplayBB_recursive(true, m_currentDisplay).draw(context, col);
break;
case SELECTION_FIT_BBOX:
{
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert( glFunc != nullptr );
if ( glFunc == nullptr )
break;
ccGLMatrix trans;
ccBBox box = getOwnFitBB(trans);
if (box.isValid())
{
glFunc->glMatrixMode(GL_MODELVIEW);
glFunc->glPushMatrix();
glFunc->glMultMatrixf(trans.data());
box.draw(context, col);
glFunc->glPopMatrix();
}
}
break;
case SELECTION_IGNORED:
break;
default:
assert(false);
}
glFunc->glPopAttrib(); //GL_LINE_BIT
}
示例4: draw
//override draw function
void ccMouseCircle::draw(CC_DRAW_CONTEXT& context)
{
//only draw when visible
if (!ccMouseCircle::isVisible())
return;
//only draw in 2D foreground mode
if (!MACRO_Foreground(context) || !MACRO_Draw2D(context))
return;
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert(glFunc != nullptr);
if (glFunc == nullptr)
return;
//test viewport parameters
const ccViewportParameters& params = context.display->getViewportParameters();
glFunc->glPushAttrib(GL_LINE_BIT);
float relativeZoom = 1.0f;
float dx = 0.0f;
float dy = 0.0f;
if (!m_params.perspectiveView) //ortho mode
{
//Screen pan & pivot compensation
float totalZoom = m_params.zoom / m_params.pixelSize;
m_winTotalZoom = params.zoom / params.pixelSize;
relativeZoom = m_winTotalZoom / totalZoom;
CCVector3d dC = m_params.cameraCenter - params.cameraCenter;
CCVector3d P = m_params.pivotPoint - params.pivotPoint;
m_params.viewMat.apply(P);
static_cast<float>(dC.x + P.x);
static_cast<float>(dC.y + P.y);
dx *= m_winTotalZoom;
dy *= m_winTotalZoom;
}
//thick dotted line
glFunc->glLineWidth(2);
glFunc->glLineStipple(1, 0xAAAA);
glFunc->glEnable(GL_LINE_STIPPLE);
const unsigned char* defaultColor = m_selected ? ccColor::red.rgba : context.textDefaultCol.rgb;
glFunc->glColor3ubv(ccColor::red.rgba);
//get height & width
int halfW = static_cast<int>(context.glW / 2.0f);
int halfH = static_cast<int>(context.glH / 2.0f);
//get mouse position
QPoint p = m_owner->asWidget()->mapFromGlobal(QCursor::pos());
int mx = p.x(); //mouse x-coord
int my = 2*halfH - p.y(); //mouse y-coord in OpenGL coordinates (origin at bottom left, not top left)
//calculate circle location
int cx = dx+mx-halfW;
int cy = dy+my-halfH;
//draw circle
glFunc->glBegin(GL_LINE_LOOP);
for (int n = 0; n < ccMouseCircle::RESOLUTION; n++)
{
glFunc->glVertex2f(ccMouseCircle::UNIT_CIRCLE[n][0] * ccMouseCircle::RADIUS + cx, ccMouseCircle::UNIT_CIRCLE[n][1] * ccMouseCircle::RADIUS + cy);
}
glFunc->glEnd();
glFunc->glPopAttrib();
}
示例5: DrawColorRamp
//.........这里部分代码省略.........
glFunc->glVertex2i(histoStart+xSpan,y+j);
}
}
glFunc->glEnd();
}
else
{
//if there's a unique (visible) scalar value, we only draw a square!
double value = sortedKeyValues.front();
if (logScale)
value = exp(value*c_log10);
const ColorCompType* col = sf->getColor(static_cast<ScalarType>(value));
glFunc->glColor3ubv(col ? col : ccColor::lightGrey.rgba);
glFunc->glBegin(GL_POLYGON);
glFunc->glVertex2i(x,y);
glFunc->glVertex2i(x+scaleWidth,y);
glFunc->glVertex2i(x+scaleWidth,y+scaleMaxHeight-1);
glFunc->glVertex2i(x,y+scaleMaxHeight-1);
glFunc->glEnd();
}
//scale border
const ccColor::Rgbub& lineColor = textColor;
glFunc->glColor3ubv(lineColor.rgb);
glFunc->glLineWidth(2.0f * renderZoom);
glFunc->glEnable(GL_LINE_SMOOTH);
glFunc->glBegin(GL_LINE_LOOP);
glFunc->glVertex2i(x,y);
glFunc->glVertex2i(x+scaleWidth,y);
glFunc->glVertex2i(x+scaleWidth,y+scaleMaxHeight);
glFunc->glVertex2i(x,y+scaleMaxHeight);
glFunc->glEnd();
glFunc->glPopAttrib();
}
//display labels
{
//list of labels to draw
vlabelSet drawnLabels;
//add first label
drawnLabels.push_back(vlabel(0, 0, strHeight, sortedKeyValues.front()));
if (keyValues.size() > 1)
{
//add last label
drawnLabels.push_back(vlabel(scaleMaxHeight, scaleMaxHeight - strHeight, scaleMaxHeight, sortedKeyValues.back()));
}
//we try to display the other keyPoints (if any)
if (keyValues.size() > 2)
{
assert(maxRange > 0.0);
const int minGap = strHeight;
for (size_t i=1; i<keyValues.size()-1; ++i)
{
int yScale = static_cast<int>((sortedKeyValues[i]-sortedKeyValues[0]) * scaleMaxHeight / maxRange);
vlabelPair nLabels = GetVLabelsAround(yScale,drawnLabels);
assert(nLabels.first != drawnLabels.end() && nLabels.second != drawnLabels.end());
if ( (nLabels.first == drawnLabels.end() || nLabels.first->yMax <= yScale - minGap)
&& (nLabels.second == drawnLabels.end() || nLabels.second->yMin >= yScale + minGap))
{
//insert it at the right place (so as to keep a sorted list!)
drawnLabels.insert(nLabels.second,vlabel(yScale,yScale-strHeight/2,yScale+strHeight/2,sortedKeyValues[i]));
示例6: tab
//.........这里部分代码省略.........
glFunc->glVertex2i(std::max(m_labelROI.left(),iArrowDestX-arrowBaseSize), -m_labelROI.bottom());
glFunc->glVertex2i(std::min(m_labelROI.right(),iArrowDestX+arrowBaseSize), -m_labelROI.bottom());
break;
case 8: //bottom-right corner
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.bottom()+2*arrowBaseSize);
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.bottom());
glFunc->glVertex2i(m_labelROI.right()-2*arrowBaseSize, -m_labelROI.bottom());
break;
}
glFunc->glEnd();
}
}
//main rectangle
glFunc->glColor4ubv(defaultBkgColor.rgba);
glFunc->glBegin(GL_QUADS);
glFunc->glVertex2i(m_labelROI.left(), -m_labelROI.top());
glFunc->glVertex2i(m_labelROI.left(), -m_labelROI.bottom());
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.bottom());
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.top());
glFunc->glEnd();
//if (highlighted)
{
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(3.0f * context.renderZoom);
glFunc->glColor4ubv(defaultBorderColor.rgba);
glFunc->glBegin(GL_LINE_LOOP);
glFunc->glVertex2i(m_labelROI.left(), -m_labelROI.top());
glFunc->glVertex2i(m_labelROI.left(), -m_labelROI.bottom());
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.bottom());
glFunc->glVertex2i(m_labelROI.right(), -m_labelROI.top());
glFunc->glEnd();
glFunc->glPopAttrib();
}
//draw close button
//glFunc->glColor3ubv(ccColor::black);
//glFunc->glBegin(GL_LINE_LOOP);
//glFunc->glVertex2i(m_closeButtonROI.left(),-m_closeButtonROI.top());
//glFunc->glVertex2i(m_closeButtonROI.left(),-m_closeButtonROI.bottom());
//glFunc->glVertex2i(m_closeButtonROI.right(),-m_closeButtonROI.bottom());
//glFunc->glVertex2i(m_closeButtonROI.right(),-m_closeButtonROI.top());
//glFunc->glEnd();
//glFunc->glBegin(GL_LINES);
//glFunc->glVertex2i(m_closeButtonROI.left()+2,-m_closeButtonROI.top()+2);
//glFunc->glVertex2i(m_closeButtonROI.right()-2,-m_closeButtonROI.bottom()-2);
//glFunc->glVertex2i(m_closeButtonROI.right()-2,-m_closeButtonROI.top()+2);
//glFunc->glVertex2i(m_closeButtonROI.left()+2,-m_closeButtonROI.bottom()-2);
//glFunc->glEnd();
//display text
if (!pushName)
{
int xStartRel = margin;
int yStartRel = 0;
yStartRel -= titleHeight;
ccColor::Rgbub defaultTextColor;
if (context.labelOpacity < 40)
{
//under a given opacity level, we use the default text color instead!
defaultTextColor = context.textDefaultCol;
}
else
{
示例7: font
void cc2DLabel::drawMeOnly3D(CC_DRAW_CONTEXT& context)
{
assert(!m_points.empty());
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert( glFunc != nullptr );
if ( glFunc == nullptr )
return;
//standard case: list names pushing
bool pushName = MACRO_DrawEntityNames(context);
if (pushName)
{
//not particularily fast
if (MACRO_DrawFastNamesOnly(context))
return;
glFunc->glPushName(getUniqueIDForDisplay());
}
const float c_sizeFactor = 4.0f;
bool loop = false;
size_t count = m_points.size();
switch (count)
{
case 3:
{
glFunc->glPushAttrib(GL_COLOR_BUFFER_BIT);
glFunc->glEnable(GL_BLEND);
//we draw the triangle
glFunc->glColor4ub(255,255,0,128);
glFunc->glBegin(GL_TRIANGLES);
ccGL::Vertex3v(glFunc, m_points[0].cloud->getPoint(m_points[0].index)->u);
ccGL::Vertex3v(glFunc, m_points[1].cloud->getPoint(m_points[1].index)->u);
ccGL::Vertex3v(glFunc, m_points[2].cloud->getPoint(m_points[2].index)->u);
glFunc->glEnd();
glFunc->glPopAttrib();
loop = true;
}
case 2:
{
//segment width
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(c_sizeFactor * context.renderZoom);
//we draw the segments
if (isSelected())
ccGL::Color3v(glFunc, ccColor::red.rgba);
else
ccGL::Color3v(glFunc, ccColor::green.rgba);
glFunc->glBegin(GL_LINES);
for (unsigned i=0; i<count; i++)
{
if (i+1<count || loop)
{
ccGL::Vertex3v(glFunc, m_points[i].cloud->getPoint(m_points[i].index)->u);
ccGL::Vertex3v(glFunc, m_points[(i+1)%count].cloud->getPoint(m_points[(i+1)%count].index)->u);
}
}
glFunc->glEnd();
glFunc->glPopAttrib();
}
case 1:
{
//display point marker as spheres
{
if (!c_unitPointMarker)
{
c_unitPointMarker = QSharedPointer<ccSphere>(new ccSphere(1.0f, 0, "PointMarker", 12));
c_unitPointMarker->showColors(true);
c_unitPointMarker->setVisible(true);
c_unitPointMarker->setEnabled(true);
}
//build-up point maker own 'context'
CC_DRAW_CONTEXT markerContext = context;
markerContext.drawingFlags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
markerContext.display = 0;
if (isSelected() && !pushName)
c_unitPointMarker->setTempColor(ccColor::red);
else
c_unitPointMarker->setTempColor(context.labelDefaultMarkerCol);
const ccViewportParameters& viewPortParams = context.display->getViewportParameters();
ccGLCameraParameters camera;
context.display->getGLCameraParameters(camera);
for (unsigned i = 0; i<count; i++)
{
glFunc->glMatrixMode(GL_MODELVIEW);
glFunc->glPushMatrix();
const CCVector3* P = m_points[i].cloud->getPoint(m_points[i].index);
ccGL::Translate(glFunc, P->x, P->y, P->z);
//.........这里部分代码省略.........
示例8: drawMeOnly
void ccSNECloud::drawMeOnly(CC_DRAW_CONTEXT& context)
{
if (!MACRO_Foreground(context)) //2D foreground only
return; //do nothing
//draw point cloud
ccPointCloud::drawMeOnly(context);
//draw normal vectors
if (MACRO_Draw3D(context))
{
if (size() == 0) //no points -> bail!
return;
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
if (glFunc == nullptr) {
assert(false);
return;
}
//glDrawParams glParams;
//getDrawingParameters(glParams);
//get camera info
ccGLCameraParameters camera;
glFunc->glGetIntegerv(GL_VIEWPORT, camera.viewport);
glFunc->glGetDoublev(GL_PROJECTION_MATRIX, camera.projectionMat.data());
glFunc->glGetDoublev(GL_MODELVIEW_MATRIX, camera.modelViewMat.data());
const ccViewportParameters& viewportParams = context.display->getViewportParameters();
//get point size for drawing
float pSize;
glFunc->glGetFloatv(GL_POINT_SIZE, &pSize);
//draw normal vectors if highlighted
//if ((m_isHighlighted | m_isAlternate | m_isActive))
//{
//setup
if (pSize != 0)
{
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(static_cast<GLfloat>(pSize));
}
glFunc->glMatrixMode(GL_MODELVIEW);
glFunc->glPushMatrix();
glFunc->glEnable(GL_BLEND);
//get normal vector properties
int thickID = getScalarFieldIndexByName("Thickness");
//int weightID = getScalarFieldIndexByName("Weight");
//float weight;
//float maxWeight = getScalarField( weightID )->getMax();
//draw normals
glFunc->glBegin(GL_LINES);
for (unsigned p = 0; p < size(); p++)
{
//get weight
//weight = getScalarField(weightID)->getValue(p);
//weight /= maxWeight;
//push colour
const ccColor::Rgb* col = m_currentDisplayedScalarField->getColor(m_currentDisplayedScalarField->getValue(p));
const ccColor::Rgba col4(col->r, col->g, col->b,200);
glFunc->glColor4ubv(col4.rgba);
//get length from thickness (if defined)
float length = 1.0;
if (thickID != -1)
{
length = getScalarField(thickID)->getValue(p);
}
//calculate start and end points of normal vector
const CCVector3 start = *getPoint(p);
CCVector3 end = start + (getPointNormal(p)*length);
//push line to opengl
ccGL::Vertex3v(glFunc, start.u);
ccGL::Vertex3v(glFunc, end.u);
}
glFunc->glEnd();
//cleanup
if (pSize != 0) {
glFunc->glPopAttrib();
}
glFunc->glPopMatrix();
}
}
示例9: drawMeOnly
//.........这里部分代码省略.........
{
if (m_width != 0)
{
glFunc->glPushAttrib(GL_LINE_BIT);
glFunc->glLineWidth(static_cast<GLfloat>(m_width));
}
//DGM: we do the 'GL_LINE_LOOP' manually as I have a strange bug
//on one on my graphic card with this mode!
//glBegin(m_isClosed ? GL_LINE_LOOP : GL_LINE_STRIP);
glFunc->glBegin(GL_LINE_STRIP);
for (unsigned i = 0; i < vertCount; ++i)
{
ccGL::Vertex3v(glFunc, getPoint(i)->u);
}
if (m_isClosed)
{
ccGL::Vertex3v(glFunc, getPoint(0)->u);
}
glFunc->glEnd();
//display arrow
if (m_showArrow && m_arrowIndex < vertCount && (m_arrowIndex > 0 || m_isClosed))
{
const CCVector3* P0 = getPoint(m_arrowIndex == 0 ? vertCount - 1 : m_arrowIndex - 1);
const CCVector3* P1 = getPoint(m_arrowIndex);
//direction of the last polyline chunk
CCVector3 u = *P1 - *P0;
u.normalize();
if (m_mode2D)
{
u *= -m_arrowLength;
static const PointCoordinateType s_defaultArrowAngle = static_cast<PointCoordinateType>(15.0 * CC_DEG_TO_RAD);
static const PointCoordinateType cost = cos(s_defaultArrowAngle);
static const PointCoordinateType sint = sin(s_defaultArrowAngle);
CCVector3 A(cost * u.x - sint * u.y, sint * u.x + cost * u.y, 0);
CCVector3 B(cost * u.x + sint * u.y, -sint * u.x + cost * u.y, 0);
glFunc->glBegin(GL_POLYGON);
ccGL::Vertex3v(glFunc, (A + *P1).u);
ccGL::Vertex3v(glFunc, (B + *P1).u);
ccGL::Vertex3v(glFunc, (*P1).u);
glFunc->glEnd();
}
else
{
if (!c_unitArrow)
{
c_unitArrow = QSharedPointer<ccCone>(new ccCone(0.5, 0.0, 1.0));
c_unitArrow->showColors(true);
c_unitArrow->showNormals(false);
c_unitArrow->setVisible(true);
c_unitArrow->setEnabled(true);
}
if (colorsShown())
c_unitArrow->setTempColor(m_rgbColor);
else
c_unitArrow->setTempColor(context.pointsDefaultCol);
//build-up unit arrow own 'context'
CC_DRAW_CONTEXT markerContext = context;
markerContext.drawingFlags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
markerContext.display = 0;
glFunc->glMatrixMode(GL_MODELVIEW);
glFunc->glPushMatrix();
ccGL::Translate(glFunc, P1->x, P1->y, P1->z);
ccGLMatrix rotMat = ccGLMatrix::FromToRotation(u, CCVector3(0, 0, PC_ONE));
glFunc->glMultMatrixf(rotMat.inverse().data());
glFunc->glScalef(m_arrowLength, m_arrowLength, m_arrowLength);
ccGL::Translate(glFunc, 0.0, 0.0, -0.5);
c_unitArrow->draw(markerContext);
glFunc->glPopMatrix();
}
}
if (m_width != 0)
{
glFunc->glPopAttrib();
}
}
//display vertices
if (m_showVertices)
{
glFunc->glPushAttrib(GL_POINT_BIT);
glFunc->glPointSize((GLfloat)m_vertMarkWidth);
glFunc->glBegin(GL_POINTS);
for (unsigned i = 0; i < vertCount; ++i)
{
ccGL::Vertex3v(glFunc, getPoint(i)->u);
}
glFunc->glEnd();
glFunc->glPopAttrib();
}
if (pushName)
glFunc->glPopName();
}
示例10: title
void cc2DViewportLabel::drawMeOnly(CC_DRAW_CONTEXT& context)
{
//2D foreground only
if (!MACRO_Foreground(context) || !MACRO_Draw2D(context))
return;
//get the set of OpenGL functions (version 2.1)
QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
assert( glFunc != nullptr );
if ( glFunc == nullptr )
return;
//test viewport parameters
const ccViewportParameters& params = context.display->getViewportParameters();
//general parameters
if ( params.perspectiveView != m_params.perspectiveView
|| params.objectCenteredView != m_params.objectCenteredView
|| params.pixelSize != m_params.pixelSize)
{
return;
}
//test base view matrix
for (unsigned i = 0; i < 12; ++i)
if (fabs(params.viewMat.data()[i] - m_params.viewMat.data()[i]) > ZERO_TOLERANCE)
return;
if (m_params.perspectiveView)
{
if (params.fov != m_params.fov || params.perspectiveAspectRatio != m_params.perspectiveAspectRatio)
return;
if ((params.pivotPoint - m_params.pivotPoint).norm() > ZERO_TOLERANCE
|| (params.cameraCenter - m_params.cameraCenter).norm() > ZERO_TOLERANCE)
return;
}
else
{
if (params.orthoAspectRatio != m_params.orthoAspectRatio)
return;
}
glFunc->glPushAttrib(GL_LINE_BIT);
float relativeZoom = 1.0f;
float dx = 0, dy = 0;
if (!m_params.perspectiveView) //ortho mode
{
//Screen pan & pivot compensation
float totalZoom = m_params.zoom / m_params.pixelSize;
float winTotalZoom = params.zoom / params.pixelSize;
relativeZoom = winTotalZoom / totalZoom;
CCVector3d dC = m_params.cameraCenter - params.cameraCenter;
CCVector3d P = m_params.pivotPoint - params.pivotPoint;
m_params.viewMat.apply(P);
dx = static_cast<float>(dC.x + P.x);
dy = static_cast<float>(dC.y + P.y);
dx *= winTotalZoom;
dy *= winTotalZoom;
}
//thick dotted line
glFunc->glLineWidth(2);
glFunc->glLineStipple(1, 0xAAAA);
glFunc->glEnable(GL_LINE_STIPPLE);
const unsigned char* defaultColor = m_selected ? ccColor::red.rgba : context.textDefaultCol.rgb;
glFunc->glColor3ubv(defaultColor);
glFunc->glBegin(GL_LINE_LOOP);
glFunc->glVertex2f(dx + m_roi[0] * relativeZoom, dy + m_roi[1] * relativeZoom);
glFunc->glVertex2f(dx + m_roi[2] * relativeZoom, dy + m_roi[1] * relativeZoom);
glFunc->glVertex2f(dx + m_roi[2] * relativeZoom, dy + m_roi[3] * relativeZoom);
glFunc->glVertex2f(dx + m_roi[0] * relativeZoom, dy + m_roi[3] * relativeZoom);
glFunc->glEnd();
glFunc->glPopAttrib();
//title
QString title(getName());
if (!title.isEmpty())
{
QFont titleFont(context.display->getTextDisplayFont()); //takes rendering zoom into account!
titleFont.setBold(true);
QFontMetrics titleFontMetrics(titleFont);
int titleHeight = titleFontMetrics.height();
int xStart = (int)(dx + 0.5f*(float)context.glW + std::min<float>(m_roi[0], m_roi[2])*relativeZoom);
int yStart = (int)(dy + 0.5f*(float)context.glH + std::min<float>(m_roi[1], m_roi[3])*relativeZoom);
context.display->displayText(title, xStart, yStart - 5 - titleHeight, ccGenericGLDisplay::ALIGN_DEFAULT, 0, defaultColor, &titleFont);
}
}