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-rw-r--r--vcl/opengl/LineRenderUtils.cxx189
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diff --git a/vcl/opengl/LineRenderUtils.cxx b/vcl/opengl/LineRenderUtils.cxx
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+++ b/vcl/opengl/LineRenderUtils.cxx
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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ */
+
+#include <opengl/LineRenderUtils.hxx>
+#include <opengl/VertexUtils.hxx>
+
+namespace vcl
+{
+
+LineBuilder::LineBuilder(std::vector<Vertex>& rVertices, std::vector<GLuint>& rIndices,
+ Color nColor, GLfloat fTransparency,
+ GLfloat fLineWidth, bool bUseAA)
+ : mrVertices(rVertices)
+ , mrIndices(rIndices)
+ , mR(nColor.GetRed())
+ , mG(nColor.GetGreen())
+ , mB(nColor.GetBlue())
+ , mA((1.0f - fTransparency) * 255.0f)
+ , mfLineWidth(fLineWidth)
+ , mfLineWidthAndAA(bUseAA ? fLineWidth : -fLineWidth)
+ , mnInitialIndexSize(rIndices.size())
+ , mbIncomplete(false)
+{
+}
+
+void LineBuilder::appendLineSegment(const glm::vec2& rPoint1, const glm::vec2& rNormal1, GLfloat aExtrusion1,
+ const glm::vec2& rPoint2, const glm::vec2& rNormal2, GLfloat aExtrusion2)
+{
+ GLuint zero = mrVertices.size();
+
+ mrVertices.insert(mrVertices.end(), {
+ {rPoint1, glm::vec4{mR, mG, mB, mA}, glm::vec4{-rNormal1.x, -rNormal1.y, -aExtrusion1, mfLineWidthAndAA}},
+ {rPoint1, glm::vec4{mR, mG, mB, mA}, glm::vec4{ rNormal1.x, rNormal1.y, aExtrusion1, mfLineWidthAndAA}},
+ {rPoint2, glm::vec4{mR, mG, mB, mA}, glm::vec4{-rNormal2.x, -rNormal2.y, -aExtrusion2, mfLineWidthAndAA}},
+ {rPoint2, glm::vec4{mR, mG, mB, mA}, glm::vec4{ rNormal2.x, rNormal2.y, aExtrusion2, mfLineWidthAndAA}},
+ });
+
+ mrIndices.insert(mrIndices.end(), {
+ zero + 0, zero + 1, zero + 2,
+ zero + 2, zero + 1, zero + 3
+ });
+
+}
+
+void LineBuilder::appendLine(const glm::vec2& rPoint1, const glm::vec2& rPoint2)
+{
+ glm::vec2 aLineVector = vcl::vertex::normalize(rPoint2 - rPoint1);
+ glm::vec2 aNormal = vcl::vertex::perpendicular(aLineVector);
+
+ appendLineSegment(rPoint1, aNormal, 1.0f,
+ rPoint2, aNormal, 1.0f);
+}
+
+void LineBuilder::appendAndConnectLinePoint(const glm::vec2& rPoint, const glm::vec2& aNormal, GLfloat aExtrusion)
+{
+ GLuint zero = mrVertices.size();
+
+ mrVertices.insert(mrVertices.end(), {
+ {rPoint, glm::vec4{mR, mG, mB, mA}, glm::vec4{-aNormal.x, -aNormal.y, -aExtrusion, mfLineWidthAndAA}},
+ {rPoint, glm::vec4{mR, mG, mB, mA}, glm::vec4{ aNormal.x, aNormal.y, aExtrusion, mfLineWidthAndAA}},
+ });
+
+ if (mnInitialIndexSize == mrIndices.size())
+ {
+ mrIndices.insert(mrIndices.end(), {
+ zero + 0, zero + 1
+ });
+ mbIncomplete = true;
+ }
+ else
+ {
+ if (mbIncomplete)
+ {
+ mrIndices.insert(mrIndices.end(), {
+ zero + 0,
+ zero + 0, zero - 1, zero + 1
+ });
+ mbIncomplete = false;
+ }
+ else
+ {
+ mrIndices.insert(mrIndices.end(), {
+ zero - 2, zero - 1, zero + 0,
+ zero + 0, zero - 1, zero + 1
+ });
+ }
+ }
+}
+
+void LineBuilder::appendMiterJoint(glm::vec2 const& point, const glm::vec2& prevLineVector,
+ glm::vec2 const& nextLineVector)
+{
+ // With miter join we calculate the extrusion vector by adding normals of
+ // previous and next line segment. The vector shows the way but we also
+ // need the length (otherwise the line will be deformed). Length factor is
+ // calculated as dot product of extrusion vector and one of the normals.
+ // The value we get is the inverse length (used in the shader):
+ // length = line_width / dot(extrusionVector, normal)
+
+ glm::vec2 normal(-prevLineVector.y, prevLineVector.x);
+
+ glm::vec2 tangent = vcl::vertex::normalize(nextLineVector + prevLineVector);
+ glm::vec2 extrusionVector(-tangent.y, tangent.x);
+ GLfloat length = glm::dot(extrusionVector, normal);
+
+ appendAndConnectLinePoint(point, extrusionVector, length);
+}
+
+void LineBuilder::appendBevelJoint(glm::vec2 const& point, const glm::vec2& prevLineVector,
+ const glm::vec2& nextLineVector)
+{
+ // For bevel join we just add 2 additional vertices and use previous
+ // line segment normal and next line segment normal as extrusion vector.
+ // All the magic is done by the fact that we draw triangle strips, so we
+ // cover the joins correctly.
+
+ glm::vec2 prevNormal(-prevLineVector.y, prevLineVector.x);
+ glm::vec2 nextNormal(-nextLineVector.y, nextLineVector.x);
+
+ appendAndConnectLinePoint(point, prevNormal, 1.0f);
+ appendAndConnectLinePoint(point, nextNormal, 1.0f);
+}
+
+void LineBuilder::appendRoundJoint(glm::vec2 const& point, const glm::vec2& prevLineVector,
+ const glm::vec2& nextLineVector)
+{
+ // For round join we do a similar thing as in bevel, we add more intermediate
+ // vertices and add normals to get extrusion vectors in the between the
+ // both normals.
+
+ // 3 additional extrusion vectors + normals are enough to make most
+ // line joins look round. Ideally the number of vectors could be
+ // calculated.
+
+ glm::vec2 prevNormal(-prevLineVector.y, prevLineVector.x);
+ glm::vec2 nextNormal(-nextLineVector.y, nextLineVector.x);
+
+ glm::vec2 middle = vcl::vertex::normalize(prevNormal + nextNormal);
+ glm::vec2 middleLeft = vcl::vertex::normalize(prevNormal + middle);
+ glm::vec2 middleRight = vcl::vertex::normalize(middle + nextNormal);
+
+ appendAndConnectLinePoint(point, prevNormal, 1.0f);
+ appendAndConnectLinePoint(point, middleLeft, 1.0f);
+ appendAndConnectLinePoint(point, middle, 1.0f);
+ appendAndConnectLinePoint(point, middleRight, 1.0f);
+ appendAndConnectLinePoint(point, nextNormal, 1.0f);
+}
+
+void LineBuilder::appendRoundLineCapVertices(const glm::vec2& rPoint1, const glm::vec2& rPoint2)
+{
+ constexpr int nRoundCapIteration = 12;
+
+ glm::vec2 lineVector = vcl::vertex::normalize(rPoint2 - rPoint1);
+ glm::vec2 normal(-lineVector.y, lineVector.x);
+ glm::vec2 previousRoundNormal = normal;
+
+ for (int nFactor = 1; nFactor <= nRoundCapIteration; nFactor++)
+ {
+ float angle = float(nFactor) * (M_PI / float(nRoundCapIteration));
+ glm::vec2 roundNormal(normal.x * glm::cos(angle) - normal.y * glm::sin(angle),
+ normal.x * glm::sin(angle) + normal.y * glm::cos(angle));
+
+ appendLineSegment(rPoint1, previousRoundNormal, 1.0f,
+ rPoint1, roundNormal, 1.0f);
+ previousRoundNormal = roundNormal;
+ }
+}
+
+void LineBuilder::appendSquareLineCapVertices(const glm::vec2& rPoint1, const glm::vec2& rPoint2)
+{
+ glm::vec2 lineVector = vcl::vertex::normalize(rPoint2 - rPoint1);
+ glm::vec2 normal(-lineVector.y, lineVector.x);
+
+ glm::vec2 extrudedPoint = rPoint1 + -lineVector * (mfLineWidth / 2.0f);
+
+ appendLineSegment(extrudedPoint, normal, 1.0f,
+ rPoint1, normal, 1.0f);
+}
+
+} // end vcl
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */