/* -*- 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 namespace vcl { LineBuilder::LineBuilder(std::vector& rVertices, std::vector& 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 = glm::vec2(-prevLineVector.y, prevLineVector.x); glm::vec2 nextNormal = glm::vec2(-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 = glm::vec2(-prevLineVector.y, prevLineVector.x); glm::vec2 nextNormal = glm::vec2(-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 = glm::vec2(-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 = glm::vec2(-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: */