1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
3 * This file is part of the LibreOffice project.
5 * This Source Code Form is subject to the terms of the Mozilla Public
6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
11 #include <opengl/LineRenderUtils.hxx>
12 #include <opengl/VertexUtils.hxx>
17 LineBuilder::LineBuilder(std::vector
<Vertex
>& rVertices
, std::vector
<GLuint
>& rIndices
,
18 Color nColor
, GLfloat fTransparency
,
19 GLfloat fLineWidth
, bool bUseAA
)
20 : mrVertices(rVertices
)
23 , mG(nColor
.GetGreen())
24 , mB(nColor
.GetBlue())
25 , mA((1.0f
- fTransparency
) * 255.0f
)
26 , mfLineWidth(fLineWidth
)
27 , mfLineWidthAndAA(bUseAA
? fLineWidth
: -fLineWidth
)
28 , mnInitialIndexSize(rIndices
.size())
33 void LineBuilder::appendLineSegment(const glm::vec2
& rPoint1
, const glm::vec2
& rNormal1
, GLfloat aExtrusion1
,
34 const glm::vec2
& rPoint2
, const glm::vec2
& rNormal2
, GLfloat aExtrusion2
)
36 GLuint zero
= mrVertices
.size();
38 mrVertices
.insert(mrVertices
.end(), {
39 {rPoint1
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{-rNormal1
.x
, -rNormal1
.y
, -aExtrusion1
, mfLineWidthAndAA
}},
40 {rPoint1
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{ rNormal1
.x
, rNormal1
.y
, aExtrusion1
, mfLineWidthAndAA
}},
41 {rPoint2
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{-rNormal2
.x
, -rNormal2
.y
, -aExtrusion2
, mfLineWidthAndAA
}},
42 {rPoint2
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{ rNormal2
.x
, rNormal2
.y
, aExtrusion2
, mfLineWidthAndAA
}},
45 mrIndices
.insert(mrIndices
.end(), {
46 zero
+ 0, zero
+ 1, zero
+ 2,
47 zero
+ 2, zero
+ 1, zero
+ 3
52 void LineBuilder::appendLine(const glm::vec2
& rPoint1
, const glm::vec2
& rPoint2
)
54 glm::vec2 aLineVector
= vcl::vertex::normalize(rPoint2
- rPoint1
);
55 glm::vec2 aNormal
= vcl::vertex::perpendicular(aLineVector
);
57 appendLineSegment(rPoint1
, aNormal
, 1.0f
,
58 rPoint2
, aNormal
, 1.0f
);
61 void LineBuilder::appendAndConnectLinePoint(const glm::vec2
& rPoint
, const glm::vec2
& aNormal
, GLfloat aExtrusion
)
63 GLuint zero
= mrVertices
.size();
65 mrVertices
.insert(mrVertices
.end(), {
66 {rPoint
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{-aNormal
.x
, -aNormal
.y
, -aExtrusion
, mfLineWidthAndAA
}},
67 {rPoint
, glm::vec4
{mR
, mG
, mB
, mA
}, glm::vec4
{ aNormal
.x
, aNormal
.y
, aExtrusion
, mfLineWidthAndAA
}},
70 if (mnInitialIndexSize
== mrIndices
.size())
72 mrIndices
.insert(mrIndices
.end(), {
81 mrIndices
.insert(mrIndices
.end(), {
83 zero
+ 0, zero
- 1, zero
+ 1
89 mrIndices
.insert(mrIndices
.end(), {
90 zero
- 2, zero
- 1, zero
+ 0,
91 zero
+ 0, zero
- 1, zero
+ 1
97 void LineBuilder::appendMiterJoint(glm::vec2
const& point
, const glm::vec2
& prevLineVector
,
98 glm::vec2
const& nextLineVector
)
100 // With miter join we calculate the extrusion vector by adding normals of
101 // previous and next line segment. The vector shows the way but we also
102 // need the length (otherwise the line will be deformed). Length factor is
103 // calculated as dot product of extrusion vector and one of the normals.
104 // The value we get is the inverse length (used in the shader):
105 // length = line_width / dot(extrusionVector, normal)
107 glm::vec2
normal(-prevLineVector
.y
, prevLineVector
.x
);
109 glm::vec2 tangent
= vcl::vertex::normalize(nextLineVector
+ prevLineVector
);
110 glm::vec2
extrusionVector(-tangent
.y
, tangent
.x
);
111 GLfloat length
= glm::dot(extrusionVector
, normal
);
113 appendAndConnectLinePoint(point
, extrusionVector
, length
);
116 void LineBuilder::appendBevelJoint(glm::vec2
const& point
, const glm::vec2
& prevLineVector
,
117 const glm::vec2
& nextLineVector
)
119 // For bevel join we just add 2 additional vertices and use previous
120 // line segment normal and next line segment normal as extrusion vector.
121 // All the magic is done by the fact that we draw triangle strips, so we
122 // cover the joins correctly.
124 glm::vec2
prevNormal(-prevLineVector
.y
, prevLineVector
.x
);
125 glm::vec2
nextNormal(-nextLineVector
.y
, nextLineVector
.x
);
127 appendAndConnectLinePoint(point
, prevNormal
, 1.0f
);
128 appendAndConnectLinePoint(point
, nextNormal
, 1.0f
);
131 void LineBuilder::appendRoundJoint(glm::vec2
const& point
, const glm::vec2
& prevLineVector
,
132 const glm::vec2
& nextLineVector
)
134 // For round join we do a similar thing as in bevel, we add more intermediate
135 // vertices and add normals to get extrusion vectors in the between the
138 // 3 additional extrusion vectors + normals are enough to make most
139 // line joins look round. Ideally the number of vectors could be
142 glm::vec2
prevNormal(-prevLineVector
.y
, prevLineVector
.x
);
143 glm::vec2
nextNormal(-nextLineVector
.y
, nextLineVector
.x
);
145 glm::vec2 middle
= vcl::vertex::normalize(prevNormal
+ nextNormal
);
146 glm::vec2 middleLeft
= vcl::vertex::normalize(prevNormal
+ middle
);
147 glm::vec2 middleRight
= vcl::vertex::normalize(middle
+ nextNormal
);
149 appendAndConnectLinePoint(point
, prevNormal
, 1.0f
);
150 appendAndConnectLinePoint(point
, middleLeft
, 1.0f
);
151 appendAndConnectLinePoint(point
, middle
, 1.0f
);
152 appendAndConnectLinePoint(point
, middleRight
, 1.0f
);
153 appendAndConnectLinePoint(point
, nextNormal
, 1.0f
);
156 void LineBuilder::appendRoundLineCapVertices(const glm::vec2
& rPoint1
, const glm::vec2
& rPoint2
)
158 constexpr int nRoundCapIteration
= 12;
160 glm::vec2 lineVector
= vcl::vertex::normalize(rPoint2
- rPoint1
);
161 glm::vec2
normal(-lineVector
.y
, lineVector
.x
);
162 glm::vec2 previousRoundNormal
= normal
;
164 for (int nFactor
= 1; nFactor
<= nRoundCapIteration
; nFactor
++)
166 float angle
= float(nFactor
) * (M_PI
/ float(nRoundCapIteration
));
167 glm::vec2
roundNormal(normal
.x
* glm::cos(angle
) - normal
.y
* glm::sin(angle
),
168 normal
.x
* glm::sin(angle
) + normal
.y
* glm::cos(angle
));
170 appendLineSegment(rPoint1
, previousRoundNormal
, 1.0f
,
171 rPoint1
, roundNormal
, 1.0f
);
172 previousRoundNormal
= roundNormal
;
176 void LineBuilder::appendSquareLineCapVertices(const glm::vec2
& rPoint1
, const glm::vec2
& rPoint2
)
178 glm::vec2 lineVector
= vcl::vertex::normalize(rPoint2
- rPoint1
);
179 glm::vec2
normal(-lineVector
.y
, lineVector
.x
);
181 glm::vec2 extrudedPoint
= rPoint1
+ -lineVector
* (mfLineWidth
/ 2.0f
);
183 appendLineSegment(extrudedPoint
, normal
, 1.0f
,
184 rPoint1
, normal
, 1.0f
);
189 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */