Ejemplo n.º 1
0
 /// <summary>
 /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3D (IPaintTo3D)"/>
 /// </summary>
 /// <param name="paintTo3D"></param>
 public override void PaintTo3D(IPaintTo3D paintTo3D)
 {
     if (this.compoundShape == null)
     {
         return;
     }
     if ((paintTo3D.Capabilities & PaintCapabilities.CanFillPaths) != 0 && hatchStyle is HatchStyleSolid)
     {
         paintTo3D.OpenPath();
         Path[] paths = compoundShape.MakePaths(this.plane);
         for (int i = 0; i < paths.Length; i++)
         {
             paths[i].PaintTo3D(paintTo3D);
             paintTo3D.CloseFigure();
         }
         Color clr;
         if (paintTo3D.SelectMode)
         {
             clr = paintTo3D.SelectColor;
         }
         else
         {
             if ((hatchStyle as HatchStyleSolid).Color == null && this.ColorDef != null)
             {
                 clr = this.ColorDef.Color;
             }
             else
             {
                 clr = (hatchStyle as HatchStyleSolid).Color.Color;
             }
         }
         paintTo3D.ClosePath(clr);
     }
     else
     {
         if (needsRecalc)
         {
             Recalc();
         }
         if (OnPaintTo3D != null && OnPaintTo3D(this, paintTo3D))
         {
             return;
         }
         bool ps = paintTo3D.PaintSurfaces;
         paintTo3D.PaintFaces(CADability.PaintTo3D.PaintMode.All); // kommt immer mit CurvesOnly...
         for (int i = 0; i < base.Count; ++i)
         {
             (Child(i) as IGeoObjectImpl).PaintTo3D(paintTo3D);
         }
         if (!ps)
         {
             paintTo3D.PaintFaces(CADability.PaintTo3D.PaintMode.CurvesOnly);
         }
     }
 }
Ejemplo n.º 2
0
        private void OnPrintPage(object sender, PrintPageEventArgs e)
        {
            Rectangle r = e.PageBounds; // ist IMMER in 100 dpi
            // die Pixelauflösung des Druckers ist in e.Graphics.DpiX bzw. DpiY
            double fctpap = 100 / 25.4;
            //double fct = 100 / 25.4;
            double fct = e.Graphics.DpiX / 25.4; // das ist die echte Auflösung

            // fct /= 2; war nur ein Test

            e.Graphics.PageScale = (float)(1.0);

            for (int i = 0; i < layout.PatchCount; ++i)
            {
                LayoutPatch lp = layout.Patches[i];
                e.Graphics.Transform = new System.Drawing.Drawing2D.Matrix((float)fctpap, 0.0f, 0.0f, (float)-fctpap, 0.0f, (float)(layout.PaperHeight * fctpap));

                BoundingRect ext;
                if (lp.Area != null)
                {
                    ext = lp.Area.Extent;
                }
                else
                {
                    ext = new BoundingRect(0.0, 0.0, layout.PaperWidth, layout.PaperHeight);
                }

                // der Faktor fct ist willkürlich, macht man ihn zu groß, gibt es ein OutOfMemory in OpenGl
                // zu klein, wird die Auflösung beim Drucken zu grob. Abhilfe würde es schaffen, wenn man nicht ein
                // Bitmap erzeugt, sondern dieses kachelt. Ob man es aber nahtlos zusammensetzen kann?
                // eigentlich gefragt wäre hier die Pixelauflösung des Graphics, aber vielleicht gibt es die garnicht
                // und es ist ein Metafile, der zum Drucker weitergereicht wird.
                GeoPoint2D            ll            = ext.GetLowerLeft();
                GeoPoint2D            ur            = ext.GetUpperRight();
                Rectangle             clipRectangle = Rectangle.FromLTRB((int)ll.x, (int)ll.y, (int)ur.x, (int)ur.y);
                System.Drawing.Bitmap PaintToBitmap;
                int bitmapwidth  = (int)(clipRectangle.Width * fct);
                int bitmapheight = (int)(clipRectangle.Height * fct);
                PaintToBitmap = new System.Drawing.Bitmap(bitmapwidth, bitmapheight);

                IPaintTo3D ipaintTo3D = Frame.UIService.CreatePaintInterface(PaintToBitmap, lp.Model.Extent.Size / 1000);
                ipaintTo3D.MakeCurrent();
                ipaintTo3D.Clear(Color.White);
                ipaintTo3D.AvoidColor(Color.White);

                Projection pr = lp.Projection.Clone();
                pr.SetUnscaledProjection(new ModOp(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0) * pr.UnscaledProjection);
                double factor, dx, dy;
                pr.GetPlacement(out factor, out dx, out dy);
                //new System.Drawing.Drawing2D.Matrix((float)factor, 0.0f, 0.0f, (float)-factor, 0.0f, (float)(layout.PaperHeight * factor));
                pr.SetPlacement(fct * factor, fct * (dx - ext.Left), fct * (dy - ext.Bottom));
                ipaintTo3D.SetProjection(pr, lp.Model.Extent);
                ipaintTo3D.UseZBuffer(true);
                ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.All);
                ipaintTo3D.UseLineWidth = true;
                // hier darf nicht mit Listen gearbeitet werden, sonst macht OpanGL die Krätsche
                foreach (IGeoObject go in lp.Model)
                {
                    PaintFlatVisibleLayer(ipaintTo3D, go, lp.visibleLayers);
                }

                //CategorizedDislayLists displayLists = new CategorizedDislayLists();
                //// beim Zeichnen auf Bitmaps müssen die Displaylisten lokal zu diesem rendercontext gehören
                //// obwohl sharelists angegeben wurde und das keinen Fehler bringt
                //// leider wird alles hierbei flach. Man könnte das höchstens damit übertricksen,
                //// dass man bei tringle die Farbe an jedem Eckpunkt mit dem Normalenvektor verrechnet
                //// aber ob das hilft?
                //foreach (IGeoObject go in lp.Model)
                //{
                //    go.PaintTo3DList(ipaintTo3D, displayLists);
                //}
                //displayLists.Finish(ipaintTo3D);
                //ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.FacesOnly);
                //foreach (KeyValuePair<Layer, IPaintTo3DList> kv in displayLists.layerFaceDisplayList)
                //{
                //    if (lp.IsLayerVisible(kv.Key) || displayLists.NullLayer == kv.Key)
                //    {
                //        ipaintTo3D.List(kv.Value);
                //    }
                //}
                //ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.CurvesOnly);
                //foreach (KeyValuePair<Layer, IPaintTo3DList> kv in displayLists.layerCurveDisplayList)
                //{
                //    if (lp.IsLayerVisible(kv.Key) || displayLists.NullLayer == kv.Key)
                //    {
                //        ipaintTo3D.List(kv.Value);
                //    }
                //}
                //// wozu war das folgende noch?
                ////foreach (IGeoObject go in lp.Model)
                ////{
                ////    go.PaintTo3D(ipaintTo3D);
                ////}
                //// ipaintTo3D.Dispose(); gibt OpenGL Fehler
                //ipaintTo3D.FinishPaint();

                //gr.ReleaseHdc(dc);
                //displayLists = null;
                //System.GC.Collect();
                //System.GC.WaitForPendingFinalizers();
                //ipaintTo3D.Dispose();

                PaintToBitmap.MakeTransparent(Color.White);
                //e.Graphics.DrawImageUnscaled(PaintToBitmap, clipRectangle);
                PointF[] dest = new PointF[3];
                dest[0].X = (float)ll.x;
                dest[0].Y = (float)ur.y;
                dest[1].X = (float)ur.x;
                dest[1].Y = (float)ur.y;
                dest[2].X = (float)ll.x;
                dest[2].Y = (float)ll.y;
                RectangleF src = new RectangleF(new PointF(0.0f, 0.0f), PaintToBitmap.Size);
                e.Graphics.DrawImage(PaintToBitmap, dest, src, GraphicsUnit.Pixel);
            }
        }
Ejemplo n.º 3
0
        void IView.OnPaint(PaintEventArgs e)
        {
            IPaintTo3D paintTo3D = canvas.PaintTo3D;
            Rectangle  clr       = e.ClipRectangle;

            if (!IsInitialized)
            {
                ZoomTotal(1.1);
            }

            //PaintToOpenGl paintTo3D = new PaintToOpenGl(1e-3); // woher nehmen?
            // IntPtr dc = e.Graphics.GetHdc();
            //paintTo3D.Init(dc, condorCtrl.ClientRectangle.Width, condorCtrl.ClientRectangle.Height, false);
            IPaintTo3D ipaintTo3D = paintTo3D;

            // ipaintTo3D.Init(condorCtrl); // das erzeugt jedesmal einen neuen renderContext, das kann doch nicht richtig sein
            ipaintTo3D.MakeCurrent();
            ipaintTo3D.Clear(Color.Black); // damit ist black die Backgroundcolor

            //e.Graphics.FillRectangle(Brushes.Black, e.Graphics.ClipBounds);
            GeoPoint2D ll        = layoutToScreen * new GeoPoint2D(0.0, 0.0);
            GeoPoint2D ur        = layoutToScreen * new GeoPoint2D(layout.PaperWidth, layout.PaperHeight);
            RectangleF paperrect = RectangleF.FromLTRB((float)ll.x, (float)ur.y, (float)ur.x, (float)ll.y);

            //e.Graphics.FillRectangle(Brushes.White, paperrect);

            //BoundingCube bc = new BoundingCube(ll.x, ur.x, ll.y, ur.y, -1.0, 1.0);
            //ipaintTo3D.SetProjection(new Projection(Projection.StandardProjection.FromTop), bc);
            ipaintTo3D.UseZBuffer(false);
            ipaintTo3D.SetColor(Color.White);
            ipaintTo3D.FillRect2D(ll.PointF, ur.PointF);

            //ipaintTo3D.FinishPaint();// DEBUG
            //return; // DEBUG

            ipaintTo3D.AvoidColor(Color.White);

            if (RepaintActionEvent != null)
            {
                RepaintActionEvent(this, ipaintTo3D);
            }

            for (int i = 0; i < layout.Patches.Length; ++i)
            {
                LayoutPatch  lp        = layout.Patches[i];
                BoundingRect paperRect = new BoundingRect(0.0, 0.0, layout.PaperWidth, layout.PaperHeight);

                BoundingRect ext;
                if (lp.Area != null)
                {
                    ext = lp.Area.Extent;
                }
                else
                {
                    ext = paperRect;
                }

                GeoPoint2D clipll = layoutToScreen * ext.GetLowerLeft();
                GeoPoint2D clipur = layoutToScreen * ext.GetUpperRight();
                Rectangle  clipRectangle = Rectangle.FromLTRB((int)clipll.x, (int)clipur.y, (int)clipur.x, (int)clipll.y);
                Projection pr = lp.Projection.Clone();
                double     factor, dx, dy;
                pr.GetPlacement(out factor, out dx, out dy);
                pr.SetPlacement(layoutToScreen.Factor * factor, ll.x + layoutToScreen.Factor * dx, ll.y - layoutToScreen.Factor * dy);
                pr.Precision = lp.Model.Extent.Size / 1000;

                ipaintTo3D.Precision = pr.Precision;
                ipaintTo3D.SetProjection(pr, lp.Model.Extent);
                ipaintTo3D.UseZBuffer(true);
                ipaintTo3D.SetClip(clipRectangle);
                ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.All);
                // lp.Model.ClearDisplayLists();
                lp.Model.RecalcDisplayLists(ipaintTo3D);
                if (lp.Projection.ShowFaces)
                {
                    ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.FacesOnly);
                    foreach (KeyValuePair <Layer, IPaintTo3DList> kv in lp.Model.layerFaceDisplayList)
                    {
                        if (lp.IsLayerVisible(kv.Key) || lp.Model.nullLayer == kv.Key)
                        {
                            ipaintTo3D.List(kv.Value);
                        }
                    }
                }
                ipaintTo3D.PaintFaces(PaintTo3D.PaintMode.CurvesOnly);
                foreach (KeyValuePair <Layer, IPaintTo3DList> kv in lp.Model.layerCurveDisplayList)
                {
                    if (lp.IsLayerVisible(kv.Key) || lp.Model.nullLayer == kv.Key)
                    {
                        ipaintTo3D.List(kv.Value);
                    }
                }
                ipaintTo3D.SetClip(Rectangle.Empty);
            }
            ipaintTo3D.FinishPaint();
        }