/// <summary> /// Render all the handles as squares or circles depending on class implementation /// </summary> /// <param name="viewport">The viewport to draw in</param> /// <param name="start">The start of the box</param> /// <param name="end">The end of the box</param> private void RenderHandles(Viewport2D viewport, Coordinate start, Coordinate end) { if (_currentTool == null) { return; } var circles = _currentTool.RenderCircleHandles; // Get the filtered list of handles, and convert them to vector locations var z = (double)viewport.Zoom; var handles = _currentTool.GetHandles(start, end, viewport.Zoom) .Where(x => _currentTool.FilterHandle(x.Item1)) .Select(x => new Vector2d((double)x.Item2, (double)x.Item3)) .ToList(); // Draw the insides of the handles in white GL.Color3(Color.White); foreach (var handle in handles) { GL.Begin(BeginMode.Polygon); if (circles) { GLX.Circle(handle, 4, z, loop: true); } else { GLX.Square(handle, 4, z, true); } GL.End(); } // Draw the borders of the handles in black GL.Color3(Color.Black); GL.Begin(BeginMode.Lines); foreach (var handle in handles) { if (circles) { GLX.Circle(handle, 4, z); } else { GLX.Square(handle, 4, z); } } GL.End(); }
protected override void Render2D(Viewport2D vp) { base.Render2D(vp); if (_currentTool != null) { _currentTool.Render2D(vp); } // Render out the solid previews GL.Color3(Color.Pink); Matrix.Push(); var matrix = vp.GetModelViewMatrix(); GL.MultMatrix(ref matrix); MapObjectRenderer.DrawWireframe(_copies.Keys.SelectMany(x => x.Faces), true, false); Matrix.Pop(); // Draw in order by the unused coordinate (the up axis for this viewport) var ordered = (from point in Points where (point.IsMidPoint && _showPoints != ShowPoints.Vertices) || (!point.IsMidPoint && _showPoints != ShowPoints.Midpoints) let unused = vp.GetUnusedCoordinate(point.Coordinate) orderby point.IsSelected, unused.X + unused.Y + unused.Z select point).ToList(); // Render out the point handles var z = (double)vp.Zoom; GL.Begin(BeginMode.Quads); foreach (var point in ordered) { var c = vp.Flatten(point.Coordinate); GL.Color3(Color.Black); GLX.Square(new Vector2d(c.DX, c.DY), 4, z, true); GL.Color3(point.GetColour()); GLX.Square(new Vector2d(c.DX, c.DY), 3, z, true); } GL.End(); }
private void Render2D(Viewport2D vp) { if (_state == ClipState.None || _clipPlanePoint1 == null || _clipPlanePoint2 == null || _clipPlanePoint3 == null) { return; // Nothing to draw at this point } var z = (double)vp.Zoom; var p1 = vp.Flatten(_clipPlanePoint1); var p2 = vp.Flatten(_clipPlanePoint2); var p3 = vp.Flatten(_clipPlanePoint3); // Draw points GL.Begin(PrimitiveType.Quads); GL.Color3(Color.White); GLX.Square(new Vector2d(p1.DX, p1.DY), 4, z, true); GLX.Square(new Vector2d(p2.DX, p2.DY), 4, z, true); GLX.Square(new Vector2d(p3.DX, p3.DY), 4, z, true); GL.End(); GL.Enable(EnableCap.LineSmooth); GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest); // Draw lines between points and point outlines GL.Begin(PrimitiveType.Lines); GL.Color3(Color.White); GL.Vertex2(p1.DX, p1.DY); GL.Vertex2(p2.DX, p2.DY); GL.Vertex2(p2.DX, p2.DY); GL.Vertex2(p3.DX, p3.DY); GL.Vertex2(p3.DX, p3.DY); GL.Vertex2(p1.DX, p1.DY); GL.Color3(Color.Black); GLX.Square(new Vector2d(p1.DX, p1.DY), 4, z); GLX.Square(new Vector2d(p2.DX, p2.DY), 4, z); GLX.Square(new Vector2d(p3.DX, p3.DY), 4, z); GL.End(); // Draw the clipped brushes if (!_clipPlanePoint1.EquivalentTo(_clipPlanePoint2) && !_clipPlanePoint2.EquivalentTo(_clipPlanePoint3) && !_clipPlanePoint1.EquivalentTo(_clipPlanePoint3)) { var plane = new Plane(_clipPlanePoint1, _clipPlanePoint2, _clipPlanePoint3); var faces = new List <Face>(); var idg = new IDGenerator(); foreach (var solid in Document.Selection.GetSelectedObjects().OfType <Solid>().ToList()) { Solid back, front; if (solid.Split(plane, out back, out front, idg)) { if (_side != ClipSide.Front) { faces.AddRange(back.Faces); } if (_side != ClipSide.Back) { faces.AddRange(front.Faces); } } } GL.LineWidth(2); GL.Color3(Color.White); Matrix.Push(); var mat = vp.GetModelViewMatrix(); GL.MultMatrix(ref mat); Rendering.Immediate.MapObjectRenderer.DrawWireframe(faces, true, false); Matrix.Pop(); GL.LineWidth(1); } GL.Hint(HintTarget.LineSmoothHint, HintMode.Fastest); GL.Disable(EnableCap.LineSmooth); }