Esempio n. 1
0
        /// <summary>
        /// draw all markers (graph / legend)
        /// </summary>
        /// <param name="marker">the marker object (for properties)</param>
        /// <param name="vertices">coords, interleaved</param>
        /// <param name="vertcount">number of coords, special: -1 for legend rendering</param>
        /// <remarks>This function is reused for both: drawing in world coords (graph) and drawing in
        /// screen coords (legend). Latter case requires vertcount to be -1, vertices must contain
        /// at least 2 float values than!</remarks>
        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertcount)
        {
            if (vertcount > 0)
            {
                int inc = Math.Max(1, (vertcount / m_maxLabelsDrawn));
                m_renderer.Begin(p);
                for (int i = 0; i < vertcount; i += inc)
                {
                    #region draw textured points (slow version: textured quads)
                    string expr = m_expression.Replace("\\index", i.ToString());
                    expr = expr.Replace("\\xvalue", vertices[i].XPosition.ToString(m_valueFormat));
                    expr = expr.Replace("\\yvalue", vertices[i].YPosition.ToString(m_valueFormat));
                    ILRenderQueue queue = m_interpreter.Transform(expr, m_font, marker.Color, m_renderer);
                    #region determine size for markers in world coords (graph limits)
                    float          w, h;
                    ILClippingData clip = m_panel.Limits;
                    float          s05x;
                    float          s05y;
                    s05x = Math.Abs(queue.Size.Width * clip.WidthF / 2 / (m_panel.ClientSize.Width));
                    s05y = Math.Abs(queue.Size.Height * clip.HeightF / 2 / (m_panel.ClientSize.Height));
                    #endregion
                    // this is slow! Todo: replace by point sprites!
                    w = vertices[i].XPosition;
                    h = vertices[i].YPosition;
                    if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax))
                    {
                        continue;
                    }
                    m_renderer.Draw(queue, w - s05x, h + s05y, vertices[i].ZPosition,
                                    w + s05x, h - s05y, vertices[i].ZPosition, marker.Color);
                    #endregion
                }
                m_renderer.End(p);
            }
            else if (vertcount == -1)
            {
                #region render for legend
                m_renderer.Begin(p);
                string expr = m_expression.Replace("\\index", "0");
                expr = expr.Replace("\\xvalue", "0.2");
                expr = expr.Replace("\\yvalue", "0.4");
                ILRenderQueue queue = m_interpreter.Transform(expr, m_font, marker.Color, m_renderer);
                #region determine size for markers in SCREEN COORDS
                float          w, h;
                ILClippingData clip = m_panel.Limits;
                float          s05x;
                float          s05y;
                s05x = Math.Abs(queue.Size.Width / 2);
                s05y = Math.Abs(queue.Size.Height / 2);

                #endregion
                // this is slow! Todo: replace by point sprites!
                w = vertices[0].XPosition;
                h = vertices[0].YPosition;

                m_renderer.Draw(queue, w - s05x, h - s05y, 0, w + s05x, h + s05y, 0, marker.Color);
                m_renderer.End(p);
                #endregion
            }
        }
Esempio n. 2
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 internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount) {
     // dummy. Nothing to do! 
 }
Esempio n. 3
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 internal abstract void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount);
Esempio n. 4
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        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount) {
            if (vertCount == 0 && vertCount != -1) return; 
            string texKey = Hash();                
            ILTextureData texData; 
            if (!m_panel.TextureManager.Exists(texKey)) {
                storeBitmap(m_bitmap);
            }
            texData = m_panel.TextureManager.GetTextureItem(texKey,true); 
    System.Diagnostics.Debug.Assert(texData != null,"The texture key for the bitmap was expected to exist in texture storage, but it was not found!"); 
            // prepare for plotting
            GL.Color3(marker.Color); 
            GL.PushAttrib(AttribMask.AllAttribBits);

            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Disable(EnableCap.DepthTest);
            RectangleF rectF = texData.TextureRectangle; 
            float w,h;
            if (vertCount > 0) {
                #region draw textured points (slow version: textured quads)
                #region determine size for markers in world coords (graph limits)
                ILClippingData clip = m_panel.Limits; 
                float s05x; 
                float s05y; 
                //if (m_marker.)
                s05x = Math.Abs(marker.Size * clip.WidthF / (m_panel.ClientSize.Width)); 
                s05y = Math.Abs(marker.Size * clip.HeightF / (m_panel.ClientSize.Height)); 

                #endregion
                // draw all markers using quads. 
                // this is slow! Todo: replace by point sprites! 
                GL.Begin(BeginMode.Quads); 
                for (int i = 0; i < vertCount; i++) {
                    w = vertices[i].Position.X; 
                    h = vertices[i].Position.Y;           
                    if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax)) 
                        continue; 
                    w -= s05x;             
                    h -= s05y; 
                    GL.TexCoord2(rectF.Left,rectF.Bottom);              
                    GL.Vertex2(w,h);                                        // ul
                    GL.TexCoord2(rectF.Left,rectF.Top);                 
                    GL.Vertex2(w,h + 2 * s05y);                             // bl
                    w += 2 * s05x;                                
                    GL.TexCoord2(rectF.Right,rectF.Top);                
                    GL.Vertex2(w,h + 2 * s05y);                             // br
                    GL.TexCoord2(rectF.Right,rectF.Bottom);             
                    GL.Vertex2(w,h);                                        // tr
                }
                GL.End(); 
                #endregion
            } else if (vertCount == -1) {
                #region render to legend 
                // draw all markers using quads. 
                // this is slow! Todo: replace by point sprites! 
                GL.Begin(BeginMode.Quads); 
                    w = vertices[0].XPosition - m_bitmap.Width / 2; 
                    h = vertices[0].YPosition - m_bitmap.Height / 2;           
                    GL.TexCoord2(rectF.Left,rectF.Top);              
                    GL.Vertex2(w,h);                                        // ul
                    GL.TexCoord2(rectF.Left,rectF.Bottom);                 
                    GL.Vertex2(w,h + m_bitmap.Height);                      // bl
                    w += m_bitmap.Width;                                
                    GL.TexCoord2(rectF.Right,rectF.Bottom);                
                    GL.Vertex2(w,h + m_bitmap.Height);                      // br
                    GL.TexCoord2(rectF.Right,rectF.Top);             
                    GL.Vertex2(w,h);                                        // tr
                GL.End(); 
                #endregion
            }
            GL.PopAttrib();
        }
Esempio n. 5
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        /// <summary>
        /// draw all markers (graph / legend)
        /// </summary>
        /// <param name="marker">the marker object (for properties)</param>
        /// <param name="vertices">coords, interleaved</param>
        /// <param name="vertcount">number of coords, special: -1 for legend rendering</param>
        /// <remarks>This function is reused for both: drawing in world coords (graph) and drawing in
        /// screen coords (legend). Latter case requires vertcount to be -1, vertices must contain
        /// at least 2 float values than!</remarks>
        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertcount) {
            if (vertcount > 0) {
                int inc = Math.Max(1,(vertcount/m_maxLabelsDrawn)); 
                m_renderer.Begin(p); 
                for (int i = 0; i < vertcount; i += inc) {
                    #region draw textured points (slow version: textured quads)
                    string expr = m_expression.Replace("\\index",i.ToString());
                    expr = expr.Replace("\\xvalue",vertices[i].XPosition.ToString(m_valueFormat)); 
                    expr = expr.Replace("\\yvalue",vertices[i].YPosition.ToString(m_valueFormat)); 
                    ILRenderQueue queue = m_interpreter.Transform(expr,m_font,marker.Color,m_renderer); 
                    #region determine size for markers in world coords (graph limits)
                        float w,h;
                        ILClippingData clip = m_panel.Limits; 
                        float s05x; 
                        float s05y; 
                        s05x = Math.Abs(queue.Size.Width * clip.WidthF / 2 / (m_panel.ClientSize.Width)); 
                        s05y = Math.Abs(queue.Size.Height * clip.HeightF / 2 / (m_panel.ClientSize.Height)); 
                    #endregion
                    // this is slow! Todo: replace by point sprites! 
                    w = vertices[i].XPosition; 
                    h = vertices[i].YPosition;           
                    if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax)) {
                        continue; 
                    }
                    m_renderer.Draw(queue,w-s05x,h+s05y,vertices[i].ZPosition,
                                    w + s05x,h-s05y,vertices[i].ZPosition,marker.Color); 
                    #endregion
                }
                m_renderer.End(p);
            } else if (vertcount == -1) {
                #region render for legend
                m_renderer.Begin(p); 
                string expr = m_expression.Replace("\\index","0");
                expr = expr.Replace("\\xvalue","0.2"); 
                expr = expr.Replace("\\yvalue","0.4"); 
                ILRenderQueue queue = m_interpreter.Transform(expr,m_font,marker.Color,m_renderer); 
                #region determine size for markers in SCREEN COORDS
                float w,h;
                ILClippingData clip = m_panel.Limits; 
                float s05x; 
                float s05y; 
                s05x = Math.Abs(queue.Size.Width / 2 ); 
                s05y = Math.Abs(queue.Size.Height / 2); 

                #endregion
                // this is slow! Todo: replace by point sprites! 
                w = vertices[0].XPosition; 
                h = vertices[0].YPosition;
                
                m_renderer.Draw(queue,w-s05x,h-s05y,0,w + s05x,h+s05y,0,marker.Color); 
                m_renderer.End(p);
                #endregion
            }

        }
Esempio n. 6
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 internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount)
 {
     // dummy. Nothing to do!
 }
Esempio n. 7
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        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount) {
            // some implementations need to know we are drawing in 
            // screen coords, vertcount give the signal: -1
            if (vertCount == 0 || vertCount < -1) return; 
            if (m_style != MarkerStyle.None) {
               if (m_style == MarkerStyle.Dot || m_style == MarkerStyle.Square) {
                    SetupMarkerStyle(marker);
                    unsafe { 
                        fixed(C4bV3f* pVertArr = vertices) {
                            //GL.TexCoord2(0.5,0.5); 
                            GL.InterleavedArrays(InterleavedArrayFormat.V2f,0,(IntPtr)pVertArr); 
                            GL.DrawArrays(BeginMode.Points,0,Math.Abs(vertCount)); 
                        }
                    }
                } else {
                    #region draw textured points (slow version: textured quads)
                    string markerTexKey = Hash(); 
                    ILTextureData texData; 
                    if (!m_panel.TextureManager.Exists(markerTexKey)) {
                        CacheMarkerBitmap();
                    }
                    texData = m_panel.TextureManager.GetTextureItem(markerTexKey,true); 
        System.Diagnostics.Debug.Assert(texData != null,"The texture for marker was expected to exist in texture storage, but it was not found!"); 
                    // prepare for plotting
                    GL.Color3(marker.Color); 
                    GL.PushAttrib(AttribMask.AllAttribBits);

                    GL.Enable(EnableCap.Texture2D);
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                    GL.Disable(EnableCap.DepthTest);
                    RectangleF rectF = texData.TextureRectangle; 
                    float w,h;
                    if (vertCount > 0) {
                        #region determine size for markers in world coords (graph limits)
                        ILClippingData clip = m_panel.Limits; 
                        float s05x; 
                        float s05y; 
                        //if (m_marker.)
                        s05x = Math.Abs(marker.Size * clip.WidthF / (m_panel.ClientSize.Width)); 
                        s05y = Math.Abs(marker.Size * clip.HeightF / (m_panel.ClientSize.Height)); 

                        #endregion
                        // draw all markers using quads. 
                        // this is slow! Todo: replace by point sprites! 
                        GL.Begin(BeginMode.Quads); 
                        for (int i = 0; i < vertCount; i++) {
                            w = vertices[i].XPosition; 
                            h = vertices[i].YPosition;           
                            if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax)) 
                                continue; 
                            w -= s05x;             
                            h -= s05y; 
                            GL.TexCoord2(rectF.Left,rectF.Bottom);              
                            GL.Vertex2(w,h);                                    // ul
                            GL.TexCoord2(rectF.Left,rectF.Top);                 
                            GL.Vertex2(w,h + 2 * s05y);                         // bl
                            w += 2 * s05x;                                
                            GL.TexCoord2(rectF.Right,rectF.Top);                
                            GL.Vertex2(w,h + 2 * s05y);                         // br
                            GL.TexCoord2(rectF.Right,rectF.Bottom);             
                            GL.Vertex2(w,h);                                    // tr
                        }
                        GL.End(); 
                    } else if (vertCount == -1) {
                        GL.Begin(BeginMode.Quads); 
                            w = vertices[0].XPosition - marker.Size / 2; 
                            h = vertices[0].XPosition - marker.Size / 2;           
                            GL.TexCoord2(rectF.Left,rectF.Top);              
                            GL.Vertex2(w,h);                                    // ul
                            GL.TexCoord2(rectF.Left,rectF.Bottom);                 
                            GL.Vertex2(w,h + marker.Size);                      // bl
                            w += marker.Size;                                
                            GL.TexCoord2(rectF.Right,rectF.Bottom);                
                            GL.Vertex2(w,h + marker.Size);                      // br
                            GL.TexCoord2(rectF.Right,rectF.Top);             
                            GL.Vertex2(w,h);                                    // tr
                        GL.End(); 
                    }
                    GL.PopAttrib();
                    #endregion
                }
           }
        } 
Esempio n. 8
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 private void SetupMarkerStyle(ILMarker marker) {
     GL.PointSize(marker.Size); 
     GL.Color3(marker.Color);
     switch (m_style) {
         case MarkerStyle.Dot:
             GL.Enable(EnableCap.PointSmooth); 
             break;
         case MarkerStyle.Square:
             GL.Disable(EnableCap.PointSmooth); 
             break;
         case MarkerStyle.None:
             GL.PointSize(0.0f); 
             break;
         default:
             throw new NotImplementedException(); 
     }
 }
Esempio n. 9
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 internal abstract void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount);