Пример #1
0
        public void FillTriangles(MultiPartTessResult multipartTessResult, int index, Drawing.Color color)
        {
            SetCurrent();
            CheckViewMatrix();
            //--------------------------------------------
            u_solidColor.SetValue((float)color.R / 255f, (float)color.G / 255f, (float)color.B / 255f, (float)color.A / 255f);

            //--------------------------------------------
            //note (A):
            //from https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glVertexAttribPointer.xml
            //... If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER target (see glBindBuffer)
            //while a generic vertex attribute array is specified,
            //pointer is treated as **a byte offset** into the buffer object's data store.
            VertexBufferObject vbo = multipartTessResult.GetVBO();
            int subPathCount       = multipartTessResult.PartCount;

            vbo.Bind();


            PartRange p = multipartTessResult.GetPartRange(index);

            a_position.LoadLatest(p.beginVertexAt * 4); //*4 => see note (A) above, so offset => beginVertexAt * sizeof(float)
            GL.DrawElements(BeginMode.Triangles,
                            p.elemCount,
                            DrawElementsType.UnsignedShort,
                            p.beginElemIndexAt * 2); //*2 => see note (A) above, so offset=> beginElemIndexAt *sizeof(ushort)



            vbo.UnBind();
        }
Пример #2
0
        /// <summary>
        /// tess and read result as triangle list index array (for GLES draw element)
        /// </summary>
        /// <param name="tessTool"></param>
        /// <param name="vertex2dCoords"></param>
        /// <param name="contourEndPoints"></param>
        /// <param name="outputCoords"></param>
        /// <param name="vertexCount"></param>
        /// <returns></returns>
        internal static void TessAndAddToMultiPartResult(this TessTool tessTool,
                                                         float[] vertex2dCoords,
                                                         int[] contourEndPoints,
                                                         MultiPartTessResult multipartTessResult,
                                                         out int vertexCount)
        {
            if (!tessTool.TessPolygon(vertex2dCoords, contourEndPoints))
            {
                vertexCount = 0;
                return;
            }
            //-----------------------------
            //results
            //1.
            List <ushort> indexList = tessTool.TessIndexList;
            //2.
            List <TessTempVertex> tempVertexList = tessTool.TempVertexList;

            //3.
            vertexCount = indexList.Count;
            //-----------------------------
            multipartTessResult.BeginPart();
            multipartTessResult.AddTessCoords(vertex2dCoords);
            //append with newly create vertex(from tempVertList)
            int tempVertListCount = tempVertexList.Count;

            for (int i = 0; i < tempVertListCount; ++i)
            {
                TessTempVertex v = tempVertexList[i];
                multipartTessResult.AddTessCoord((float)v.m_X, (float)v.m_Y);
            }
            multipartTessResult.AddVertexIndexList(indexList);
            multipartTessResult.EndPart();
        }
Пример #3
0
        public void DrawTriangleStrips(MultiPartTessResult multipartTessResult, int index, PixelFarm.Drawing.Color color)
        {
            ////note (A):
            ////from https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glVertexAttribPointer.xml
            ////... If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER target (see glBindBuffer)
            ////while a generic vertex attribute array is specified,
            ////pointer is treated as **a byte offset** into the buffer object's data store.

            SetCurrent();
            CheckViewMatrix();
            //--------------------
            u_solidColor.SetValue((float)color.R / 255f, (float)color.G / 255f, (float)color.B / 255f, (float)color.A / 255f);

            _shareRes.AssignStrokeColorToVar(u_solidColor);
            //because original stroke width is the width of both side of
            //the line, but u_linewidth is the half of the strokeWidth
            u_linewidth.SetValue(_shareRes._strokeWidth / 2f);
            //--------------------
            VertexBufferObject borderVBO = multipartTessResult.GetBorderVBO();

            borderVBO.Bind();
            BorderPart p = multipartTessResult.GetBorderPartRange(index);
            //get part range from border part
            int borderSetIndex = p.beginAtBorderSetIndex;

            for (int i = 0; i < p.count; ++i)
            {
                PartRange borderset = multipartTessResult.GetSmoothBorderPartRange(borderSetIndex + i);
                a_position.LoadLatest(borderset.beginVertexAt * 4);
                GL.DrawArrays(BeginMode.TriangleStrip, 0, borderset.elemCount);
            }
            borderVBO.UnBind(); //unbind
        }
Пример #4
0
        public MultiPartTessResult CreateMultiPartTessResult(MultiPartPolygon multipartPolygon)
        {
            //store internal gfx path inside render vx
            MultiPartTessResult multipartTessResult = new MultiPartTessResult();

            _igfxPathBuilder.CreateGraphicsPathForMultiPartRenderVx(multipartPolygon,
                                                                    multipartTessResult,
                                                                    _glsx.GetTessTool(),
                                                                    _glsx.GetSmoothBorderBuilder());
            //
            return(multipartTessResult);
        }
Пример #5
0
 public void dbugDrawTriangleStrips(MultiPartTessResult multipartTessResult)
 {
     ////backup
     //System.Collections.Generic.List<SmoothBorderSet> borderSets = multipartTessResult.GetAllSmoothBorderSet();
     //int j = borderSets.Count;
     //for (int i = 0; i < j; ++i)
     //{
     //    SmoothBorderSet borderSet = borderSets[i];
     //    DrawTriangleStrips(
     //      borderSet.smoothBorderArr,
     //      borderSet.vertexStripCount);
     //}
 }
Пример #6
0
        void FillGfxPath(Drawing.Color color, MultiPartTessResult multipartTessResult, int index)
        {
            switch (SmoothMode)
            {
            case SmoothMode.No:
            {
                float         saved_Width = StrokeWidth;
                Drawing.Color saved_Color = StrokeColor;
                //temp set stroke width to 2 amd stroke color
                //to the same as bg color (for smooth border).
                //and it will be set back later.
                //
                StrokeColor = color;
                StrokeWidth = 1.2f;         //TODO: review this ***

                basicFillShader.FillTriangles(multipartTessResult, index, color);

                //restore stroke width and color
                StrokeWidth = saved_Width;         //restore back
                StrokeColor = saved_Color;
            }
            break;

            case SmoothMode.Smooth:
            {
                float         saved_Width = StrokeWidth;
                Drawing.Color saved_Color = StrokeColor;
                //temp set stroke width to 2 amd stroke color
                //to the same as bg color (for smooth border).
                //and it will be set back later.
                //
                StrokeColor = color;
                StrokeWidth = 1.2f;         //TODO: review this ***

                basicFillShader.FillTriangles(multipartTessResult, index, color);

                //add smooth border
                smoothLineShader.DrawTriangleStrips(multipartTessResult, index, color);

                //restore stroke width and color
                StrokeWidth = saved_Width;         //restore back
                StrokeColor = saved_Color;
            }
            break;
            }
        }
Пример #7
0
            internal void CreateGraphicsPathForMultiPartRenderVx(
                MultiPartPolygon multipartPolygon,
                MultiPartTessResult multipartTessResult,
                TessTool tessTool,
                SmoothBorderBuilder borderBuilder)
            {
                //a multipart polygon contains a  list of  expand coord (x,y) set.

                List <float[]> expandCoordsList = multipartPolygon.expandCoordsList;
                List <int[]>   endPointList     = multipartPolygon.contourEndPoints;


                int listCount = expandCoordsList.Count;

                for (int i = 0; i < listCount; ++i)
                {
                    //expand x,y
                    float[] expandCoords = expandCoordsList[i];
                    int[]   endPoints    = endPointList[i];
                    //area
                    int localVertexCount;

                    tessTool.TessAndAddToMultiPartResult(expandCoords,
                                                         endPoints,
                                                         multipartTessResult,
                                                         out localVertexCount);

                    //borders
                    //build smooth border
                    int m = endPoints.Length;
                    int latest_endPoint = 0;
                    multipartTessResult.BeginBorderPart();
                    for (int n = 0; n < m; ++n)
                    {
                        int endPoint = endPoints[n];                     //'x' , not include 'y'
                        int len      = (endPoint - latest_endPoint) + 1; //so len we add +1 for 'y'
                        int borderTriangleStripCount;
                        //expand coords for draw array
                        float[] smoothBorderXYs = borderBuilder.BuildSmoothBorders(expandCoords, latest_endPoint, len, out borderTriangleStripCount);
                        latest_endPoint += len + 2;
                        multipartTessResult.AddSmoothBorders(smoothBorderXYs, borderTriangleStripCount);
                    }
                    multipartTessResult.EndBorderPart();
                }
            }
Пример #8
0
 public void DrawTriangleStrips(MultiPartTessResult multipartTessResult)
 {
     throw new NotSupportedException();
 }
Пример #9
0
 public GLRenderVx(MultiPartTessResult multipartTessResult)
 {
     this.multipartTessResult = multipartTessResult;
 }
Пример #10
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 internal InternalGraphicsPath(MultiPartTessResult _mutltiPartTess)
 {
     this._figure         = null;
     this.figures         = null;
     this._mutltiPartTess = _mutltiPartTess;
 }
Пример #11
0
 internal InternalGraphicsPath(Figure fig)
 {
     this.figures         = null;
     this._mutltiPartTess = null;
     _figure = fig;
 }
Пример #12
0
 internal InternalGraphicsPath(List <Figure> figures)
 {
     _figure         = null;
     _mutltiPartTess = null;
     this.figures    = figures;
 }
Пример #13
0
 public void FillRenderVx(Drawing.Color color, MultiPartTessResult multiPartTessResult, int index)
 {
     FillGfxPath(color, multiPartTessResult, index);
 }