93 lines
3.0 KiB
C++
93 lines
3.0 KiB
C++
/*
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nanogui/glcanvas.cpp -- Canvas widget for rendering full-fledged
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OpenGL content within its designated area. Very useful for
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displaying and manipulating 3D objects or scenes. Subclass it and
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overload `drawGL` for rendering.
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NanoGUI was developed by Wenzel Jakob <wenzel.jakob@epfl.ch>.
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The widget drawing code is based on the NanoVG demo application
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by Mikko Mononen.
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All rights reserved. Use of this source code is governed by a
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BSD-style license that can be found in the LICENSE.txt file.
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*/
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#include <nanogui/window.h>
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#include <nanogui/screen.h>
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#include <nanogui/glcanvas.h>
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#include <nanogui/theme.h>
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#include <nanogui/opengl.h>
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#include <nanogui/serializer/core.h>
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NAMESPACE_BEGIN(nanogui)
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GLCanvas::GLCanvas(Widget *parent)
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: Widget(parent), mBackgroundColor(Vector4i(128, 128, 128, 255)),
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mDrawBorder(true) {
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mSize = Vector2i(250, 250);
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}
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void GLCanvas::drawWidgetBorder(NVGcontext *ctx) const {
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nvgBeginPath(ctx);
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nvgStrokeWidth(ctx, 1.0f);
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nvgRoundedRect(ctx, mPos.x() - 0.5f, mPos.y() - 0.5f,
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mSize.x() + 1, mSize.y() + 1, mTheme->mWindowCornerRadius);
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nvgStrokeColor(ctx, mTheme->mBorderLight);
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nvgRoundedRect(ctx, mPos.x() - 1.0f, mPos.y() - 1.0f,
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mSize.x() + 2, mSize.y() + 2, mTheme->mWindowCornerRadius);
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nvgStrokeColor(ctx, mTheme->mBorderDark);
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nvgStroke(ctx);
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}
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void GLCanvas::draw(NVGcontext *ctx) {
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Widget::draw(ctx);
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nvgEndFrame(ctx);
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if (mDrawBorder)
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drawWidgetBorder(ctx);
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const Screen* screen = this->screen();
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assert(screen);
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float pixelRatio = screen->pixelRatio();
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Vector2f screenSize = screen->size().cast<float>();
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Vector2i positionInScreen = absolutePosition();
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Vector2i size = (mSize.cast<float>() * pixelRatio).cast<int>(),
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imagePosition = (Vector2f(positionInScreen[0],
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screenSize[1] - positionInScreen[1] -
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(float) mSize[1]) * pixelRatio).cast<int>();
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GLint storedViewport[4];
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glGetIntegerv(GL_VIEWPORT, storedViewport);
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glViewport(imagePosition[0], imagePosition[1], size[0] , size[1]);
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glEnable(GL_SCISSOR_TEST);
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glScissor(imagePosition[0], imagePosition[1], size[0], size[1]);
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glClearColor(mBackgroundColor[0], mBackgroundColor[1],
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mBackgroundColor[2], mBackgroundColor[3]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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this->drawGL();
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glDisable(GL_SCISSOR_TEST);
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glViewport(storedViewport[0], storedViewport[1],
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storedViewport[2], storedViewport[3]);
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}
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void GLCanvas::save(Serializer &s) const {
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Widget::save(s);
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s.set("backgroundColor", mBackgroundColor);
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s.set("drawBorder", mDrawBorder);
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}
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bool GLCanvas::load(Serializer &s) {
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if (!Widget::load(s)) return false;
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if (!s.get("backgroundColor", mBackgroundColor)) return false;
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if (!s.get("drawBorder", mDrawBorder)) return false;
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return true;
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}
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NAMESPACE_END(nanogui)
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