Mercurial > octave
view libgui/graphics/gl-select.cc @ 30920:47cbc69e66cd
eliminate direct access to call stack from evaluator
The call stack is an internal implementation detail of the evaluator.
Direct access to it outside of the evlauator should not be needed.
* pt-eval.h (tree_evaluator::get_call_stack): Delete.
author | John W. Eaton <jwe@octave.org> |
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date | Fri, 08 Apr 2022 15:19:22 -0400 |
parents | 796f54d4ddbf |
children | c6d54dd31a7e |
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//////////////////////////////////////////////////////////////////////// // // Copyright (C) 2011-2022 The Octave Project Developers // // See the file COPYRIGHT.md in the top-level directory of this // distribution or <https://octave.org/copyright/>. // // This file is part of Octave. // // Octave is free software: you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Octave is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Octave; see the file COPYING. If not, see // <https://www.gnu.org/licenses/>. // //////////////////////////////////////////////////////////////////////// #if defined (HAVE_CONFIG_H) # include "config.h" #endif #include "gl-select.h" namespace octave { void opengl_selector::apply_pick_matrix (void) { GLdouble p_matrix[16]; m_glfcns.glGetDoublev (GL_PROJECTION_MATRIX, p_matrix); m_glfcns.glMatrixMode (GL_PROJECTION); m_glfcns.glLoadIdentity (); // The following block is equivalent to gluPickMatrix, but we avoid // using glu functions so that we can call OpenGL functions through // the QOpenGLFunctions class so that the OpenGL implementation may // be selected dynamically. Matrix viewport = get_viewport_scaled (); if (size > 0) { m_glfcns.glTranslatef ((viewport(2) - 2 * (xp - viewport(0))) / size, (viewport(3) - 2 * (yp - viewport(1))) / size, 0); m_glfcns.glScalef (viewport(2) / size, viewport(3) / size, 1.0); } m_glfcns.glMultMatrixd (p_matrix); m_glfcns.glMatrixMode (GL_MODELVIEW); } void opengl_selector::setup_opengl_transformation (const axes::properties& props) { opengl_renderer::setup_opengl_transformation (props); apply_pick_matrix (); } void opengl_selector::init_marker (const std::string& m, double sz, float width) { opengl_renderer::init_marker (m, sz, width); apply_pick_matrix (); } # define BUFFER_SIZE 128 graphics_object opengl_selector::select (const graphics_object& ax, int x, int y, int flags) { m_glfcns.glEnable (GL_DEPTH_TEST); m_glfcns.glDepthFunc (GL_LEQUAL); xp = x; yp = y; GLuint select_buffer[BUFFER_SIZE]; m_glfcns.glSelectBuffer (BUFFER_SIZE, select_buffer); m_glfcns.glRenderMode (GL_SELECT); m_glfcns.glInitNames (); object_map.clear (); draw (ax); int hits = m_glfcns.glRenderMode (GL_RENDER); graphics_object obj; if (hits > 0) { GLuint current_minZ = 0xffffffff; GLuint current_name = 0xffffffff; for (int i = 0, j = 0; i < hits && j < BUFFER_SIZE-3; i++) { GLuint n = select_buffer[j++], minZ = select_buffer[j++]; j++; // skip maxZ if (((flags & select_last) == 0 && (minZ <= current_minZ)) || ((flags & select_last) != 0 && (minZ >= current_minZ))) { bool candidate = true; GLuint name = select_buffer[std::min (j + n, GLuint (BUFFER_SIZE)) - 1]; if ((flags & select_ignore_hittest) == 0) { graphics_object go = object_map[name]; if (! go.get_properties ().is_hittest ()) candidate = false; } if (candidate) { current_minZ = minZ; current_name = name; } j += n; } else j += n; } if (current_name != 0xffffffff) obj = object_map[current_name]; } else if (hits < 0) warning ("opengl_selector::select: selection buffer overflow"); object_map.clear (); return obj; } void opengl_selector::draw (const graphics_object& go, bool toplevel) { GLuint name = object_map.size (); object_map[name] = go; m_glfcns.glPushName (name); set_selecting (true); opengl_renderer::draw (go, toplevel); set_selecting (false); m_glfcns.glPopName (); } void opengl_selector::fake_text (double x, double y, double z, const Matrix& bbox, bool use_scale) { ColumnVector xpos, xp1, xp2; xpos = get_transform ().transform (x, y, z, use_scale); xp1 = xp2 = xpos; xp1(0) += bbox(0); xp1(1) -= bbox(1); xp2(0) += (bbox(0) + bbox(2)); xp2(1) -= (bbox(1) + bbox(3)); ColumnVector p1, p2, p3, p4; p1 = get_transform ().untransform (xp1(0), xp1(1), xp1(2), false); p2 = get_transform ().untransform (xp2(0), xp1(1), xp1(2), false); p3 = get_transform ().untransform (xp2(0), xp2(1), xp1(2), false); p4 = get_transform ().untransform (xp1(0), xp2(1), xp1(2), false); m_glfcns.glBegin (GL_QUADS); m_glfcns.glVertex3dv (p1.data ()); m_glfcns.glVertex3dv (p2.data ()); m_glfcns.glVertex3dv (p3.data ()); m_glfcns.glVertex3dv (p4.data ()); m_glfcns.glEnd (); } void opengl_selector::draw_text (const text::properties& props) { if (props.get_string ().isempty ()) return; Matrix pos = props.get_data_position (); const Matrix bbox = props.get_extent_matrix (); fake_text (pos(0), pos(1), pos.numel () > 2 ? pos(2) : 0.0, bbox); } Matrix opengl_selector::render_text (const std::string& txt, double x, double y, double z, int halign, int valign, double rotation) { uint8NDArray pixels; Matrix bbox (1, 4, 0.0); // FIXME: probably more efficient to only compute bbox instead // of doing full text rendering... text_to_pixels (txt, pixels, bbox, halign, valign, rotation); fake_text (x, y, z, bbox, false); return bbox; } void opengl_selector::draw_image (const image::properties& props) { Matrix xd = props.get_xdata ().matrix_value (); octave_idx_type nc = props.get_cdata ().columns (); double x_pix_size = (nc == 1 ? 1 : (xd(1) - xd(0)) / (nc - 1)); Matrix yd = props.get_ydata ().matrix_value (); octave_idx_type nr = props.get_cdata ().rows (); double y_pix_size = (nr == 1 ? 1 : (yd(1) - yd(0)) / (nr - 1)); ColumnVector p1(3, 0.0), p2(3, 0.0), p3(3, 0.0), p4(3, 0.0); p1(0) = xd(0) - x_pix_size/2; p1(1) = yd(0) - y_pix_size/2; p2(0) = xd(1) + x_pix_size/2; p2(1) = yd(0) - y_pix_size/2; p3(0) = xd(1) + x_pix_size/2; p3(1) = yd(1) + y_pix_size/2; p4(0) = xd(0) - x_pix_size/2; p4(1) = yd(1) + y_pix_size/2; m_glfcns.glBegin (GL_QUADS); m_glfcns.glVertex3dv (p1.data ()); m_glfcns.glVertex3dv (p2.data ()); m_glfcns.glVertex3dv (p3.data ()); m_glfcns.glVertex3dv (p4.data ()); m_glfcns.glEnd (); } }