Mercurial > octave
view libgui/graphics/gl-select.cc @ 31237:e3016248ca5d
uifigure.m: Call set () only if varargin is not empty (bug #63088)
* uifigure.m: Call set () only if varargin is not empty.
author | John Donoghue <john.donoghue@ieee.org> |
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date | Wed, 21 Sep 2022 09:55:32 -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 (); } }