fltk/src/drivers/OpenGL/Fl_OpenGL_Graphics_Driver_arci.cxx
Matthias Melcher db0a1f4bae
OpenGL implementation of all fl_ "Drawing Fast Shapes" graphics calls (#385)
* Fix build system for unites,

* Updated unittest to check OpenGL drawing.

Making sure that OpenGL drawing is exactly the same
as native drawing to make FLTK widget rendering
look the same in GL windows.

* Make OpenGL optional.

* Implemented clipping in OpenGL

* unites drawing fast shapes

* Fixed CMake

* Updating unittest.

Added tests for fl_pi and fl_arc (int)
Renamed tab to render complex shapes.

* Improved OpenGL FLTK drawing emulation.

* Fixed GTK ROUND DOWN BOX

* Fixing Makefile for unittest

* Correctly aligning OpenGL text.

* Fixed text alignment in GL windows.

Explained the "FLTK over GL " example in Cube.

* Overlapping test.

* Better GL graphics alignment.

* Drawing the focus rect.

* Adding Alpha Channel support for GL.

* Added FLTK-on-GL documentation.
2022-02-06 15:22:24 +01:00

72 lines
2.1 KiB
C++

//
// Arc (integer) drawing functions for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2010 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
/**
\file Fl_OpenGL_Graphics_Driver_arci.cxx
\brief Utility functions for drawing circles using integers
*/
#include <config.h>
#include "Fl_OpenGL_Graphics_Driver.H"
#include <FL/gl.h>
#include <FL/Fl_Gl_Window.H>
#include <FL/Fl_RGB_Image.H>
#include <FL/Fl.H>
#include <FL/fl_draw.H>
#define _USE_MATH_DEFINES
#include <FL/math.h>
void Fl_OpenGL_Graphics_Driver::arc(int x,int y,int w,int h,double a1,double a2) {
if (w <= 0 || h <= 0) return;
while (a2<a1) a2 += 360.0; // TODO: write a sensible fmod angle alignment here
a1 = a1/180.0*M_PI; a2 = a2/180.0*M_PI;
double cx = x + 0.5*w, cy = y + 0.5*h;
double rx = 0.5*w-0.3, ry = 0.5*h-0.3;
double rMax; if (w>h) rMax = rx; else rMax = ry;
int nSeg = (int)(10 * sqrt(rMax))+1;
double incr = (a2-a1)/(double)nSeg;
glBegin(GL_LINE_STRIP);
for (int i=0; i<=nSeg; i++) {
glVertex2d(cx+cos(a1)*rx, cy-sin(a1)*ry);
a1 += incr;
}
glEnd();
}
void Fl_OpenGL_Graphics_Driver::arc(double x, double y, double r, double start, double end) {
Fl_Graphics_Driver::arc(x, y, r, start, end);
}
void Fl_OpenGL_Graphics_Driver::pie(int x,int y,int w,int h,double a1,double a2) {
if (w <= 0 || h <= 0) return;
while (a2<a1) a2 += 360.0; // TODO: write a sensible fmod angle alignment here
a1 = a1/180.0*M_PI; a2 = a2/180.0*M_PI;
double cx = x + 0.5*w, cy = y + 0.5*h;
double rx = 0.5*w, ry = 0.5*h;
double rMax; if (w>h) rMax = rx; else rMax = ry;
int nSeg = (int)(10 * sqrt(rMax))+1;
double incr = (a2-a1)/(double)nSeg;
glBegin(GL_TRIANGLE_FAN);
glVertex2d(cx, cy);
for (int i=0; i<=nSeg; i++) {
glVertex2d(cx+cos(a1)*rx, cy-sin(a1)*ry);
a1 += incr;
}
glEnd();
}