2018-06-10 23:14:31 +00:00
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#define _USE_MATH_DEFINES
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#include "util_vector.h"
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#include "hudgl.h"
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#include <cmath>
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#include <vector>
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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#include <GL/gl.h>
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HudGL::HudGL() {
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// Same steps as FillRGBA does.
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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HudGL::~HudGL() {
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// Reset the line width in case we changed it.
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glLineWidth(1.0f);
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// Same steps as FillRGBA does.
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glColor3f(1.0f, 1.0f, 1.0f);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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}
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void HudGL::color(float r, float g, float b, float a) const {
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glColor4f(r, g, b, a);
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}
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void HudGL::color(unsigned char r, unsigned char g, unsigned char b, unsigned char a) const {
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glColor4ub(r, g, b, a);
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}
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void HudGL::line_width(float width) const {
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glLineWidth(width);
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}
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void HudGL::line(const Vector2D& start, const Vector2D& end) const {
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glBegin(GL_LINES);
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glVertex2f(start.x, start.y);
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glVertex2f(end.x, end.y);
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glEnd();
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}
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2018-08-01 04:49:49 +00:00
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void HudGL::circle(const Vector2D& center, const std::vector<Vector2D>& points) const {
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glBegin(GL_LINE_STRIP);
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2018-06-10 23:14:31 +00:00
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2018-08-01 04:49:49 +00:00
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for (const auto& point : points)
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glVertex2f(center.x + point.x, center.y + point.y);
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glVertex2f(center.x + points[0].x, center.y + points[0].y);
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glEnd();
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}
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2018-06-10 23:14:31 +00:00
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void HudGL::rectangle(const Vector2D& corner_a, const Vector2D& corner_b) const {
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glBegin(GL_QUADS);
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glVertex2f(corner_a.x, corner_a.y);
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glVertex2f(corner_a.x, corner_b.y);
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glVertex2f(corner_b.x, corner_b.y);
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glVertex2f(corner_b.x, corner_a.y);
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glEnd();
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}
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2018-08-01 04:49:49 +00:00
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std::vector<Vector2D> HudGL::compute_circle(float radius) {
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// Maximum allowed distance between the circle and the rendered line segment.
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const float MAX_ERROR = 0.1f;
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const unsigned segment_count =
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static_cast<unsigned>(std::ceil(M_PI / std::acos((radius - MAX_ERROR) / radius)));
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std::vector<Vector2D> points;
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points.reserve(segment_count);
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for (unsigned i = 0; i < segment_count; ++i) {
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float angle = static_cast<float>(M_PI * 2 * i / segment_count);
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points.emplace_back(radius * std::cos(angle), radius * std::sin(angle));
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}
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return points;
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}
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