📄 teeglcanvas.pas
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end;
begin
Assert(CheckGLError,'Before GradientFill');
glBegin(GL_QUADS);
TeeNormal(0,0,-1);
Case Direction of
gdTopBottom : DoVertical(EndColor,StartColor);
gdBottomTop : DoVertical(StartColor,EndColor);
gdLeftRight : DoHorizontal(EndColor,StartColor);
gdRightLeft : DoHorizontal(StartColor,EndColor);
gdFromBottomLeft,
gdDiagonalDown: DoDiagonal(StartColor,EndColor);
gdFromTopLeft,
gdDiagonalUp: DoDiagonal(EndColor,StartColor);
else
// gdFromCenter : ;
end;
glEnd;
Assert(CheckGLError,'GradientFill');
end;
Procedure TGLCanvas.RectangleY(Left,Top,Right,Z0,Z1:Integer);
begin
if Brush.Style<>bsClear then
begin
SetColor(Brush.Color);
SetBrushBitmap;
glBegin(GL_QUADS);
TeeNormal(0,1,0);
TeeVertex3D(Left, Top,Z1);
TeeVertex3D(Right,Top,Z1);
TeeVertex3D(Right,Top,Z0);
TeeVertex3D(Left, Top,Z0);
glEnd;
EndBrushBitmap;
end;
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
TeeVertex3D(Left, Top,Z0);
TeeVertex3D(Right,Top,Z0);
TeeVertex3D(Right,Top,Z1);
TeeVertex3D(Left, Top,Z1);
glEnd;
end;
Assert(CheckGLError,'RectangleY');
end;
Procedure TGLCanvas.RectangleWithZ(Const Rect:TRect; Z:Integer);
begin
With Rect do
begin
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
TeeVertex3D(Left, Top, Z);
TeeVertex3D(Right,Top, Z);
TeeVertex3D(Right,Bottom,Z);
TeeVertex3D(Left, Bottom,Z);
glEnd;
end;
if Brush.Style<>bsClear then
begin
SetColor(Brush.Color);
SetBrushBitmap;
glBegin(GL_QUADS);
TeeNormal(0,0,-1);
glTexCoord2f(0,1);
TeeVertex3D(Left, Top, Z);
glTexCoord2f(1,1);
TeeVertex3D(Left, Bottom,Z);
glTexCoord2f(1,0);
TeeVertex3D(Right,Bottom,Z);
glTexCoord2f(0,0);
TeeVertex3D(Right,Top, Z);
glEnd;
EndBrushBitmap;
end;
end;
Assert(CheckGLError,'RectangleWithZ');
end;
Procedure TGLCanvas.RectangleZ(Left,Top,Bottom,Z0,Z1:Integer);
begin
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
TeeVertex3D(Left,Top, Z0);
TeeVertex3D(Left,Bottom,Z0);
TeeVertex3D(Left,Bottom,Z1);
TeeVertex3D(Left,Top, Z1);
glEnd;
end;
if Brush.Style<>bsClear then
begin
SetColor(Brush.Color);
SetBrushBitmap;
glBegin(GL_QUADS);
TeeNormal(1,0,0);
glTexCoord2f(0,1);
TeeVertex3D(Left, Top, Z0);
glTexCoord2f(1,1);
TeeVertex3D(Left, Bottom,Z0);
glTexCoord2f(1,0);
TeeVertex3D(Left,Bottom,Z1);
glTexCoord2f(0,0);
TeeVertex3D(Left,Top, Z1);
glEnd;
EndBrushBitmap;
end;
Assert(CheckGLError,'RectangleZ');
end;
procedure TGLCanvas.InternalRectangle(const Rect: TRect);
begin
glBegin(GL_QUADS);
TeeNormal(0,0,-1);
With Rect do
begin
glTexCoord2f(0,0);
TeeVertex2D(Left, Top);
glTexCoord2f(0,1);
TeeVertex2D(Left, Bottom);
glTexCoord2f(1,1);
TeeVertex2D(Right,Bottom);
glTexCoord2f(1,0);
TeeVertex2D(Right,Top);
end;
glEnd;
end;
procedure TGLCanvas.FillRect(const Rect: TRect);
begin
if Brush.Style<>bsClear then
begin
SetColor(Brush.Color);
SetBrushBitmap;
InternalRectangle(Rect);
EndBrushBitmap;
end;
Assert(CheckGLError,'FillRect '+IntToStr(FSavedError));
end;
procedure TGLCanvas.Ellipse(X1, Y1, X2, Y2: Integer);
begin
EllipseWithZ(X1,Y1,X2,Y2,0);
Assert(CheckGLError,'Ellipse');
end;
procedure TGLCanvas.EllipseWithZ(X1, Y1, X2, Y2, Z: Integer);
Const
Slices=90;
PiStep=Pi/(1440.0/Slices);
var t,XC,YC,XR,YR:Integer;
tmpSin,tmpCos:Extended;
begin
XR:=(X2-X1) div 2;
YR:=(Y2-Y1) div 2;
XC:=(X1+X2) div 2;
YC:=(Y1+Y2) div 2;
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
for t:=0 to Slices+5 do
begin
SinCos(t*piStep,tmpSin,tmpCos);
glVertex3d(XC+XR*tmpSin,-(YC-YR*tmpCos),-Z);
end;
glEnd;
end;
if Brush.Style<>bsClear then
begin
glBegin(GL_TRIANGLE_FAN);
SetColor(Brush.Color);
TeeNormal(0,0,-1);
TeeVertex3D(XC,YC,Z);
for t:=0 to Slices do
begin
SinCos(t*piStep,tmpSin,tmpCos);
glVertex3d(XC+XR*tmpSin,-(YC-YR*tmpCos),-Z);
end;
glEnd;
end;
Assert(CheckGLError,'EllipseWithZ');
end;
Procedure TGLCanvas.EnableRotation;
begin
glMatrixMode(GL_PROJECTION);
glPopMatrix;
glMatrixMode(GL_MODELVIEW);
glPopMatrix;
Assert(CheckGLError,'EnableRotation');
if FIs3D then
begin
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
end;
end;
Procedure TGLCanvas.DisableRotation;
begin
glMatrixMode(GL_PROJECTION);
glPushMatrix;
glLoadIdentity;
FDepth:=0;
glOrtho(0,FWidth+1,0,FHeight+1,0.1,-400); // 7.0
Assert(CheckGLError,'Orthogonal');
glMatrixMode(GL_MODELVIEW);
glPushMatrix;
glLoadIdentity;
RectCenter(Bounds,FXCenter,FYCenter);
glTranslatef( 0, FHeight, 0);
Assert(CheckGLError,'DisableRotation');
if FIs3D then
begin
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
end;
end;
function TGLCanvas.GetPixel3D(X,Y,Z:Integer): TColor;
begin
result:=clWhite; // TODO
end;
procedure TGLCanvas.SetPixel3D(X,Y,Z:Integer; Value: TColor);
begin
if Pen.Style<>psClear then
begin
glBegin(GL_POINTS);
SetColor(Value);
TeeVertex3D(X,Y,Z);
glEnd;
Assert(CheckGLError,'Pixel3D');
end;
end;
procedure TGLCanvas.SetPixel(X, Y: Integer; Value: TColor);
begin
if Pen.Style<>psClear then
begin
glBegin(GL_POINTS);
SetColor(Value);
TeeVertex2D(X,Y);
glEnd;
Assert(CheckGLError,'Pixel');
end;
end;
procedure TGLCanvas.Arc(X1, Y1, X2, Y2, X3, Y3, X4, Y4: Integer);
begin
Assert(CheckGLError,'Arc');
// gluPartialDisk
end;
Function TGLCanvas.BeginBlending(const R:TRect; Transparency:TTeeTransparency):TTeeBlend;
begin
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
ITransp:=(100-Transparency)*0.01;
result:=nil;
end;
procedure TGLCanvas.EndBlending(Blend:TTeeBlend);
begin
ITransp:=1;
if not TeeSmooth then
glDisable(GL_BLEND);
end;
procedure TGLCanvas.Donut( XCenter,YCenter,XRadius,YRadius:Integer;
Const StartAngle,EndAngle,HolePercent:Double);
begin
Pie3D(XCenter,YCenter,XRadius,YRadius,0,0,StartAngle,EndAngle,True,True,Round(HolePercent));
Assert(CheckGLError,'Donut');
end;
procedure TGLCanvas.Pie(X1, Y1, X2, Y2, X3, Y3, X4, Y4: Integer);
var Step, XC,YC : Double;
Theta,Theta2 : Extended;
tmpSin,tmpCos : Extended;
t : Integer;
tmpX, tmpY : Double;
P : Array[0..NumCirclePoints-1] of TPoint;
begin
CalcPieAngles(X1,Y1,X2,Y2,X3,Y3,X4,Y4,Theta,Theta2);
Step:=(Theta2-Theta)/(NumCirclePoints-1);
XC:=(X2+X1)*0.5;
YC:=(Y2+Y1)*0.5;
P[0].X:=Round(XC);
P[0].Y:=Round(YC);
tmpX:=XC-X1;
tmpY:=YC-Y1;
for t:=1 to NumCirclePoints-1 do
begin
SinCos(((Pi*0.5)+Theta+(t*Step))*TeePiStep,tmpSin,tmpCos);
P[t].X:=Round(XC+(tmpX*tmpCos+tmpY*tmpSin));
P[t].Y:=Round(YC+(-tmpX*tmpSin+tmpY*tmpCos));
end;
Polygon(P);
Assert(CheckGLError,'Pie');
end;
procedure TGLCanvas.Pie3D( XCenter,YCenter,XRadius,YRadius,Z0,Z1:Integer;
Const StartAngle,EndAngle:Double;
DarkSides,DrawSides:Boolean;
DonutPercent:Integer=0;
Gradient:TCustomTeeGradient=nil);
Const NumSliceParts=16;
Var piStep : Double;
tmpSin : Extended;
tmpCos : Extended;
tmpXRadius : Double;
tmpYRadius : Double;
Procedure GetXY(t:Integer; var x,y:Integer);
begin
SinCos(((Pi*0.5)+StartAngle)+(t*piStep),tmpSin,tmpCos);
X:=Trunc(tmpXRadius*tmpSin);
Y:=Trunc(tmpYRadius*tmpCos);
end;
Procedure DrawPieSlice(z,ANormal:Integer);
Procedure DrawSlice;
var t : Integer;
Procedure DrawSliceStep;
var X,Y : Integer;
begin
GetXY(t,X,Y);
TeeVertex3D(X,z,Y);
end;
begin
TeeVertex3D(0,z,0);
if z=z1 then for t:=0 to NumSliceParts do DrawSliceStep
else for t:=NumSliceParts downto 0 do DrawSliceStep;
end;
begin
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
DrawSlice;
glEnd;
end;
if Brush.Style<>bsClear then
begin
glBegin(GL_TRIANGLE_FAN);
SetColor(Brush.Color);
SetBrushBitmap;
TeeNormal(0,ANormal,0);
DrawSlice;
glEnd;
EndBrushBitmap;
end;
end;
Procedure DrawCover;
var t,x,y : Integer;
begin
glBegin(GL_QUAD_STRIP);
SetColor(Brush.Color);
SetBrushBitmap;
TeeNormal(0,1,0);
for t:=0 to NumSliceParts do
begin
GetXY(t,X,Y);
TeeVertex3D(X,Z1,Y);
TeeVertex3D(X,Z0,Y);
end;
glEnd;
EndBrushBitmap;
if Pen.Style<>psClear then
begin
GetXY(0,X,Y);
MoveTo3D(X,Z0,Y);
LineTo3D(X,Z1,Y);
end;
end;
Procedure DrawSide(Const AAngle:Double);
begin
SinCos(AAngle,tmpSin,tmpCos);
Plane3D(TeePoint(0,0),TeePoint(Round(tmpXRadius*tmpSin),Round(tmpYRadius*tmpCos)),Z0,Z1);
end;
begin
glPushMatrix;
glTranslatef(XCenter,-YCenter,0); //z1-z0);
glRotatef(180,1,0,0);
piStep:=(EndAngle-StartAngle)/NumSliceParts;
if DonutPercent>0 then
begin
tmpXRadius:=DonutPercent*XRadius*0.01;
tmpYRadius:=DonutPercent*YRadius*0.01;
end
else
begin
tmpXRadius:=XRadius;
tmpYRadius:=YRadius;
end;
if DrawSides then
begin
DrawSide(StartAngle);
DrawSide(EndAngle);
end;
glEnable(GL_CULL_FACE);
DrawCover;
DrawPieSlice(z1,-1);
DrawPieSlice(z0,1);
glDisable(GL_CULL_FACE);
glPopMatrix;
Assert(CheckGLError,'Pie3D');
end;
procedure TGLCanvas.Polyline(const Points:{$IFDEF D5}array of TPoint{$ELSE}TPointArray{$ENDIF}); // 6.0
var Count : Integer;
t : Integer;
begin
Count:=Length(Points);
if Count>0 then
begin
SetPen;
glBegin(GL_LINES);
for t:=0 to Count-1 do TeeVertex2D(Points[t].X,Points[t].Y);
glEnd;
FX:=Points[0].X;
FY:=Points[0].Y;
Assert(CheckGLError,'Polyline');
end;
end;
procedure TGLCanvas.Polygon(const Points: array of TPoint);
begin
PolygonWithZ(Points,0);
Assert(CheckGLError,'Polygon');
end;
procedure TGLCanvas.PlaneFour3D(Var Points:TFourPoints; Z0,Z1:Integer); {$IFDEF CLR}unsafe;{$ENDIF}
var tmpNormal:GLMat;
Procedure CalcNormalPlaneFour;
var Qx,Qy,Qz,Px,Py,Pz:Double;
begin
Qx:= Points[3].x-Points[2].x;
Qy:= Points[3].y-Points[2].y;
Qz:= z1-z1;
Px:= Points[0].x-Points[2].x;
Py:= Points[0].y-Points[2].y;
Pz:= z0-z1;
tmpNormal[0]:= (Py*Qz - Pz*Qy);
tmpNormal[1]:= (Pz*Qx - Px*Qz);
tmpNormal[2]:= -(Px*Qy - Py*Qx);
end;
Procedure AddPoints;
begin
With Points[0] do TeeVertex3D(x,y,z0);
With Points[1] do TeeVertex3D(x,y,z0);
With Points[2] do TeeVertex3D(x,y,z1);
With Points[3] do TeeVertex3D(x,y,z1);
end;
begin
if Pen.Style<>psClear then
begin
SetPen;
glBegin(GL_LINE_LOOP);
AddPoints;
glEnd;
end;
if Brush.Style<>bsClear then
begin
glBegin(GL_QUADS);
CalcNormalPlaneFour;
glNormal3fv(PGLFloat(@tmpNormal));
SetColor(Brush.Color);
SetBrushBitmap;
AddPoints;
glEnd;
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