annotate src/Modules/Output/Graphics/Devices/GraphicsOutputDevice.h @ 116:47b009f2c936

- First add of a lot of graphics code from the old version. Not working yet, not even compiling yet.
author tomwalters
date Fri, 15 Oct 2010 05:40:53 +0000
parents
children c5ac2f0c7fc5
rev   line source
tomwalters@116 1 // Copyright 2006, Willem van Engen
tomwalters@116 2 //
tomwalters@116 3 // AIM-C: A C++ implementation of the Auditory Image Model
tomwalters@116 4 // http://www.acousticscale.org/AIMC
tomwalters@116 5 //
tomwalters@116 6 // Licensed under the Apache License, Version 2.0 (the "License");
tomwalters@116 7 // you may not use this file except in compliance with the License.
tomwalters@116 8 // You may obtain a copy of the License at
tomwalters@116 9 //
tomwalters@116 10 // http://www.apache.org/licenses/LICENSE-2.0
tomwalters@116 11 //
tomwalters@116 12 // Unless required by applicable law or agreed to in writing, software
tomwalters@116 13 // distributed under the License is distributed on an "AS IS" BASIS,
tomwalters@116 14 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
tomwalters@116 15 // See the License for the specific language governing permissions and
tomwalters@116 16 // limitations under the License.
tomwalters@116 17
tomwalters@116 18 #ifndef __GRAPHICS_OUTPUT_DEVICE_H__
tomwalters@116 19 #define __GRAPHICS_OUTPUT_DEVICE_H__
tomwalters@116 20
tomwalters@116 21 #include "Support/Parameters.h"
tomwalters@116 22
tomwalters@116 23 /*!
tomwalters@116 24 * \class GraphicsOutputDevice "Output/GraphicsOutputDevice.h"
tomwalters@116 25 * \brief General output device class
tomwalters@116 26 *
tomwalters@116 27 * This class provides basic drawing primitives in a device-independent manner.
tomwalters@116 28 * It is structured like the OpenGL interface. Following is an example drawing
tomwalters@116 29 * five horizontal lines, with the colour changing between red and blue over
tomwalters@116 30 * time.
tomwalters@116 31 * \code
tomwalters@116 32 * GraphicsOutputDevice oOutput = static_cast<GraphicsOutputDevice>(new GraphicsOutputDeviceSomething());
tomwalters@116 33 * unsigned int a=0;
tomwalters@116 34 * ...
tomwalters@116 35 * oOutput->Start();
tomwalters@116 36 * while ( bIsRunning ) {
tomwalters@116 37 * // Start a drawing operation
tomwalters@116 38 * oOutput->gGrab();
tomwalters@116 39 * // Draw five horizontal lines
tomwalters@116 40 * for (int y=0; y<5; y++) {
tomwalters@116 41 * // Start a new line
tomwalters@116 42 * oOutput->gBegin();
tomwalters@116 43 * // Give each line it's own colour
tomwalters@116 44 * oOutput->gColor3f( (a%255)/255, 0, 1-(a%255)/255 );
tomwalters@116 45 * // Draw the line
tomwalters@116 46 * oOutput->gVertex2f(0, y);
tomwalters@116 47 * oOutput->gVertex2f(1, y);
tomwalters@116 48 * // End the line
tomwalters@116 49 * oOutput->gEnd();
tomwalters@116 50 * }
tomwalters@116 51 * oOutput->gRelease();
tomwalters@116 52 * Sleep(1);
tomwalters@116 53 * a++;
tomwalters@116 54 * }
tomwalters@116 55 * oOutput->Stop();
tomwalters@116 56 * \endcode
tomwalters@116 57 *
tomwalters@116 58 * This class includes some basic overloading definitions to ease the
tomwalters@116 59 * children's implementation. Note that the basic operations that need
tomwalters@116 60 * implementation are glVertex3f(x,y,z) and glColor(r,g,b).
tomwalters@116 61 */
tomwalters@116 62 class GraphicsOutputDevice {
tomwalters@116 63 public:
tomwalters@116 64 GraphicsOutputDevice(AimParameters *pParam);
tomwalters@116 65 virtual ~GraphicsOutputDevice() { };
tomwalters@116 66
tomwalters@116 67 /*! \brief Initialize the module, sets up everything to Start().
tomwalters@116 68 * \return true on success, false on error
tomwalters@116 69 *
tomwalters@116 70 * Initialize() needs to be called before any other function.
tomwalters@116 71 *
tomwalters@116 72 * This method is called in it's form as displayed here by the GraphicsView,
tomwalters@116 73 * but you may want to setup your own Initialize(...) function with
tomwalters@116 74 * different arguments and call it yourself.
tomwalters@116 75 *
tomwalters@116 76 * Thus make sure you do all memory allocations here. They can be cleaned
tomwalters@116 77 * up by the destructor. Because Initialize() may fail, it's not put in
tomwalters@116 78 * the constructor, so it can return a value.
tomwalters@116 79 *
tomwalters@116 80 * \sa Module::Initialize()
tomwalters@116 81 */
tomwalters@116 82 virtual bool Initialize(unsigned int iVerticesMax) { return true; };
tomwalters@116 83 /*! \overload
tomwalters@116 84 * This function reloads the parameters; make sure to have at least the
tomwalters@116 85 * function with maximum parameters called once.
tomwalters@116 86 */
tomwalters@116 87 virtual bool Initialize() { return true; };
tomwalters@116 88
tomwalters@116 89 /*! \brief Create a new drawing
tomwalters@116 90 * Run this before any other drawing command.
tomwalters@116 91 * \sa glRelease()
tomwalters@116 92 */
tomwalters@116 93 virtual void gGrab() = 0;
tomwalters@116 94
tomwalters@116 95 //! \brief Start a new vertex group for drawing a line strip
tomwalters@116 96 virtual void gBeginLineStrip() = 0;
tomwalters@116 97 //! \brief Start a new vertex group for drawing a quad strip
tomwalters@116 98 virtual void gBeginQuadStrip() = 0;
tomwalters@116 99
tomwalters@116 100 /*! \brief Specify a vertex to draw
tomwalters@116 101 * \param[in] x X-coordinate of the vertex
tomwalters@116 102 * \param[in] y Y-coordinate of the vertex
tomwalters@116 103 * \param[in] z Z-coordinate of the vertex
tomwalters@116 104 * \param[in] r Red component of colour
tomwalters@116 105 * \param[in] g Green component of colour
tomwalters@116 106 * \param[in] b Blue component of colour
tomwalters@116 107 *
tomwalters@116 108 * Currently, only lines are implemented.
tomwalters@116 109 */
tomwalters@116 110 virtual void gVertex3f(float x, float y, float z, float r, float g, float b);
tomwalters@116 111
tomwalters@116 112 /*! \overload
tomwalters@116 113 * This will add a vertex with the last specified colour.
tomwalters@116 114 */
tomwalters@116 115
tomwalters@116 116 virtual void gVertex3f(float x, float y, float z) = 0;
tomwalters@116 117 /*! \overload
tomwalters@116 118 * This will add a vertex in the 2d-plane with z=0.
tomwalters@116 119 */
tomwalters@116 120
tomwalters@116 121 virtual void gVertex2f(float x, float y, float r, float g, float b);
tomwalters@116 122
tomwalters@116 123 /*! \overload
tomwalters@116 124 * This will add a vertex in the 2d-plane with z=0 with the last
tomwalters@116 125 * specified colour.
tomwalters@116 126 */
tomwalters@116 127 virtual void gVertex2f(float x, float y);
tomwalters@116 128
tomwalters@116 129 /*! \brief Sets the current colour
tomwalters@116 130 * \param[in] r Red component
tomwalters@116 131 * \param[in] g Green component
tomwalters@116 132 * \param[in] b Blue component
tomwalters@116 133 */
tomwalters@116 134 virtual void gColor3f(float r, float g, float b) = 0;
tomwalters@116 135
tomwalters@116 136 //! \brief End a vertex group
tomwalters@116 137 virtual void gEnd() = 0;
tomwalters@116 138
tomwalters@116 139 /*! \brief Render a text string
tomwalters@116 140 * \param[in] x X-coordinate of the text's alignment point
tomwalters@116 141 * \param[in] y Y-coordinate of the text's alignment point
tomwalters@116 142 * \param[in] z Z-coordinate of the text's alignment point
tomwalters@116 143 * \param[in] sStr Text to render
tomwalters@116 144 * \param[in] bRotated \c true for vertically rotated text
tomwalters@116 145 *
tomwalters@116 146 * Current alignment is horizontal:left and vertical:bottom
tomwalters@116 147 * \todo Allow multiple alignment points
tomwalters@116 148 */
tomwalters@116 149 virtual void gText3f(float x,
tomwalters@116 150 float y,
tomwalters@116 151 float z,
tomwalters@116 152 const char *sStr,
tomwalters@116 153 bool bRotated = false) = 0;
tomwalters@116 154
tomwalters@116 155 /*! \overload
tomwalters@116 156 * This will render a text string in the 2d-plane with z=0.
tomwalters@116 157 */
tomwalters@116 158 virtual void gText2f(float x,
tomwalters@116 159 float y,
tomwalters@116 160 const char *sStr,
tomwalters@116 161 bool bRight = false);
tomwalters@116 162
tomwalters@116 163 /*! \brief Finish drawing
tomwalters@116 164 * Call this when a drawing is finished. It also makes sure that the
tomwalters@116 165 * rendering is actually done.
tomwalters@116 166 * \sa glGrab()
tomwalters@116 167 */
tomwalters@116 168 virtual void gRelease() = 0;
tomwalters@116 169
tomwalters@116 170 /*! \brief Called when animation starts
tomwalters@116 171 *
tomwalters@116 172 * You may wonder what Start() and Stop() do here. Some implementations
tomwalters@116 173 * may want to behave differently with respect to updating, if an
tomwalters@116 174 * animation is running or not (e.g. updating).
tomwalters@116 175 */
tomwalters@116 176 virtual void Start() { m_bRunning = true; }
tomwalters@116 177
tomwalters@116 178 //! \brief Called when animation stops
tomwalters@116 179 virtual void Stop() { m_bRunning = false; }
tomwalters@116 180
tomwalters@116 181 protected:
tomwalters@116 182 //! \brief True when animation is running
tomwalters@116 183 bool m_bRunning;
tomwalters@116 184 //! \brief Parameter store
tomwalters@116 185 AimParameters *m_pParam;
tomwalters@116 186
tomwalters@116 187 //! \brief Pixel Formats
tomwalters@116 188 enum PixelFormat {AIM_PIX_FMT_RGB24_32, AIM_PIX_FMT_RGB24_24};
tomwalters@116 189 };
tomwalters@116 190
tomwalters@116 191 #endif /* __GRAPHICS_OUTPUT_DEVICE__ */