m_bounds.h *= scaleAmt;
}
+void View::DrawGrid()
+{
+ // Draw some grid lines at fixed pixel positions
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor4f(0.9,0.9,0.9,0.1);
+ const float num_lines = 50.0;
+ for (float i = 0; i < num_lines; ++i)
+ {
+ glBegin(GL_LINES);
+ glVertex2f(i*(1.0/num_lines), 0.0);
+ glVertex2f(i*(1.0/num_lines), 1.0);
+ glEnd();
+ glBegin(GL_LINES);
+ glVertex2f(0.0,i*(1.0/num_lines));
+ glVertex2f(1.0,i*(1.0/num_lines));
+ glEnd();
+
+ }
+}
+
void View::Render()
{
static bool debug_output_done = false;
debug_output_done = true;
}
- glClearColor(1.f,1.f,1.f,1.f);
- glClear(GL_COLOR_BUFFER_BIT);
+
+ //DrawGrid(); // Draw the gridlines
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glColor4f(0.f,0.f,0.f,1.f);
+ if (m_colour.a < 1.0f)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
glBegin(GL_QUADS);
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] == RECT_FILLED)
+ if (m_document.m_objects.types[id] != RECT_FILLED)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
}
glEnd();
+
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] == RECT_OUTLINE)
+ if (m_document.m_objects.types[id] != RECT_OUTLINE)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glBegin(GL_LINE_LOOP);
glEnd();
}
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+
}