/usr/include/visp/vpD3DRenderer.h is in libvisp-dev 2.8.0-4.
This file is owned by root:root, with mode 0o644.
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*
* $Id: vpD3DRenderer.h 4056 2013-01-05 13:04:42Z fspindle $
*
* This file is part of the ViSP software.
* Copyright (C) 2005 - 2013 by INRIA. All rights reserved.
*
* This software is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.txt at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using ViSP with software that can not be combined with the GNU
* GPL, please contact INRIA about acquiring a ViSP Professional
* Edition License.
*
* See http://www.irisa.fr/lagadic/visp/visp.html for more information.
*
* This software was developed at:
* INRIA Rennes - Bretagne Atlantique
* Campus Universitaire de Beaulieu
* 35042 Rennes Cedex
* France
* http://www.irisa.fr/lagadic
*
* If you have questions regarding the use of this file, please contact
* INRIA at visp@inria.fr
*
* This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
* WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*
*
* Description:
* D3D renderer for windows 32 display
*
* Authors:
* Bruno Renier
*
*****************************************************************************/
#ifndef DOXYGEN_SHOULD_SKIP_THIS
#include <visp/vpConfig.h>
#if ( defined(VISP_HAVE_D3D9) )
#ifndef VPD3DRENDERER_HH
#define VPD3DRENDERER_HH
#include <windows.h>
#include <d3dx9.h>
#include <visp/vpWin32Renderer.h>
#include <visp/vpDisplayException.h>
#include <iostream>
/*!
\class vpD3DRenderer.h
\brief Display under windows using Direct3D9.
Is used by vpD3DDisplay to do the drawing.
*/
class VISP_EXPORT vpD3DRenderer : public vpWin32Renderer
{
IDirect3D9 * pD3D;
//The d3d device we will be working with.
IDirect3DDevice9 * pd3dDevice;
//Sprite used to render the texture.
ID3DXSprite * pSprite;
//The system memory texture :
//The one we will be drawing on.
IDirect3DTexture9 * pd3dText;
//The video memory texture :
//The one we will use for display.
IDirect3DTexture9 * pd3dVideoText;
//The texture's width.
unsigned int textWidth;
//The window's handle.
HWND hWnd;
//Colors for overlay drawn with d3d directly.
unsigned long colors[vpColor::id_unknown];
//Colors for overlay drawn with GDI.
COLORREF colorsGDI[vpColor::id_unknown];
//Font used for text drawing.
HFONT hFont;
public:
bool init(HWND hwnd, unsigned int width, unsigned int height);
bool render();
vpD3DRenderer();
virtual ~vpD3DRenderer();
void setImg(const vpImage<vpRGBa>& im);
void setImg(const vpImage<unsigned char>& im);
void setImgROI(const vpImage<vpRGBa>& im, const vpImagePoint &iP, const unsigned int width, const unsigned int height );
void setImgROI(const vpImage<unsigned char>& im, const vpImagePoint &iP, const unsigned int width, const unsigned int height );
void setPixel(const vpImagePoint &iP, const vpColor &color);
void drawLine(const vpImagePoint &ip1,
const vpImagePoint &ip2,
const vpColor &color, unsigned int thickness, int style=PS_SOLID);
void drawRect(const vpImagePoint &topLeft,
unsigned int width, unsigned int height,
const vpColor &color, bool fill=false,
unsigned int thickness=1);
void clear(const vpColor &color);
void drawCircle(const vpImagePoint ¢er, unsigned int radius,
const vpColor &color, bool fill=false, unsigned int thickness=1);
void drawText(const vpImagePoint &ip, const char * text,
const vpColor &color);
void drawCross(const vpImagePoint &ip, unsigned int size,
const vpColor &color, unsigned int thickness=1);
void drawArrow(const vpImagePoint &ip1,
const vpImagePoint &ip2,
const vpColor &color, unsigned int w,unsigned int h, unsigned int thickness=1);
void getImage(vpImage<vpRGBa> &I);
private:
void initView(float, float);
/*!
Sub function for circle drawing.
Circle drawing is based on Bresenham 's circle algorithm.
*/
void subDrawCircle(int i, int j,
int x, int y,
vpColor col, unsigned char* buf,
unsigned int pitch, unsigned int maxX, unsigned int maxY);
/*!
Safe useful inline function to set a pixel in a texture buffer.
\param buf The texture's buffer.
\param pitch The image pitch.
\param x The x-coordinate of the pixel (in the locked rectangle base)
\param y The y-coordinate of the pixel (in the locked rectangle base)
\param color The color of the pixel.
\param maxX The maximum x value (equals to the width of the locked rectangle).
\param maxY The maximum y value (equals to the height of the locked rectangle).
*/
inline void setBufferPixel(unsigned char* buf, unsigned int pitch,
int x, int y,
const vpColor &color,
unsigned int maxX, unsigned int maxY)
{
unsigned long c;
if (color.id < vpColor::id_unknown)
c = colors[color.id];
else {
c = D3DCOLOR_ARGB(0xFF, color.R, color.G, color.B);
}
if(x>=0 && y>=0 && x<= (int)maxX && y<= (int)maxY)
*(unsigned long*)(buf + (y*pitch) + (x<<2)) = c; //colors[color];
}
/*!
Unsafe useful inline function to set a pixel in a texture buffer.
\param buf The texture's buffer.
\param pitch The image pitch.
\param x The x-coordinate of the pixel (in the locked rectangle base)
\param y The y-coordinate of the pixel (in the locked rectangle base)
\param color The color of the pixel.
*/
inline void setBufferPixel(unsigned char* buf, unsigned int pitch,
int x, int y,
const vpColor &color)
{
unsigned long c;
if (color.id < vpColor::id_unknown)
c = colors[color.id];
else {
c = D3DCOLOR_ARGB(0xFF, color.R, color.G, color.B);
}
*(unsigned long*)(buf + (y*pitch) + (x<<2)) = c; //colors[color];
}
unsigned int supPowerOf2(unsigned int n);
};
#endif
#endif
#endif
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