vcglib/wrap/gl/space.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
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Revision 1.5 2005/05/05 12:28:13 cignoni
added glboxwire
2005-05-05 14:28:13 +02:00
Revision 1.4 2004/07/07 23:30:28 cignoni
Added box3 drawing functions
2004-07-08 01:30:28 +02:00
Revision 1.3 2004/05/26 15:13:01 cignoni
Removed inclusion of gl extension stuff and added glcolor stuff
Revision 1.2 2004/05/13 23:44:47 ponchio
<GL/GL.h> --> <GL/gl.h>
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Revision 1.1 2004/04/05 11:56:14 cignoni
First working version!
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****************************************************************************/
#ifndef VCG_GL_SPACE_H
#define VCG_GL_SPACE_H
// Please note that this file assume that you have already included your
// gl-extension wrapping utility, and that therefore all the extension symbol are already defined.
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#include <vcg/space/plane3.h>
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#include <vcg/space/point2.h>
#include <vcg/space/point3.h>
#include <vcg/space/color4.h>
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#include <vcg/space/box2.h>
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#include <vcg/space/box3.h>
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namespace vcg {
inline void glVertex(Point2<int> const & p) { glVertex2iv(p.V());}
inline void glVertex(Point2<short> const & p) { glVertex2sv(p.V());}
inline void glVertex(Point2<float> const & p) { glVertex2fv(p.V());}
inline void glVertex(Point2<double> const & p){ glVertex2dv(p.V());}
inline void glTexCoord(Point2<int> const & p) { glTexCoord2iv(p.V());}
inline void glTexCoord(Point2<short> const & p) { glTexCoord2sv(p.V());}
inline void glTexCoord(Point2<float> const & p) { glTexCoord2fv(p.V());}
inline void glTexCoord(Point2<double> const & p){ glTexCoord2dv(p.V());}
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inline void glTranslate(Point2<float> const & p) { glTranslatef(p[0],p[1],0);}
inline void glTranslate(Point2<double> const & p){ glTranslated(p[0],p[1],0);}
inline void glScale(Point2<float> const & p) { glScalef(p[0],p[1],0);}
inline void glScale(Point2<double> const & p){ glScaled(p[0],p[1],0);}
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inline void glVertex(Point3<int> const & p) { glVertex3iv(p.V());}
inline void glVertex(Point3<short> const & p) { glVertex3sv(p.V());}
inline void glVertex(Point3<float> const & p) { glVertex3fv(p.V());}
inline void glVertex(Point3<double> const & p){ glVertex3dv(p.V());}
inline void glNormal(Point3<int> const & p) { glNormal3iv(p.V());}
inline void glNormal(Point3<short> const & p) { glNormal3sv(p.V());}
inline void glNormal(Point3<float> const & p) { glNormal3fv(p.V());}
inline void glNormal(Point3<double> const & p){ glNormal3dv(p.V());}
inline void glTexCoord(Point3<int> const & p) { glTexCoord3iv(p.V());}
inline void glTexCoord(Point3<short> const & p) { glTexCoord3sv(p.V());}
inline void glTexCoord(Point3<float> const & p) { glTexCoord3fv(p.V());}
inline void glTexCoord(Point3<double> const & p){ glTexCoord3dv(p.V());}
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inline void glTranslate(Point3<float> const & p) { glTranslatef(p[0],p[1],p[2]);}
inline void glTranslate(Point3<double> const & p){ glTranslated(p[0],p[1],p[2]);}
inline void glScale(Point3<float> const & p) { glScalef(p[0],p[1],p[2]);}
inline void glScale(Point3<double> const & p){ glScaled(p[0],p[1],p[2]);}
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inline void glColor(Color4b const & c) { glColor4ubv(c.V());}
inline void glClearColor(Color4b const &c) { ::glClearColor(float(c[0])/255.0f,float(c[1])/255.0f,float(c[2])/255.0f,1.0f);}
inline void glLight(GLenum light, GLenum pname, Color4b const & c) {
static float cf[4];
cf[0]=float(cf[0]/255.0); cf[1]=float(c[1]/255.0); cf[2]=float(c[2]/255.0); cf[3]=float(c[3]/255.0);
glLightfv(light,pname,cf);
}
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template <class T>
inline void glBoxWire(Box3<T> const & b)
{
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glBegin(GL_LINE_STRIP);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
glVertex3f((float)b.max[0],(float)b.min[1],(float)b.min[2]);
glVertex3f((float)b.max[0],(float)b.max[1],(float)b.min[2]);
glVertex3f((float)b.min[0],(float)b.max[1],(float)b.min[2]);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
glVertex3f((float)b.max[0],(float)b.min[1],(float)b.max[2]);
glVertex3f((float)b.max[0],(float)b.max[1],(float)b.max[2]);
glVertex3f((float)b.min[0],(float)b.max[1],(float)b.max[2]);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
glEnd();
glBegin(GL_LINES);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
glVertex3f((float)b.max[0],(float)b.min[1],(float)b.min[2]);
glVertex3f((float)b.max[0],(float)b.min[1],(float)b.max[2]);
glVertex3f((float)b.max[0],(float)b.max[1],(float)b.min[2]);
glVertex3f((float)b.max[0],(float)b.max[1],(float)b.max[2]);
glVertex3f((float)b.min[0],(float)b.max[1],(float)b.min[2]);
glVertex3f((float)b.min[0],(float)b.max[1],(float)b.max[2]);
glEnd();
glPopAttrib();
};
template <class T>
/// Funzione di utilita' per la visualizzazione in OpenGL (flat shaded)
inline void glBoxFlat(Box3<T> const & b)
{
glPushAttrib(GL_SHADE_MODEL);
glShadeModel(GL_FLAT);
glBegin(GL_QUAD_STRIP);
glNormal3f(.0f,.0f,1.0f);
glVertex3f(b.min[0], b.max[1], b.max[2]);
glVertex3f(b.min[0], b.min[1], b.max[2]);
glVertex3f(b.max[0], b.max[1], b.max[2]);
glVertex3f(b.max[0], b.min[1], b.max[2]);
glNormal3f(1.0f,.0f,.0f);
glVertex3f(b.max[0], b.max[1], b.min[2]);
glVertex3f(b.max[0], b.min[1], b.min[2]);
glNormal3f(.0f,.0f,-1.0f);
glVertex3f(b.min[0], b.max[1], b.min[2]);
glVertex3f(b.min[0], b.min[1], b.min[2]);
glNormal3f(-1.0f,.0f,.0f);
glVertex3f(b.min[0], b.max[1], b.max[2]);
glVertex3f(b.min[0], b.min[1], b.max[2]);
glEnd();
glBegin(GL_QUADS);
glNormal3f(.0f,1.0f,.0f);
glVertex3f(b.min[0], b.max[1], b.max[2]);
glVertex3f(b.max[0], b.max[1], b.max[2]);
glVertex3f(b.max[0], b.max[1], b.min[2]);
glVertex3f(b.min[0], b.max[1], b.min[2]);
glNormal3f(.0f,-1.0f,.0f);
glVertex3f(b.min[0], b.min[1], b.min[2]);
glVertex3f(b.max[0], b.min[1], b.min[2]);
glVertex3f(b.max[0], b.min[1], b.max[2]);
glVertex3f(b.min[0], b.min[1], b.max[2]);
glEnd();
glPopAttrib();
};
template <class T>
/// Setta i sei clip planes di opengl a far vedere solo l'interno del box
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inline void glBoxClip(const Box3<T> & b)
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{
double eq[4];
eq[0]= 1; eq[1]= 0; eq[2]= 0; eq[3]=(double)-b.min[0];
glClipPlane(GL_CLIP_PLANE0,eq);
eq[0]=-1; eq[1]= 0; eq[2]= 0; eq[3]=(double) b.max[0];
glClipPlane(GL_CLIP_PLANE1,eq);
eq[0]= 0; eq[1]= 1; eq[2]= 0; eq[3]=(double)-b.min[1];
glClipPlane(GL_CLIP_PLANE2,eq);
eq[0]= 0; eq[1]=-1; eq[2]= 0; eq[3]=(double) b.max[1];
glClipPlane(GL_CLIP_PLANE3,eq);
eq[0]= 0; eq[1]= 0; eq[2]= 1; eq[3]=(double)-b.min[2];
glClipPlane(GL_CLIP_PLANE4,eq);
eq[0]= 0; eq[1]= 0; eq[2]=-1; eq[3]=(double) b.max[2];
glClipPlane(GL_CLIP_PLANE5,eq);
}
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template <class T>
inline void glBoxWire(const Box2<T> & b)
{
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glBegin(GL_LINE_LOOP);
glVertex2f((float)b.min[0],(float)b.min[1]);
glVertex2f((float)b.max[0],(float)b.min[1]);
glVertex2f((float)b.max[0],(float)b.max[1]);
glVertex2f((float)b.min[0],(float)b.max[1]);
glEnd();
glPopAttrib();
};
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template <class T>
inline void glPlane3( Plane3<T> p, Point3<T> c, T size ) {
Point3<T> w = p.Direction();
Point3<T> u,v,c1;
GetUV<T>(w,u,v);
c1 = p.Projection(c);
u.Normalize();
w.Normalize();
v.Normalize();
Matrix44<T> m;
*(Point3<T>*)&m[0][0] = *(Point3<T>*)&u[0];m[0][3]=0;
*(Point3<T>*)&m[1][0] = *(Point3<T>*)&w[0];m[1][3]=0;
*(Point3<T>*)&m[2][0] = *(Point3<T>*)&v[0];m[2][3]=0;
*(Point3<T>*)&m[3][0] = *(Point3<T>*)&c1[0];m[3][3]=1;
vcg::Transpose(m);
glPushMatrix();
glMultMatrix(m);
glBegin(GL_QUADS);
glNormal(Point3<T>(0,1,0));
glVertex(Point3<T>(-size,0,-size));
glVertex(Point3<T>(size ,0,-size));
glVertex(Point3<T>(size ,0, size));
glVertex(Point3<T>(-size,0, size));
glEnd();
glPopMatrix();
}
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}//namespace
#endif