/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * 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 $ Revision 1.10 2007/07/31 12:21:50 ganovelli added gltetra, added normal gltriangle Revision 1.9 2007/05/08 18:55:38 ganovelli glTriangle added Revision 1.8 2007/01/18 01:26:23 cignoni Added cast for mac compiling Revision 1.7 2005/10/13 08:32:26 cignoni Added glscale(scalar) and corrected bug in glscale(point2) Revision 1.6 2005/06/30 10:17:04 ganovelli added draw plane Revision 1.5 2005/05/05 12:28:13 cignoni added glboxwire Revision 1.4 2004/07/07 23:30:28 cignoni Added box3 drawing functions 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 --> Revision 1.1 2004/04/05 11:56:14 cignoni First working version! ****************************************************************************/ #ifndef VCG_USE_EIGEN #include "deprecated_space.h" #else #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. #include #include #include #include #include #include #include namespace vcg { template struct EvalToKnownPointType; template struct EvalToKnownPointType { typedef Point2 Type; }; template struct EvalToKnownPointType { typedef Point3 Type; }; template struct EvalToKnownPointType { typedef Point4 Type; }; #define _WRAP_EIGEN_XPR(FUNC) template \ inline void FUNC(const Eigen::MatrixBase& p) { \ FUNC(typename EvalToKnownPointType::Type(p)); } _WRAP_EIGEN_XPR(glVertex) _WRAP_EIGEN_XPR(glNormal) _WRAP_EIGEN_XPR(glTexCoord) _WRAP_EIGEN_XPR(glTranslate) _WRAP_EIGEN_XPR(glScale) inline void glScale(float const & p){ glScalef(p,p,p);} inline void glScale(double const & p){ glScaled(p,p,p);} template inline void glVertex(const Eigen::Matrix & p) { assert(0); } template<> inline void glVertex(const Eigen::Matrix & p) { glVertex2iv((const GLint*)p.data());} template<> inline void glVertex(const Eigen::Matrix & p) { glVertex2sv(p.data());} template<> inline void glVertex(const Eigen::Matrix & p) { glVertex2fv(p.data());} template<> inline void glVertex(const Eigen::Matrix & p){ glVertex2dv(p.data());} template inline void glTexCoord(const Eigen::Matrix & p) { assert(0); } template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord2iv((const GLint*)p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord2sv(p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord2fv(p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p){ glTexCoord2dv(p.data());} template inline void glTranslate(const Eigen::Matrix & p) { assert(0); } template<> inline void glTranslate(const Eigen::Matrix & p) { glTranslatef(p[0],p[1],0);} template<> inline void glTranslate(const Eigen::Matrix & p){ glTranslated(p[0],p[1],0);} template inline void glScale(const Eigen::Matrix & p) { assert(0); } template<> inline void glScale(const Eigen::Matrix & p) { glScalef(p[0],p[1],1.f);} template<> inline void glScale(const Eigen::Matrix & p){ glScaled(p[0],p[1],1.0);} template inline void glVertex(const Eigen::Matrix & p) { assert(0); } template<> inline void glVertex(const Eigen::Matrix & p) { glVertex3iv((const GLint*)p.data());} template<> inline void glVertex(const Eigen::Matrix & p) { glVertex3sv(p.data());} template<> inline void glVertex(const Eigen::Matrix & p) { glVertex3fv(p.data());} template<> inline void glVertex(const Eigen::Matrix & p){ glVertex3dv(p.data());} template inline void glNormal(const Eigen::Matrix & p) { assert(0); } template<> inline void glNormal(const Eigen::Matrix & p) { glNormal3iv((const GLint*)p.data());} template<> inline void glNormal(const Eigen::Matrix & p) { glNormal3sv(p.data());} template<> inline void glNormal(const Eigen::Matrix & p) { glNormal3fv(p.data());} template<> inline void glNormal(const Eigen::Matrix & p){ glNormal3dv(p.data());} template inline void glTexCoord(const Eigen::Matrix & p) { assert(0); } template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord3iv((const GLint*)p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord3sv(p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p) { glTexCoord3fv(p.data());} template<> inline void glTexCoord(const Eigen::Matrix & p){ glTexCoord3dv(p.data());} template inline void glTranslate(const Eigen::Matrix & p) { assert(0); } template<> inline void glTranslate(const Eigen::Matrix & p) { glTranslatef(p[0],p[1],p[2]);} template<> inline void glTranslate(const Eigen::Matrix & p){ glTranslated(p[0],p[1],p[2]);} template inline void glScale(const Eigen::Matrix & p) { assert(0); } template<> inline void glScale(const Eigen::Matrix & p) { glScalef(p[0],p[1],p[2]);} template<> inline void glScale(const Eigen::Matrix & p){ glScaled(p[0],p[1],p[2]);} inline void glColor(Color4b const & c) { glColor4ubv(c.data());} 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); } template inline void glBoxWire(Box3 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 /// Funzione di utilita' per la visualizzazione in OpenGL (flat shaded) inline void glBoxFlat(Box3 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 /// Setta i sei clip planes di opengl a far vedere solo l'interno del box inline void glBoxClip(const Box3 & b) { 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); } template inline void glBoxWire(const Box2 & 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(); }; template inline void glPlane3( Plane3 p, Point3 c, T size ) { Point3 w = p.Direction(); Point3 u,v,c1; GetUV(w,u,v); c1 = p.Projection(c); u.Normalize(); w.Normalize(); v.Normalize(); Matrix44 m; *(Point3*)&m[0][0] = *(Point3*)&u[0];m[0][3]=0; *(Point3*)&m[1][0] = *(Point3*)&w[0];m[1][3]=0; *(Point3*)&m[2][0] = *(Point3*)&v[0];m[2][3]=0; *(Point3*)&m[3][0] = *(Point3*)&c1[0];m[3][3]=1; glPushMatrix(); glMultMatrix(m.transpose()); glBegin(GL_QUADS); glNormal(Point3(0,1,0)); glVertex(Point3(-size,0,-size)); glVertex(Point3(size ,0,-size)); glVertex(Point3(size ,0, size)); glVertex(Point3(-size,0, size)); glEnd(); glPopMatrix(); } template inline void glTriangle3( TriangleType & c ) { vcg::Point3 n = vcg::Normal(c); glBegin(GL_TRIANGLES); glNormal(n); glVertex(c.P(0)); glVertex(c.P(1)); glVertex(c.P(2)); glEnd(); } template inline void glTetra3( TetraType & c ) { glTriangle3(Triangle3(c.P(0),c.P(1),c.P(2))); glTriangle3(Triangle3(c.P(1),c.P(3),c.P(2))); glTriangle3(Triangle3(c.P(0),c.P(2),c.P(3))); glTriangle3(Triangle3(c.P(1),c.P(0),c.P(3))); } }//namespace #endif #endif