/**************************************************************************** * 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 $ 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_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 namespace vcg { inline void glVertex(Point2 const & p) { glVertex2iv(p.V());} inline void glVertex(Point2 const & p) { glVertex2sv(p.V());} inline void glVertex(Point2 const & p) { glVertex2fv(p.V());} inline void glVertex(Point2 const & p){ glVertex2dv(p.V());} inline void glTexCoord(Point2 const & p) { glTexCoord2iv(p.V());} inline void glTexCoord(Point2 const & p) { glTexCoord2sv(p.V());} inline void glTexCoord(Point2 const & p) { glTexCoord2fv(p.V());} inline void glTexCoord(Point2 const & p){ glTexCoord2dv(p.V());} inline void glTranslate(Point2 const & p) { glTranslatef(p[0],p[1],0);} inline void glTranslate(Point2 const & p){ glTranslated(p[0],p[1],0);} inline void glScale(Point2 const & p) { glScalef(p[0],p[1],0);} inline void glScale(Point2 const & p){ glScaled(p[0],p[1],0);} inline void glVertex(Point3 const & p) { glVertex3iv(p.V());} inline void glVertex(Point3 const & p) { glVertex3sv(p.V());} inline void glVertex(Point3 const & p) { glVertex3fv(p.V());} inline void glVertex(Point3 const & p){ glVertex3dv(p.V());} inline void glNormal(Point3 const & p) { glNormal3iv(p.V());} inline void glNormal(Point3 const & p) { glNormal3sv(p.V());} inline void glNormal(Point3 const & p) { glNormal3fv(p.V());} inline void glNormal(Point3 const & p){ glNormal3dv(p.V());} inline void glTexCoord(Point3 const & p) { glTexCoord3iv(p.V());} inline void glTexCoord(Point3 const & p) { glTexCoord3sv(p.V());} inline void glTexCoord(Point3 const & p) { glTexCoord3fv(p.V());} inline void glTexCoord(Point3 const & p){ glTexCoord3dv(p.V());} inline void glTranslate(Point3 const & p) { glTranslatef(p[0],p[1],p[2]);} inline void glTranslate(Point3 const & p){ glTranslated(p[0],p[1],p[2]);} inline void glScale(Point3 const & p) { glScalef(p[0],p[1],p[2]);} inline void glScale(Point3 const & p){ glScaled(p[0],p[1],p[2]);} 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); } 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(Box3 const & 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); } }//namespace #endif