313 lines
12 KiB
C++
313 lines
12 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.10 2007/07/31 12:21:50 ganovelli
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added gltetra, added normal gltriangle
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Revision 1.9 2007/05/08 18:55:38 ganovelli
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glTriangle added
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Revision 1.8 2007/01/18 01:26:23 cignoni
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Added cast for mac compiling
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Revision 1.7 2005/10/13 08:32:26 cignoni
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Added glscale(scalar) and corrected bug in glscale(point2)
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Revision 1.6 2005/06/30 10:17:04 ganovelli
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added draw plane
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Revision 1.5 2005/05/05 12:28:13 cignoni
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added glboxwire
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Revision 1.4 2004/07/07 23:30:28 cignoni
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Added box3 drawing functions
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Revision 1.3 2004/05/26 15:13:01 cignoni
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Removed inclusion of gl extension stuff and added glcolor stuff
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Revision 1.2 2004/05/13 23:44:47 ponchio
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<GL/GL.h> --> <GL/gl.h>
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Revision 1.1 2004/04/05 11:56:14 cignoni
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First working version!
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****************************************************************************/
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#ifndef VCG_GL_SPACE_H
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#define VCG_GL_SPACE_H
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// Please note that this file assume that you have already included your
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// gl-extension wrapping utility, and that therefore all the extension symbol are already defined.
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#include <vcg/space/triangle3.h>
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#include <vcg/space/plane3.h>
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#include <vcg/space/point2.h>
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#include <vcg/space/point3.h>
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#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 {
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inline void glScale(float const & p){ glScalef(p,p,p);}
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inline void glScale(double const & p){ glScaled(p,p,p);}
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inline void glVertex(Point2<int> const & p) { glVertex2iv((const GLint*)p.V());}
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inline void glVertex(Point2<short> const & p) { glVertex2sv(p.V());}
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inline void glVertex(Point2<float> const & p) { glVertex2fv(p.V());}
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inline void glVertex(Point2<double> const & p){ glVertex2dv(p.V());}
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inline void glTexCoord(Point2<int> const & p) { glTexCoord2iv((const GLint*)p.V());}
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inline void glTexCoord(Point2<short> const & p) { glTexCoord2sv(p.V());}
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inline void glTexCoord(Point2<float> const & p) { glTexCoord2fv(p.V());}
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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);}
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inline void glTranslate(Point2<double> const & p){ glTranslated(p[0],p[1],0);}
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inline void glScale(Point2<float> const & p) { glScalef(p[0],p[1],1.0);}
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inline void glScale(Point2<double> const & p){ glScaled(p[0],p[1],1.0);}
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inline void glVertex(Point3<int> const & p) { glVertex3iv((const GLint*)p.V());}
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inline void glVertex(Point3<short> const & p) { glVertex3sv(p.V());}
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inline void glVertex(Point3<float> const & p) { glVertex3fv(p.V());}
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inline void glVertex(Point3<double> const & p){ glVertex3dv(p.V());}
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inline void glNormal(Point3<int> const & p) { glNormal3iv((const GLint*)p.V());}
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inline void glNormal(Point3<short> const & p) { glNormal3sv(p.V());}
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inline void glNormal(Point3<float> const & p) { glNormal3fv(p.V());}
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inline void glNormal(Point3<double> const & p){ glNormal3dv(p.V());}
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inline void glTexCoord(Point3<int> const & p) { glTexCoord3iv((const GLint*)p.V());}
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inline void glTexCoord(Point3<short> const & p) { glTexCoord3sv(p.V());}
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inline void glTexCoord(Point3<float> const & p) { glTexCoord3fv(p.V());}
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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]);}
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inline void glTranslate(Point3<double> const & p){ glTranslated(p[0],p[1],p[2]);}
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inline void glScale(Point3<float> const & p) { glScalef(p[0],p[1],p[2]);}
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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());}
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inline void glColor(Color4f const & c) { glColor4fv (c.V());}
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inline void glColor(Color4d const & c) { glColor4dv (c.V());}
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inline void glClearColor(Color4b const &c) { ::glClearColor(float(c[0])/255.0f,float(c[1])/255.0f,float(c[2])/255.0f,1.0f);}
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inline void glClearColor(Color4f const &c) { ::glClearColor(c[0],c[1],c[2],c[3]); }
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inline void glClearColor(Color4d const &c) { ::glClearColor(float(c[0]),float(c[1]),float(c[2]),float(c[3])); }
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inline void glLight(GLenum light, GLenum pname, Color4b const & c) {
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static float cf[4];
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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);
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glLightfv(light,pname,cf);
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}
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template <class T>
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inline void glBoxWire(Box3<T> const & b)
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{
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_LIGHTING);
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glBegin(GL_LINE_STRIP);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
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glVertex3f((float)b.max[0],(float)b.min[1],(float)b.min[2]);
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glVertex3f((float)b.max[0],(float)b.max[1],(float)b.min[2]);
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glVertex3f((float)b.min[0],(float)b.max[1],(float)b.min[2]);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
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glVertex3f((float)b.max[0],(float)b.min[1],(float)b.max[2]);
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glVertex3f((float)b.max[0],(float)b.max[1],(float)b.max[2]);
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glVertex3f((float)b.min[0],(float)b.max[1],(float)b.max[2]);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
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glEnd();
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glBegin(GL_LINES);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.min[2]);
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glVertex3f((float)b.min[0],(float)b.min[1],(float)b.max[2]);
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glVertex3f((float)b.max[0],(float)b.min[1],(float)b.min[2]);
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glVertex3f((float)b.max[0],(float)b.min[1],(float)b.max[2]);
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glVertex3f((float)b.max[0],(float)b.max[1],(float)b.min[2]);
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glVertex3f((float)b.max[0],(float)b.max[1],(float)b.max[2]);
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glVertex3f((float)b.min[0],(float)b.max[1],(float)b.min[2]);
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glVertex3f((float)b.min[0],(float)b.max[1],(float)b.max[2]);
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glEnd();
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glPopAttrib();
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};
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template <class T>
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/// Funzione di utilita' per la visualizzazione in OpenGL (flat shaded)
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inline void glBoxFlat(Box3<T> const & b)
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{
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glPushAttrib(GL_SHADE_MODEL);
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glShadeModel(GL_FLAT);
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glBegin(GL_QUAD_STRIP);
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glNormal3f(.0f,.0f,1.0f);
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glVertex3f(b.min[0], b.max[1], b.max[2]);
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glVertex3f(b.min[0], b.min[1], b.max[2]);
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glVertex3f(b.max[0], b.max[1], b.max[2]);
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glVertex3f(b.max[0], b.min[1], b.max[2]);
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glNormal3f(1.0f,.0f,.0f);
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glVertex3f(b.max[0], b.max[1], b.min[2]);
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glVertex3f(b.max[0], b.min[1], b.min[2]);
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glNormal3f(.0f,.0f,-1.0f);
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glVertex3f(b.min[0], b.max[1], b.min[2]);
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glVertex3f(b.min[0], b.min[1], b.min[2]);
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glNormal3f(-1.0f,.0f,.0f);
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glVertex3f(b.min[0], b.max[1], b.max[2]);
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glVertex3f(b.min[0], b.min[1], b.max[2]);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(.0f,1.0f,.0f);
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glVertex3f(b.min[0], b.max[1], b.max[2]);
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glVertex3f(b.max[0], b.max[1], b.max[2]);
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glVertex3f(b.max[0], b.max[1], b.min[2]);
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glVertex3f(b.min[0], b.max[1], b.min[2]);
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glNormal3f(.0f,-1.0f,.0f);
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glVertex3f(b.min[0], b.min[1], b.min[2]);
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glVertex3f(b.max[0], b.min[1], b.min[2]);
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glVertex3f(b.max[0], b.min[1], b.max[2]);
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glVertex3f(b.min[0], b.min[1], b.max[2]);
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glEnd();
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glPopAttrib();
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};
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template <class T>
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/// 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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{
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double eq[4];
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eq[0]= 1; eq[1]= 0; eq[2]= 0; eq[3]=(double)-b.min[0];
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glClipPlane(GL_CLIP_PLANE0,eq);
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eq[0]=-1; eq[1]= 0; eq[2]= 0; eq[3]=(double) b.max[0];
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glClipPlane(GL_CLIP_PLANE1,eq);
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eq[0]= 0; eq[1]= 1; eq[2]= 0; eq[3]=(double)-b.min[1];
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glClipPlane(GL_CLIP_PLANE2,eq);
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eq[0]= 0; eq[1]=-1; eq[2]= 0; eq[3]=(double) b.max[1];
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glClipPlane(GL_CLIP_PLANE3,eq);
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eq[0]= 0; eq[1]= 0; eq[2]= 1; eq[3]=(double)-b.min[2];
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glClipPlane(GL_CLIP_PLANE4,eq);
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eq[0]= 0; eq[1]= 0; eq[2]=-1; eq[3]=(double) b.max[2];
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glClipPlane(GL_CLIP_PLANE5,eq);
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}
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template <class T>
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inline void glBoxWire(const Box2<T> & b)
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{
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_LIGHTING);
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glBegin(GL_LINE_LOOP);
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glVertex2f((float)b.min[0],(float)b.min[1]);
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glVertex2f((float)b.max[0],(float)b.min[1]);
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glVertex2f((float)b.max[0],(float)b.max[1]);
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glVertex2f((float)b.min[0],(float)b.max[1]);
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glEnd();
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glPopAttrib();
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};
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template <class T>
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inline void glPlane3( Plane3<T> p, Point3<T> c, T size ) {
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Point3<T> w = p.Direction();
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Point3<T> u,v,c1;
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GetUV<T>(w,u,v);
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c1 = p.Projection(c);
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u.Normalize();
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w.Normalize();
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v.Normalize();
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Matrix44<T> m;
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*(Point3<T>*)&m[0][0] = *(Point3<T>*)&u[0];m[0][3]=0;
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*(Point3<T>*)&m[1][0] = *(Point3<T>*)&w[0];m[1][3]=0;
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*(Point3<T>*)&m[2][0] = *(Point3<T>*)&v[0];m[2][3]=0;
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*(Point3<T>*)&m[3][0] = *(Point3<T>*)&c1[0];m[3][3]=1;
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glPushMatrix();
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glMultMatrix(m.transpose());
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glBegin(GL_QUADS);
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glNormal(Point3<T>(0,1,0));
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glVertex(Point3<T>(-size,0,-size));
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glVertex(Point3<T>(size ,0,-size));
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glVertex(Point3<T>(size ,0, size));
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glVertex(Point3<T>(-size,0, size));
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glEnd();
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glPopMatrix();
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}
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template <class TriangleType>
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inline void glTriangle3( TriangleType & c ) {
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vcg::Point3<typename TriangleType::ScalarType> n = vcg::Normal(c);
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glBegin(GL_TRIANGLES);
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glNormal(n);
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glVertex(c.P(0));
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glVertex(c.P(1));
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glVertex(c.P(2));
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glEnd();
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}
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template <class TetraType>
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inline void glTetra3( TetraType & c ) {
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glTriangle3(Triangle3<typename TetraType::ScalarType>(c.P(0),c.P(1),c.P(2)));
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glTriangle3(Triangle3<typename TetraType::ScalarType>(c.P(1),c.P(3),c.P(2)));
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glTriangle3(Triangle3<typename TetraType::ScalarType>(c.P(0),c.P(2),c.P(3)));
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glTriangle3(Triangle3<typename TetraType::ScalarType>(c.P(1),c.P(0),c.P(3)));
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}
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#ifdef VCG_USE_EIGEN
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template<typename Derived, int Rows=Derived::RowsAtCompileTime, int Cols=Derived::ColsAtCompileTime>
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struct EvalToKnownPointType;
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template<typename Derived> struct EvalToKnownPointType<Derived,2,1>
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{ typedef Point2<typename Derived::Scalar> Type; };
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template<typename Derived> struct EvalToKnownPointType<Derived,3,1>
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{ typedef Point3<typename Derived::Scalar> Type; };
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template<typename Derived> struct EvalToKnownPointType<Derived,4,1>
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{ typedef Point4<typename Derived::Scalar> Type; };
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#define _WRAP_EIGEN_XPR(FUNC) template<typename Derived> \
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inline void FUNC(const Eigen::MatrixBase<Derived>& p) { \
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FUNC(typename EvalToKnownPointType<Derived>::Type(p)); }
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_WRAP_EIGEN_XPR(glVertex)
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_WRAP_EIGEN_XPR(glNormal)
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_WRAP_EIGEN_XPR(glTexCoord)
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_WRAP_EIGEN_XPR(glTranslate)
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_WRAP_EIGEN_XPR(glScale)
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#endif
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}//namespace
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#endif
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