594 |
jab |
1 |
/* ----------------------------------------------------------------------- *
|
|
|
2 |
* This file is part of GEL, http://www.imm.dtu.dk/GEL
|
|
|
3 |
* Copyright (C) the authors and DTU Informatics
|
|
|
4 |
* For license and list of authors, see ../../doc/intro.pdf
|
|
|
5 |
* ----------------------------------------------------------------------- */
|
|
|
6 |
|
601 |
jab |
7 |
#include "../GL/glew.h"
|
396 |
jab |
8 |
|
601 |
jab |
9 |
#include "../CGLA/Mat4x4f.h"
|
|
|
10 |
#include "../CGLA/Vec3d.h"
|
|
|
11 |
#include "../HMesh/Manifold.h"
|
657 |
janba |
12 |
#include "../Geometry/TriMesh.h"
|
594 |
jab |
13 |
|
167 |
jab |
14 |
#include "draw.h"
|
396 |
jab |
15 |
#include "SinglePassWireframeRenderer.h"
|
|
|
16 |
#include "IDBufferWireFrameRenderer.h"
|
441 |
jab |
17 |
#include "SOIL.h"
|
396 |
jab |
18 |
|
299 |
jrf |
19 |
namespace GLGraphics
|
|
|
20 |
{
|
594 |
jab |
21 |
using namespace CGLA;
|
657 |
janba |
22 |
using namespace Geometry;
|
594 |
jab |
23 |
using namespace HMesh;
|
|
|
24 |
using namespace std;
|
|
|
25 |
|
|
|
26 |
namespace
|
|
|
27 |
{
|
|
|
28 |
void set_material(const Geometry::Material& material)
|
|
|
29 |
{
|
|
|
30 |
if(material.has_texture && material.tex_id >=0)
|
|
|
31 |
{
|
|
|
32 |
glEnable(GL_TEXTURE_2D);
|
|
|
33 |
glBindTexture(GL_TEXTURE_2D, material.tex_id);
|
|
|
34 |
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
35 |
}
|
|
|
36 |
else
|
|
|
37 |
glDisable(GL_TEXTURE_2D);
|
|
|
38 |
|
608 |
jrf |
39 |
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
|
|
|
40 |
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
|
|
|
41 |
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
|
594 |
jab |
42 |
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
|
|
|
43 |
}
|
|
|
44 |
}
|
|
|
45 |
|
657 |
janba |
46 |
void draw_ball() {
|
|
|
47 |
static TriMesh mesh;
|
|
|
48 |
if(mesh.geometry.no_vertices()==0)
|
|
|
49 |
{
|
|
|
50 |
GLfloat sphere_verts[] = {0.91358,0,0,-0.91358,0,0,0,0.91358,0,0,-0.91358,0,0,0,0.91358,0,0,-0.91358,0.54321,-0.54321,0.54321,0.54321,0.54321,-0.54321,-0.54321,0.54321,0.54321,-0.54321,-0.54321,-0.54321,0.54321,0.54321,0.54321,-0.54321,0.54321,-0.54321,-0.54321,-0.54321,0.54321,0.54321,-0.54321,-0.54321,0.444444,0,0.814815,0,-0.814815,0.444444,0.814815,-0.444444,0,0.444444,0,-0.814815,0,0.814815,-0.444444,0.814815,0.444444,0,-0.444444,0,0.814815,0,0.814815,0.444444,-0.814815,0.444444,0,-0.444444,0,-0.814815,0,-0.814815,-0.444444,-0.814815,-0.444444,0,0,0.444444,0.814815,0.814815,0,0.444444,0.444444,0.814815,0,0,0.444444,-0.814815,-0.814815,0,-0.444444,-0.444444,0.814815,0,0,-0.444444,0.814815,-0.814815,0,0.444444,-0.444444,-0.814815,0,0,-0.444444,-0.814815,0.814815,0,-0.444444,0.444444,-0.814815,0};
|
|
|
51 |
GLuint sphere_indices[] = {28,11,15,27,5,15,33,7,15,33,13,16,35,4,16,38,7,16,38,14,17,37,1,17,28,7,17,37,14,18,36,6,18,30,8,18,30,12,19,32,3,19,29,8,19,29,11,20,28,1,20,37,8,20,34,13,21,33,5,21,27,9,21,27,11,22,29,3,22,32,9,22,32,12,23,31,2,23,34,9,23,31,12,24,30,6,24,36,10,24,36,14,25,38,4,25,35,10,25,35,13,26,34,2,26,31,10,26,22,9,27,21,5,27,15,11,27,15,7,28,17,1,28,20,11,28,20,8,29,19,3,29,22,11,29,19,8,30,18,6,30,24,12,30,24,10,31,26,2,31,23,12,31,23,9,32,22,3,32,19,12,32,16,7,33,15,5,33,21,13,33,21,9,34,23,2,34,26,13,34,26,10,35,25,4,35,16,13,35,25,10,36,24,6,36,18,14,36,18,8,37,20,1,37,17,14,37,17,7,38,16,4,38,25,14,38};
|
|
|
52 |
|
|
|
53 |
for(int i=0;i<38;++i) {
|
|
|
54 |
int idx0 = 3*i;
|
|
|
55 |
mesh.geometry.add_vertex(Vec3f(sphere_verts[idx0],sphere_verts[idx0+1],sphere_verts[idx0+2]));
|
|
|
56 |
}
|
|
|
57 |
for(int i=0;i<72;++i) {
|
|
|
58 |
int idx0 = 3*i;
|
|
|
59 |
mesh.geometry.add_face(Vec3i(sphere_indices[idx0]-1,sphere_indices[idx0+1]-1,sphere_indices[idx0+2]-1));
|
|
|
60 |
}
|
|
|
61 |
mesh.compute_normals();
|
|
|
62 |
}
|
|
|
63 |
draw(mesh);
|
|
|
64 |
}
|
|
|
65 |
|
|
|
66 |
|
594 |
jab |
67 |
void draw(const Geometry::IndexedFaceSet& geometry)
|
|
|
68 |
{
|
|
|
69 |
glBegin(GL_TRIANGLES);
|
|
|
70 |
for(int i=0;i<geometry.no_faces();i++)
|
|
|
71 |
{
|
|
|
72 |
Vec3i g_face = geometry.face(i);
|
|
|
73 |
Vec3f vert0 = geometry.vertex(g_face[0]);
|
|
|
74 |
Vec3f vert1 = geometry.vertex(g_face[1]);
|
|
|
75 |
Vec3f vert2 = geometry.vertex(g_face[2]);
|
|
|
76 |
Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
|
|
|
77 |
glNormal3fv(norm.get());
|
|
|
78 |
glVertex3fv(vert0.get());
|
|
|
79 |
glVertex3fv(vert1.get());
|
|
|
80 |
glVertex3fv(vert2.get());
|
|
|
81 |
}
|
|
|
82 |
glEnd();
|
|
|
83 |
}
|
|
|
84 |
|
|
|
85 |
void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
|
|
|
86 |
{
|
|
|
87 |
int old_mat_idx = -1;
|
|
|
88 |
glBegin(GL_TRIANGLES);
|
|
|
89 |
for(int i=0;i<tm.geometry.no_faces();i++)
|
|
|
90 |
{
|
|
|
91 |
int new_mat_idx = i<static_cast<int>(tm.mat_idx.size()) ? tm.mat_idx[i] : -1;
|
|
|
92 |
if(new_mat_idx != old_mat_idx)
|
|
|
93 |
{
|
|
|
94 |
glEnd();
|
|
|
95 |
set_material(tm.materials[tm.mat_idx[i]]);
|
|
|
96 |
glBegin(GL_TRIANGLES);
|
|
|
97 |
old_mat_idx = new_mat_idx;
|
|
|
98 |
}
|
|
|
99 |
Vec3i n_face = tm.normals.face(i);
|
|
|
100 |
Vec3i g_face = tm.geometry.face(i);
|
|
|
101 |
Vec3i t_face = tm.texcoords.face(i);
|
|
|
102 |
|
|
|
103 |
if(!per_vertex_norms)
|
|
|
104 |
{
|
|
|
105 |
Vec3f vert0 = tm.geometry.vertex(g_face[0]);
|
|
|
106 |
Vec3f vert1 = tm.geometry.vertex(g_face[1]);
|
|
|
107 |
Vec3f vert2 = tm.geometry.vertex(g_face[2]);
|
|
|
108 |
Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
|
|
|
109 |
glNormal3fv(norm.get());
|
|
|
110 |
}
|
|
|
111 |
for(int j=0;j<3;j++)
|
|
|
112 |
{
|
|
|
113 |
if(per_vertex_norms && n_face != Geometry::NULL_FACE)
|
|
|
114 |
{
|
|
|
115 |
Vec3f norm = tm.normals.vertex(n_face[j]);
|
|
|
116 |
glNormal3fv(norm.get());
|
|
|
117 |
}
|
|
|
118 |
if(t_face != Geometry::NULL_FACE)
|
|
|
119 |
{
|
|
|
120 |
Vec3f texc = tm.texcoords.vertex(t_face[j]);
|
|
|
121 |
glTexCoord2fv(texc.get());
|
|
|
122 |
}
|
|
|
123 |
Vec3f vert = tm.geometry.vertex(g_face[j]);
|
|
|
124 |
glVertex3fv(vert.get());
|
|
|
125 |
}
|
|
|
126 |
}
|
|
|
127 |
glEnd();
|
|
|
128 |
glDisable(GL_TEXTURE_2D);
|
|
|
129 |
}
|
|
|
130 |
|
|
|
131 |
void load_textures(Geometry::TriMesh& tm)
|
|
|
132 |
{
|
|
|
133 |
for(unsigned int i=0;i<tm.materials.size(); ++i)
|
|
|
134 |
{
|
|
|
135 |
Geometry::Material& mat = tm.materials[i];
|
|
|
136 |
if(mat.tex_name != "")
|
|
|
137 |
{
|
|
|
138 |
string name = mat.tex_path + mat.tex_name;
|
|
|
139 |
mat.tex_id = SOIL_load_OGL_texture(name.data(), 0, 0, SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_POWER_OF_TWO);
|
|
|
140 |
}
|
|
|
141 |
}
|
|
|
142 |
}
|
432 |
jab |
143 |
|
492 |
jrf |
144 |
/// Draw an object of type T which contains only triangles as wireframe. In practice T = Manifold or TriMesh.
|
|
|
145 |
template<typename T>
|
594 |
jab |
146 |
void draw_triangles_in_wireframe(T& m, bool per_vertex_norms, const CGLA::Vec3f& line_color)
|
492 |
jrf |
147 |
{
|
|
|
148 |
static SinglePassWireframeRenderer swr;
|
|
|
149 |
swr.enable(line_color);
|
|
|
150 |
draw(m, per_vertex_norms);
|
|
|
151 |
swr.disable();
|
|
|
152 |
}
|
594 |
jab |
153 |
|
492 |
jrf |
154 |
template
|
594 |
jab |
155 |
void draw_triangles_in_wireframe(HMesh::Manifold& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
|
|
|
156 |
|
492 |
jrf |
157 |
template
|
594 |
jab |
158 |
void draw_triangles_in_wireframe(Geometry::TriMesh& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
|
|
|
159 |
|
|
|
160 |
template<class T>
|
|
|
161 |
void draw_wireframe_oldfashioned(const T& m, bool per_vertex_norms, const Vec3f& line_color)
|
|
|
162 |
{
|
|
|
163 |
// Store state that we change
|
|
|
164 |
glPushAttrib(GL_POLYGON_BIT);
|
|
|
165 |
GLboolean lights_on;
|
|
|
166 |
glGetBooleanv(GL_LIGHTING, &lights_on);
|
|
|
167 |
Vec4f current_color;
|
|
|
168 |
glGetFloatv(GL_CURRENT_COLOR, ¤t_color[0]);
|
|
|
169 |
|
|
|
170 |
// Draw filled
|
|
|
171 |
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
172 |
draw(m, per_vertex_norms);
|
|
|
173 |
|
|
|
174 |
// Draw lines
|
|
|
175 |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
176 |
glDisable(GL_LIGHTING);
|
|
|
177 |
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
|
178 |
glPolygonOffset(0,-5);
|
|
|
179 |
glColor3fv(line_color.get());
|
|
|
180 |
draw(m, per_vertex_norms);
|
|
|
181 |
|
|
|
182 |
// Put back old state
|
|
|
183 |
glColor3fv(current_color.get());
|
|
|
184 |
if(lights_on) glEnable(GL_LIGHTING);
|
|
|
185 |
glPopAttrib();
|
|
|
186 |
}
|
|
|
187 |
template
|
|
|
188 |
void draw_wireframe_oldfashioned(const HMesh::Manifold& m, bool per_vertex_norms, const Vec3f& line_color);
|
|
|
189 |
|
|
|
190 |
template
|
|
|
191 |
void draw_wireframe_oldfashioned(const Geometry::TriMesh& m, bool per_vertex_norms, const Vec3f& line_color);
|
|
|
192 |
|
|
|
193 |
|
|
|
194 |
void draw(const Manifold& m, bool per_vertex_norms)
|
|
|
195 |
{
|
|
|
196 |
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
|
|
|
197 |
if(!per_vertex_norms)
|
|
|
198 |
glNormal3dv(normal(m, *f).get());
|
|
|
199 |
if(no_edges(m, *f)== 3)
|
|
|
200 |
glBegin(GL_TRIANGLES);
|
|
|
201 |
else
|
|
|
202 |
glBegin(GL_POLYGON);
|
|
|
203 |
|
|
|
204 |
for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
|
|
|
205 |
Vec3d n = normal(m, w.vertex());
|
|
|
206 |
if(per_vertex_norms)
|
|
|
207 |
glNormal3dv(n.get());
|
|
|
208 |
glVertex3dv(m.pos(w.vertex()).get());
|
|
|
209 |
}
|
|
|
210 |
glEnd();
|
|
|
211 |
}
|
|
|
212 |
}
|
|
|
213 |
|
|
|
214 |
|
656 |
janba |
215 |
bool depth_pick(int x, int y, float& depth)
|
|
|
216 |
{
|
|
|
217 |
float new_depth;
|
|
|
218 |
|
|
|
219 |
// Get the minimum and maximum depth values.
|
|
|
220 |
float minmax_depth[2];
|
|
|
221 |
glGetFloatv(GL_DEPTH_RANGE, minmax_depth);
|
|
|
222 |
glPushAttrib(GL_PIXEL_MODE_BIT);
|
|
|
223 |
glReadBuffer(GL_FRONT);
|
|
|
224 |
// Read a single pixel at the position of the mouse cursor.
|
|
|
225 |
glReadPixels(x, y, 1,1, GL_DEPTH_COMPONENT,
|
|
|
226 |
GL_FLOAT, (void*) &new_depth);
|
|
|
227 |
glPopAttrib();
|
|
|
228 |
|
|
|
229 |
// If the depth corresponds to the far plane, we clicked on the
|
|
|
230 |
// background.
|
|
|
231 |
if(new_depth == minmax_depth[1])
|
|
|
232 |
return false;
|
|
|
233 |
|
|
|
234 |
depth = new_depth;
|
|
|
235 |
return true;
|
|
|
236 |
}
|
594 |
jab |
237 |
|
656 |
janba |
238 |
Vec3d screen2world(int x, int y, float depth)
|
|
|
239 |
{
|
|
|
240 |
// Enquire about the viewport dimensions
|
|
|
241 |
GLint viewport[4];
|
|
|
242 |
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
|
243 |
// Copy modelview matrix.
|
|
|
244 |
double mvmat[16];
|
|
|
245 |
glGetDoublev(GL_MODELVIEW_MATRIX, mvmat);
|
|
|
246 |
|
|
|
247 |
// Copy the projection matrix. We assume it is unchanged.
|
|
|
248 |
double prjmat[16];
|
|
|
249 |
glGetDoublev(GL_PROJECTION_MATRIX, prjmat);
|
|
|
250 |
|
|
|
251 |
// Now unproject the point from screen to world coordinates.
|
|
|
252 |
double ox, oy, oz;
|
|
|
253 |
gluUnProject(x, y,depth,
|
|
|
254 |
mvmat,prjmat,viewport,
|
|
|
255 |
&ox, &oy, &oz);
|
|
|
256 |
|
|
|
257 |
return Vec3d(ox,oy,oz);
|
|
|
258 |
}
|
657 |
janba |
259 |
|
|
|
260 |
Vec3d world2screen(const Vec3d& p)
|
|
|
261 |
{
|
|
|
262 |
// Enquire about the viewport dimensions
|
|
|
263 |
GLint viewport[4];
|
|
|
264 |
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
|
265 |
// Copy modelview matrix.
|
|
|
266 |
double mvmat[16];
|
|
|
267 |
glGetDoublev(GL_MODELVIEW_MATRIX, mvmat);
|
|
|
268 |
|
|
|
269 |
// Copy the projection matrix. We assume it is unchanged.
|
|
|
270 |
double prjmat[16];
|
|
|
271 |
glGetDoublev(GL_PROJECTION_MATRIX, prjmat);
|
|
|
272 |
|
|
|
273 |
// Now unproject the point from screen to world coordinates.
|
|
|
274 |
double ox, oy, oz;
|
|
|
275 |
gluProject(p[0], p[1], p[2],
|
|
|
276 |
mvmat,prjmat,viewport,
|
|
|
277 |
&ox, &oy, &oz);
|
|
|
278 |
|
|
|
279 |
return Vec3d(ox,oy,oz);
|
|
|
280 |
}
|
656 |
janba |
281 |
|
657 |
janba |
282 |
|
656 |
janba |
283 |
|
|
|
284 |
|
594 |
jab |
285 |
void draw(const Geometry::AABox& box)
|
|
|
286 |
{
|
|
|
287 |
glBegin(GL_QUADS);
|
|
|
288 |
Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
|
|
|
289 |
Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
|
|
|
290 |
for(int j=0;j<3;++j)
|
|
|
291 |
{
|
|
|
292 |
glNormal3fv(norm_neg[j].get());
|
|
|
293 |
Vec3f p = box.get_pmin();
|
|
|
294 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
295 |
p[(j+1)%3] = box.get_pmax()[(j+1)%3];
|
|
|
296 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
297 |
p[j] = box.get_pmax()[j];
|
|
|
298 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
299 |
p[(j+1)%3] = box.get_pmin()[(j+1)%3];
|
|
|
300 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
301 |
}
|
|
|
302 |
glEnd();
|
|
|
303 |
glBegin(GL_QUADS);
|
|
|
304 |
for(int j=0;j<3;++j)
|
|
|
305 |
{
|
|
|
306 |
glNormal3fv(norm_pos[j].get());
|
|
|
307 |
Vec3f p = box.get_pmax();
|
|
|
308 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
309 |
p[j] = box.get_pmin()[j];
|
|
|
310 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
311 |
p[(j+1)%3] = box.get_pmin()[(j+1)%3];
|
|
|
312 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
313 |
p[j] = box.get_pmax()[j];
|
|
|
314 |
glVertex3f(p[0], p[1], p[2]);
|
|
|
315 |
}
|
|
|
316 |
glEnd();
|
|
|
317 |
}
|
|
|
318 |
|
|
|
319 |
void draw(const Geometry::OBox& box)
|
|
|
320 |
{
|
|
|
321 |
Mat4x4f m = identity_Mat4x4f();
|
|
|
322 |
copy_matrix(box.get_rotation(), m);
|
|
|
323 |
glPushMatrix();
|
|
|
324 |
glMultMatrixf(m.get());
|
|
|
325 |
draw(box.get_aabox());
|
|
|
326 |
glPopMatrix();
|
|
|
327 |
}
|
|
|
328 |
|
|
|
329 |
/** Draw the tree. The first argument is the level counter, the second
|
|
|
330 |
argument is the level at which to stop drawing. */
|
|
|
331 |
template <class BoxType>
|
|
|
332 |
void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
|
|
|
333 |
{
|
|
|
334 |
if(level == max_level)
|
|
|
335 |
{
|
|
|
336 |
draw(node);
|
|
|
337 |
return;
|
|
|
338 |
}
|
|
|
339 |
node->left->draw(level + 1, max_level);
|
|
|
340 |
node->right->draw(level + 1, max_level);
|
|
|
341 |
}
|
|
|
342 |
|
|
|
343 |
template <class BoxType>
|
|
|
344 |
void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
|
|
|
345 |
{
|
299 |
jrf |
346 |
#if USE_LEAF_BOXES
|
594 |
jab |
347 |
draw(node);
|
299 |
jrf |
348 |
#endif
|
594 |
jab |
349 |
}
|
|
|
350 |
|
|
|
351 |
template <class BoxType>
|
|
|
352 |
void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
|
|
|
353 |
{
|
|
|
354 |
draw(*tree.root, 0, max_level);
|
|
|
355 |
}
|
299 |
jrf |
356 |
}
|