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/* ----------------------------------------------------------------------- *
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* This file is part of GEL, http://www.imm.dtu.dk/GEL
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* Copyright (C) the authors and DTU Informatics
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* For license and list of authors, see ../../doc/intro.pdf
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* ----------------------------------------------------------------------- */
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#include <GL/glew.h>
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#include <CGLA/Mat4x4f.h>
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#include <CGLA/Vec3d.h>
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#include <HMesh/Manifold.h>
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#include "draw.h"
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#include "SinglePassWireframeRenderer.h"
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#include "IDBufferWireFrameRenderer.h"
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#include "SOIL.h"
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namespace GLGraphics
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{
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using namespace CGLA;
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using namespace HMesh;
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using namespace std;
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namespace
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{
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void set_material(const Geometry::Material& material)
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{
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if(material.has_texture && material.tex_id >=0)
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{
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.tex_id);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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else
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glDisable(GL_TEXTURE_2D);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Vec4f(material.ambient).get());
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vec4f(material.diffuse).get());
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Vec4f(material.specular).get());
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
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}
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}
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void draw(const Geometry::IndexedFaceSet& geometry)
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{
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glBegin(GL_TRIANGLES);
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for(int i=0;i<geometry.no_faces();i++)
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{
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Vec3i g_face = geometry.face(i);
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Vec3f vert0 = geometry.vertex(g_face[0]);
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Vec3f vert1 = geometry.vertex(g_face[1]);
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Vec3f vert2 = geometry.vertex(g_face[2]);
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Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
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glNormal3fv(norm.get());
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glVertex3fv(vert0.get());
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glVertex3fv(vert1.get());
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glVertex3fv(vert2.get());
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}
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glEnd();
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}
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void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
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{
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int old_mat_idx = -1;
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glBegin(GL_TRIANGLES);
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for(int i=0;i<tm.geometry.no_faces();i++)
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{
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int new_mat_idx = i<static_cast<int>(tm.mat_idx.size()) ? tm.mat_idx[i] : -1;
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if(new_mat_idx != old_mat_idx)
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{
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glEnd();
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set_material(tm.materials[tm.mat_idx[i]]);
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glBegin(GL_TRIANGLES);
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old_mat_idx = new_mat_idx;
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}
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Vec3i n_face = tm.normals.face(i);
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Vec3i g_face = tm.geometry.face(i);
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Vec3i t_face = tm.texcoords.face(i);
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if(!per_vertex_norms)
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{
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Vec3f vert0 = tm.geometry.vertex(g_face[0]);
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Vec3f vert1 = tm.geometry.vertex(g_face[1]);
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Vec3f vert2 = tm.geometry.vertex(g_face[2]);
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Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
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glNormal3fv(norm.get());
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}
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for(int j=0;j<3;j++)
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{
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if(per_vertex_norms && n_face != Geometry::NULL_FACE)
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{
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Vec3f norm = tm.normals.vertex(n_face[j]);
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glNormal3fv(norm.get());
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}
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if(t_face != Geometry::NULL_FACE)
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{
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Vec3f texc = tm.texcoords.vertex(t_face[j]);
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glTexCoord2fv(texc.get());
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}
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Vec3f vert = tm.geometry.vertex(g_face[j]);
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glVertex3fv(vert.get());
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}
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}
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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void load_textures(Geometry::TriMesh& tm)
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{
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for(unsigned int i=0;i<tm.materials.size(); ++i)
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{
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Geometry::Material& mat = tm.materials[i];
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if(mat.tex_name != "")
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{
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string name = mat.tex_path + mat.tex_name;
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mat.tex_id = SOIL_load_OGL_texture(name.data(), 0, 0, SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_POWER_OF_TWO);
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}
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}
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}
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/// Draw an object of type T which contains only triangles as wireframe. In practice T = Manifold or TriMesh.
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template<typename T>
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void draw_triangles_in_wireframe(T& m, bool per_vertex_norms, const CGLA::Vec3f& line_color)
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{
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static SinglePassWireframeRenderer swr;
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swr.enable(line_color);
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draw(m, per_vertex_norms);
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swr.disable();
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}
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template
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void draw_triangles_in_wireframe(HMesh::Manifold& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
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template
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void draw_triangles_in_wireframe(Geometry::TriMesh& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
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template<class T>
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void draw_wireframe_oldfashioned(const T& m, bool per_vertex_norms, const Vec3f& line_color)
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{
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// Store state that we change
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glPushAttrib(GL_POLYGON_BIT);
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GLboolean lights_on;
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glGetBooleanv(GL_LIGHTING, &lights_on);
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Vec4f current_color;
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glGetFloatv(GL_CURRENT_COLOR, ¤t_color[0]);
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// Draw filled
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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draw(m, per_vertex_norms);
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// Draw lines
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDisable(GL_LIGHTING);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(0,-5);
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glColor3fv(line_color.get());
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draw(m, per_vertex_norms);
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// Put back old state
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glColor3fv(current_color.get());
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if(lights_on) glEnable(GL_LIGHTING);
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glPopAttrib();
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}
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template
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void draw_wireframe_oldfashioned(const HMesh::Manifold& m, bool per_vertex_norms, const Vec3f& line_color);
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template
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void draw_wireframe_oldfashioned(const Geometry::TriMesh& m, bool per_vertex_norms, const Vec3f& line_color);
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void draw(const Manifold& m, bool per_vertex_norms)
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{
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for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
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if(!per_vertex_norms)
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glNormal3dv(normal(m, *f).get());
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if(no_edges(m, *f)== 3)
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glBegin(GL_TRIANGLES);
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else
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glBegin(GL_POLYGON);
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for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
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Vec3d n = normal(m, w.vertex());
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if(per_vertex_norms)
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glNormal3dv(n.get());
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glVertex3dv(m.pos(w.vertex()).get());
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}
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glEnd();
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}
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}
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void draw(const Geometry::AABox& box)
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{
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glBegin(GL_QUADS);
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Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
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Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
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for(int j=0;j<3;++j)
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{
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glNormal3fv(norm_neg[j].get());
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Vec3f p = box.get_pmin();
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glVertex3f(p[0], p[1], p[2]);
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p[(j+1)%3] = box.get_pmax()[(j+1)%3];
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glVertex3f(p[0], p[1], p[2]);
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p[j] = box.get_pmax()[j];
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glVertex3f(p[0], p[1], p[2]);
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p[(j+1)%3] = box.get_pmin()[(j+1)%3];
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glVertex3f(p[0], p[1], p[2]);
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}
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glEnd();
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glBegin(GL_QUADS);
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for(int j=0;j<3;++j)
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{
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glNormal3fv(norm_pos[j].get());
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Vec3f p = box.get_pmax();
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glVertex3f(p[0], p[1], p[2]);
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p[j] = box.get_pmin()[j];
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glVertex3f(p[0], p[1], p[2]);
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p[(j+1)%3] = box.get_pmin()[(j+1)%3];
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glVertex3f(p[0], p[1], p[2]);
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p[j] = box.get_pmax()[j];
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glVertex3f(p[0], p[1], p[2]);
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}
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glEnd();
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}
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void draw(const Geometry::OBox& box)
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{
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Mat4x4f m = identity_Mat4x4f();
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copy_matrix(box.get_rotation(), m);
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glPushMatrix();
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glMultMatrixf(m.get());
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draw(box.get_aabox());
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glPopMatrix();
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}
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/** Draw the tree. The first argument is the level counter, the second
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argument is the level at which to stop drawing. */
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template <class BoxType>
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void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
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{
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if(level == max_level)
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{
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draw(node);
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return;
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}
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node->left->draw(level + 1, max_level);
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node->right->draw(level + 1, max_level);
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}
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template <class BoxType>
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void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
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{
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#if USE_LEAF_BOXES
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draw(node);
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#endif
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}
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template <class BoxType>
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void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
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{
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draw(*tree.root, 0, max_level);
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}
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}
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