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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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/**
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* @file draw.h
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* @brief Draw various GEL entities.
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*/
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#ifndef __GLGRAPHICS_DRAW_H_
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#define __GLGRAPHICS_DRAW_H_
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#include "../Geometry/TriMesh.h"
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#include "../Geometry/AABox.h"
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#include "../Geometry/OBox.h"
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#include "../Geometry/BoundingINode.h"
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#include "../Geometry/BoundingLNode.h"
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#include "../Geometry/BoundingTree.h"
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namespace HMesh
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{
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class Manifold;
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}
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namespace GLGraphics
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{
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/// Draw an indexed face set (just a triangle list) with normals computed on the fly.
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void draw(const Geometry::IndexedFaceSet& geometry);
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/// Draw a triangles mesh. Inefficient function that should be compiled into a display list.
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void draw(const Geometry::TriMesh& tm, bool per_vertex_norms=true);
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/// Load textures if available
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void load_textures(Geometry::TriMesh& tm);
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/// Draw a HMesh Manifold. Inefficient and should be compiled into display list
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void draw(const HMesh::Manifold& m, bool per_vertex_norms=true);
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/// Draw an axis aligned bounding box
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void draw(const Geometry::AABox& box);
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/// Draw an oriented bounding box
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void draw(const Geometry::OBox& box);
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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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inline void draw_triangles_in_wireframe(T& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
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/// Draw an object of type T as wireframe. In practice T = Manifold or TriMesh.
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template<class T>
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void draw_wireframe_oldfashioned(const T& m, bool per_vertex_norms, const CGLA::Vec3f& line_color);
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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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template<class BoxType>
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void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level);
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template<class BoxType>
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void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level = 1e6);
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/// Read depth buffer and extract the depth of a pixel
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bool depth_pick(int x, int y, float& depth);
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/** Convert depth value to 3D point. Supposes that the modelview and projection matrices
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are set in the same way as when rendering. */
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CGLA::Vec3d screen2world(int x, int y, float depth);
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}
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#endif
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