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299 jrf 1
#include "CGLA/Mat4x4f.h"
362 jab 2
#include "CGLA/Vec3d.h"
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#include "gel_glu.h"
167 jab 4
#include "draw.h"
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#include "HMesh/FaceCirculator.h"
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using namespace CGLA;
331 jab 8
using namespace HMesh;
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using namespace std;
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namespace 
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{
339 jab 13
	void set_material(const Geometry::Material& material)
167 jab 14
{
339 jab 15
		if(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, material.ambient);
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		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
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		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
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		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
167 jab 28
}
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}
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299 jrf 32
namespace GLGraphics
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{
362 jab 34
 
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void draw(Manifold& m, bool per_vertex_norms)
339 jab 36
	{
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		for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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		{
339 jab 39
			FaceCirculator fc(f);
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			if(!per_vertex_norms) 
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				glNormal3fv(normal(f).get());
362 jab 42
			if(no_edges(f)== 3) 
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				glBegin(GL_TRIANGLES);
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			else 
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				glBegin(GL_POLYGON);
339 jab 46
			while(!fc.end())
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			{
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				Vec3f n = normal(fc.get_vertex());
362 jab 49
				if(per_vertex_norms) 
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					glNormal3fv(n.get());
339 jab 51
				glVertex3fv(fc.get_vertex()->pos.get());
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				++fc;
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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::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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		{
362 jab 65
			int new_mat_idx = i<tm.mat_idx.size() ? tm.mat_idx[i] : -1;
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			if(new_mat_idx != old_mat_idx)
339 jab 67
			{
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				glEnd();
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				set_material(tm.materials[tm.mat_idx[i]]);
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				glBegin(GL_TRIANGLES);
362 jab 71
				old_mat_idx = new_mat_idx;
339 jab 72
			}
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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)
331 jab 88
				{
339 jab 89
					Vec3f norm = tm.normals.vertex(n_face[j]);
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					glNormal3fv(norm.get());
331 jab 91
				}
339 jab 92
				if(t_face != Geometry::NULL_FACE)
331 jab 93
				{
339 jab 94
					Vec3f texc = tm.texcoords.vertex(t_face[j]);
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					glTexCoord2fv(texc.get());
331 jab 96
				}
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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 draw(const Geometry::AABox& box)
106
	{
107
		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)
299 jrf 111
		{
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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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		}
339 jab 122
		glEnd();
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		glBegin(GL_QUADS);
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		for(int j=0;j<3;++j)
299 jrf 125
		{
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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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		}
339 jab 136
		glEnd();
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	}
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139
	void draw(const Geometry::OBox& box)
140
	{
141
		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());
146
		glPopMatrix();
147
	}
148
 
149
	/** Draw the tree. The first argument is the level counter, the second
299 jrf 150
	argument is the level at which to stop drawing. */
339 jab 151
	template <class BoxType>
152
	void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
153
	{
154
		if(level == max_level)
155
		{
156
			draw(node); 
157
			return;
158
		}
159
		node->left->draw(level + 1, max_level);
160
		node->right->draw(level + 1, max_level);  
161
	}
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163
	template <class BoxType>
164
	void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
165
	{
299 jrf 166
#if USE_LEAF_BOXES
339 jab 167
		draw(node); 
299 jrf 168
#endif
339 jab 169
	}
170
 
171
	template <class BoxType>
172
	void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
173
	{
174
		draw(*tree.root, 0, max_level);
175
	}
176
 
299 jrf 177
}