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396 jab 1
#include <GL/glew.h>
2
 
299 jrf 3
#include "CGLA/Mat4x4f.h"
362 jab 4
#include "CGLA/Vec3d.h"
167 jab 5
#include "draw.h"
331 jab 6
#include "HMesh/FaceCirculator.h"
167 jab 7
 
396 jab 8
#include "SinglePassWireframeRenderer.h"
9
#include "IDBufferWireFrameRenderer.h"
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167 jab 11
using namespace CGLA;
331 jab 12
using namespace HMesh;
167 jab 13
using namespace std;
14
 
15
namespace 
16
{
339 jab 17
	void set_material(const Geometry::Material& material)
396 jab 18
	{
368 jrf 19
		if(material.has_texture && material.tex_id >=0)
339 jab 20
		{
21
			glEnable(GL_TEXTURE_2D);
22
			glBindTexture(GL_TEXTURE_2D, material.tex_id);
23
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
24
		}
25
		else
26
			glDisable(GL_TEXTURE_2D);
27
 
28
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
29
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
30
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
31
		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
396 jab 32
	}
33
 
167 jab 34
}
35
 
299 jrf 36
namespace GLGraphics
37
{
396 jab 38
 
39
	void draw(Manifold& m, bool per_vertex_norms)
339 jab 40
	{
331 jab 41
		for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
42
		{
339 jab 43
			FaceCirculator fc(f);
44
			if(!per_vertex_norms) 
45
				glNormal3fv(normal(f).get());
362 jab 46
			if(no_edges(f)== 3) 
47
				glBegin(GL_TRIANGLES);
48
			else 
49
				glBegin(GL_POLYGON);
339 jab 50
			while(!fc.end())
51
			{
52
				Vec3f n = normal(fc.get_vertex());
362 jab 53
				if(per_vertex_norms) 
54
					glNormal3fv(n.get());
339 jab 55
				glVertex3fv(fc.get_vertex()->pos.get());
56
				++fc;
57
			}
58
			glEnd();
59
		}
60
	}
432 jab 61
 
62
	void draw(const Geometry::IndexedFaceSet& geometry)
63
	{
64
		glBegin(GL_TRIANGLES);
65
		for(int i=0;i<geometry.no_faces();i++)
66
		{
67
				Vec3i g_face = geometry.face(i);
68
				Vec3f vert0 = geometry.vertex(g_face[0]);
69
				Vec3f vert1 = geometry.vertex(g_face[1]);
70
				Vec3f vert2 = geometry.vertex(g_face[2]);
71
				Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
72
				glNormal3fv(norm.get());
73
				glVertex3fv(vert0.get());
74
				glVertex3fv(vert1.get());
75
				glVertex3fv(vert2.get());
76
		}
77
		glEnd();
78
	}
339 jab 79
 
80
	void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
81
	{
82
		int old_mat_idx = -1;
83
		glBegin(GL_TRIANGLES);
84
		for(int i=0;i<tm.geometry.no_faces();i++)
85
		{
373 jrf 86
			int new_mat_idx = i<static_cast<int>(tm.mat_idx.size()) ? tm.mat_idx[i] : -1;
362 jab 87
			if(new_mat_idx != old_mat_idx)
339 jab 88
			{
89
				glEnd();
90
				set_material(tm.materials[tm.mat_idx[i]]);
91
				glBegin(GL_TRIANGLES);
362 jab 92
				old_mat_idx = new_mat_idx;
339 jab 93
			}
94
			Vec3i n_face = tm.normals.face(i);
95
			Vec3i g_face = tm.geometry.face(i);
96
			Vec3i t_face = tm.texcoords.face(i);
97
 
98
			if(!per_vertex_norms)
99
			{
100
				Vec3f vert0 = tm.geometry.vertex(g_face[0]);
101
				Vec3f vert1 = tm.geometry.vertex(g_face[1]);
102
				Vec3f vert2 = tm.geometry.vertex(g_face[2]);
103
				Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
104
				glNormal3fv(norm.get());
105
			}
106
			for(int j=0;j<3;j++)
107
			{
108
				if(per_vertex_norms && n_face != Geometry::NULL_FACE)
331 jab 109
				{
339 jab 110
					Vec3f norm = tm.normals.vertex(n_face[j]);
111
					glNormal3fv(norm.get());
331 jab 112
				}
339 jab 113
				if(t_face != Geometry::NULL_FACE)
331 jab 114
				{
339 jab 115
					Vec3f texc = tm.texcoords.vertex(t_face[j]);
116
					glTexCoord2fv(texc.get());
331 jab 117
				}
339 jab 118
				Vec3f vert = tm.geometry.vertex(g_face[j]);
119
				glVertex3fv(vert.get());
120
			}
121
		}
122
		glEnd();
123
		glDisable(GL_TEXTURE_2D);
124
	}
125
 
396 jab 126
 
127
 
128
	template<class T>
129
	void draw_wireframe_oldfashioned(T& m, bool per_vertex_norms, const Vec3f& line_color)
130
	{
131
		// Store state that we change
132
		glPushAttrib(GL_POLYGON_BIT);
133
		GLboolean lights_on;
134
		glGetBooleanv(GL_LIGHTING, &lights_on);
135
		Vec4f current_color;
136
		glGetFloatv(GL_CURRENT_COLOR, &current_color[0]);
137
 
138
		// Draw filled
139
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
140
		draw(m, per_vertex_norms);
141
 
142
		// Draw lines
143
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
144
		glDisable(GL_LIGHTING);
145
		glEnable(GL_POLYGON_OFFSET_LINE);
146
		glPolygonOffset(0,-5);
147
		glColor3fv(line_color.get());
148
		draw(m, per_vertex_norms);
149
 
150
		// Put back old state
151
		glColor3fv(current_color.get());
152
		if(lights_on) glEnable(GL_LIGHTING);
153
		glPopAttrib();
154
	}
155
 
156
	template
157
	void draw_wireframe_oldfashioned<HMesh::Manifold>(HMesh::Manifold& m, bool per_vertex_norms, const Vec3f& line_color);
158
 
159
	template
160
	void draw_wireframe_oldfashioned(Geometry::TriMesh& m, bool per_vertex_norms, const Vec3f& line_color);
161
 
162
 
339 jab 163
	void draw(const Geometry::AABox& box)
164
	{
165
		glBegin(GL_QUADS);
166
		Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
167
		Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
168
		for(int j=0;j<3;++j)
299 jrf 169
		{
170
			glNormal3fv(norm_neg[j].get());
171
			Vec3f p = box.get_pmin();
172
			glVertex3f(p[0], p[1], p[2]);
173
			p[(j+1)%3] = box.get_pmax()[(j+1)%3];
174
			glVertex3f(p[0], p[1], p[2]);
175
			p[j] = box.get_pmax()[j];
176
			glVertex3f(p[0], p[1], p[2]);
177
			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
178
			glVertex3f(p[0], p[1], p[2]);
179
		}
339 jab 180
		glEnd();
181
		glBegin(GL_QUADS);
182
		for(int j=0;j<3;++j)
299 jrf 183
		{
184
			glNormal3fv(norm_pos[j].get());
185
			Vec3f p = box.get_pmax();
186
			glVertex3f(p[0], p[1], p[2]);
187
			p[j] = box.get_pmin()[j];
188
			glVertex3f(p[0], p[1], p[2]);
189
			p[(j+1)%3] = box.get_pmin()[(j+1)%3];
190
			glVertex3f(p[0], p[1], p[2]);
191
			p[j] = box.get_pmax()[j];
192
			glVertex3f(p[0], p[1], p[2]);
193
		}
339 jab 194
		glEnd();
195
	}
196
 
197
	void draw(const Geometry::OBox& box)
198
	{
199
		Mat4x4f m = identity_Mat4x4f();
200
		copy_matrix(box.get_rotation(), m);
201
		glPushMatrix();
202
		glMultMatrixf(m.get());
203
		draw(box.get_aabox());
204
		glPopMatrix();
205
	}
206
 
207
	/** Draw the tree. The first argument is the level counter, the second
396 jab 208
	 argument is the level at which to stop drawing. */
339 jab 209
	template <class BoxType>
210
	void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
211
	{
212
		if(level == max_level)
213
		{
214
			draw(node); 
215
			return;
216
		}
217
		node->left->draw(level + 1, max_level);
218
		node->right->draw(level + 1, max_level);  
219
	}
220
 
221
	template <class BoxType>
222
	void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
223
	{
299 jrf 224
#if USE_LEAF_BOXES
339 jab 225
		draw(node); 
299 jrf 226
#endif
339 jab 227
	}
228
 
229
	template <class BoxType>
230
	void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
231
	{
232
		draw(*tree.root, 0, max_level);
233
	}
299 jrf 234
}