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#include "CGLA/Mat4x4f.h"
#include "gel_gl.h"
#include "draw.h"
#include "HMesh/FaceCirculator.h"
using namespace CGLA;
using namespace HMesh;
using namespace std;
namespace
{
void set_material(const Geometry::Material& material)
{
if(material.tex_id >=0)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.tex_id);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
glDisable(GL_TEXTURE_2D);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
}
}
namespace GLGraphics
{
void draw(Manifold& m, bool per_vertex_norms)
{
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
{
FaceCirculator fc(f);
if(!per_vertex_norms)
glNormal3fv(normal(f).get());
glBegin(GL_POLYGON);
while(!fc.end())
{
Vec3f n = normal(fc.get_vertex());
glNormal3fv(n.get());
glVertex3fv(fc.get_vertex()->pos.get());
++fc;
}
glEnd();
}
}
void draw(const Geometry::TriMesh& tm, bool per_vertex_norms)
{
int old_mat_idx = -1;
glBegin(GL_TRIANGLES);
for(int i=0;i<tm.geometry.no_faces();i++)
{
if(tm.mat_idx[i] != old_mat_idx)
{
glEnd();
set_material(tm.materials[tm.mat_idx[i]]);
glBegin(GL_TRIANGLES);
old_mat_idx = tm.mat_idx[i];
}
Vec3i n_face = tm.normals.face(i);
Vec3i g_face = tm.geometry.face(i);
Vec3i t_face = tm.texcoords.face(i);
if(!per_vertex_norms)
{
Vec3f vert0 = tm.geometry.vertex(g_face[0]);
Vec3f vert1 = tm.geometry.vertex(g_face[1]);
Vec3f vert2 = tm.geometry.vertex(g_face[2]);
Vec3f norm = normalize(cross(vert1-vert0, vert2-vert0));
glNormal3fv(norm.get());
}
for(int j=0;j<3;j++)
{
if(per_vertex_norms && n_face != Geometry::NULL_FACE)
{
Vec3f norm = tm.normals.vertex(n_face[j]);
glNormal3fv(norm.get());
}
if(t_face != Geometry::NULL_FACE)
{
Vec3f texc = tm.texcoords.vertex(t_face[j]);
glTexCoord2fv(texc.get());
}
Vec3f vert = tm.geometry.vertex(g_face[j]);
glVertex3fv(vert.get());
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
void draw(const Geometry::AABox& box)
{
glBegin(GL_QUADS);
Vec3f norm_neg[] = {Vec3f(0,0,-1), Vec3f(-1,0,0), Vec3f(0,-1,0)};
Vec3f norm_pos[] = {Vec3f(0,0, 1), Vec3f( 1,0,0), Vec3f(0, 1,0)};
for(int j=0;j<3;++j)
{
glNormal3fv(norm_neg[j].get());
Vec3f p = box.get_pmin();
glVertex3f(p[0], p[1], p[2]);
p[(j+1)%3] = box.get_pmax()[(j+1)%3];
glVertex3f(p[0], p[1], p[2]);
p[j] = box.get_pmax()[j];
glVertex3f(p[0], p[1], p[2]);
p[(j+1)%3] = box.get_pmin()[(j+1)%3];
glVertex3f(p[0], p[1], p[2]);
}
glEnd();
glBegin(GL_QUADS);
for(int j=0;j<3;++j)
{
glNormal3fv(norm_pos[j].get());
Vec3f p = box.get_pmax();
glVertex3f(p[0], p[1], p[2]);
p[j] = box.get_pmin()[j];
glVertex3f(p[0], p[1], p[2]);
p[(j+1)%3] = box.get_pmin()[(j+1)%3];
glVertex3f(p[0], p[1], p[2]);
p[j] = box.get_pmax()[j];
glVertex3f(p[0], p[1], p[2]);
}
glEnd();
}
void draw(const Geometry::OBox& box)
{
Mat4x4f m = identity_Mat4x4f();
copy_matrix(box.get_rotation(), m);
glPushMatrix();
glMultMatrixf(m.get());
draw(box.get_aabox());
glPopMatrix();
}
/** Draw the tree. The first argument is the level counter, the second
argument is the level at which to stop drawing. */
template <class BoxType>
void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level)
{
if(level == max_level)
{
draw(node);
return;
}
node->left->draw(level + 1, max_level);
node->right->draw(level + 1, max_level);
}
template <class BoxType>
void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level)
{
#if USE_LEAF_BOXES
draw(node);
#endif
}
template <class BoxType>
void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level)
{
draw(*tree.root, 0, max_level);
}
}