| // This file is part of Eigen, a lightweight C++ template library |
| // for linear algebra. Eigen itself is part of the KDE project. |
| // |
| // Copyright (C) 2008 Gael Guennebaud <g.gael@free.fr> |
| // |
| // Eigen is free software; you can redistribute it and/or |
| // modify it under the terms of the GNU Lesser General Public |
| // License as published by the Free Software Foundation; either |
| // version 3 of the License, or (at your option) any later version. |
| // |
| // Alternatively, you can redistribute it and/or |
| // modify it under the terms of the GNU General Public License as |
| // published by the Free Software Foundation; either version 2 of |
| // the License, or (at your option) any later version. |
| // |
| // Eigen is distributed in the hope that it will be useful, but WITHOUT ANY |
| // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
| // FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the |
| // GNU General Public License for more details. |
| // |
| // You should have received a copy of the GNU Lesser General Public |
| // License and a copy of the GNU General Public License along with |
| // Eigen. If not, see <http://www.gnu.org/licenses/>. |
| |
| #include "gpuhelper.h" |
| #include <GL/glu.h> |
| // PLEASE don't look at this old code... ;) |
| |
| #include <fstream> |
| #include <algorithm> |
| |
| GpuHelper gpu; |
| |
| //-------------------------------------------------------------------------------- |
| // icosahedron |
| //-------------------------------------------------------------------------------- |
| #define X .525731112119133606 |
| #define Z .850650808352039932 |
| |
| static GLfloat vdata[12][3] = { |
| {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z}, |
| {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X}, |
| {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0} |
| }; |
| |
| static GLint tindices[20][3] = { |
| {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, |
| {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3}, |
| {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, |
| {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} }; |
| //-------------------------------------------------------------------------------- |
| |
| |
| GpuHelper::GpuHelper() |
| { |
| mVpWidth = mVpHeight = 0; |
| mCurrentMatrixTarget = 0; |
| mInitialized = false; |
| } |
| |
| GpuHelper::~GpuHelper() |
| { |
| } |
| |
| void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm) |
| { |
| // switch to 2D projection |
| pushMatrix(Matrix4f::Identity(),GL_PROJECTION); |
| |
| if(pm==PM_Normalized) |
| { |
| //glOrtho(-1., 1., -1., 1., 0., 1.); |
| } |
| else if(pm==PM_Viewport) |
| { |
| GLint vp[4]; |
| glGetIntegerv(GL_VIEWPORT, vp); |
| glOrtho(0., vp[2], 0., vp[3], -1., 1.); |
| } |
| |
| pushMatrix(Matrix4f::Identity(),GL_MODELVIEW); |
| } |
| |
| void GpuHelper::popProjectionMode2D(void) |
| { |
| popMatrix(GL_PROJECTION); |
| popMatrix(GL_MODELVIEW); |
| } |
| |
| void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect /* = 50.*/) |
| { |
| static GLUquadricObj *cylindre = gluNewQuadric(); |
| glColor4fv(color.data()); |
| float length = vec.norm(); |
| pushMatrix(GL_MODELVIEW); |
| glTranslatef(position.x(), position.y(), position.z()); |
| Vector3f ax = Matrix3f::Identity().col(2).cross(vec); |
| ax.normalize(); |
| Vector3f tmp = vec; |
| tmp.normalize(); |
| float angle = 180.f/M_PI * acos(tmp.z()); |
| if (angle>1e-3) |
| glRotatef(angle, ax.x(), ax.y(), ax.z()); |
| gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10); |
| glTranslatef(0.0,0.0,0.8*length); |
| gluCylinder(cylindre, 2.0*length/aspect, 0.0, 0.2*length, 10, 10); |
| |
| popMatrix(GL_MODELVIEW); |
| } |
| |
| void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect) |
| { |
| static GLUquadricObj *cylindre = gluNewQuadric(); |
| glColor4fv(color.data()); |
| float length = vec.norm(); |
| pushMatrix(GL_MODELVIEW); |
| glTranslatef(position.x(), position.y(), position.z()); |
| Vector3f ax = Matrix3f::Identity().col(2).cross(vec); |
| ax.normalize(); |
| Vector3f tmp = vec; |
| tmp.normalize(); |
| float angle = 180.f/M_PI * acos(tmp.z()); |
| if (angle>1e-3) |
| glRotatef(angle, ax.x(), ax.y(), ax.z()); |
| gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10); |
| glTranslatef(0.0,0.0,0.8*length); |
| glScalef(4.0*length/aspect,4.0*length/aspect,4.0*length/aspect); |
| drawUnitCube(); |
| popMatrix(GL_MODELVIEW); |
| } |
| |
| void GpuHelper::drawUnitCube(void) |
| { |
| static float vertices[][3] = { |
| {-0.5,-0.5,-0.5}, |
| { 0.5,-0.5,-0.5}, |
| {-0.5, 0.5,-0.5}, |
| { 0.5, 0.5,-0.5}, |
| {-0.5,-0.5, 0.5}, |
| { 0.5,-0.5, 0.5}, |
| {-0.5, 0.5, 0.5}, |
| { 0.5, 0.5, 0.5}}; |
| |
| glBegin(GL_QUADS); |
| glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]); |
| glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]); |
| glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]); |
| glNormal3f(0, 1,0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]); |
| glNormal3f(-1,0,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]); |
| glNormal3f( 1,0,0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]); |
| glEnd(); |
| } |
| |
| void _normalize(float* v) |
| { |
| float s = 1.f/ei_sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); |
| for (uint k=0; k<3; ++k) |
| v[k] *= s; |
| } |
| |
| void _subdivide(float *v1, float *v2, float *v3, long depth) |
| { |
| GLfloat v12[3], v23[3], v31[3]; |
| GLint i; |
| |
| if (depth == 0) { |
| //drawtriangle(v1, v2, v3); |
| glNormal3fv(v1); |
| glVertex3fv(v1); |
| |
| glNormal3fv(v3); |
| glVertex3fv(v3); |
| |
| glNormal3fv(v2); |
| glVertex3fv(v2); |
| |
| return; |
| } |
| for (i = 0; i < 3; i++) { |
| v12[i] = v1[i]+v2[i]; |
| v23[i] = v2[i]+v3[i]; |
| v31[i] = v3[i]+v1[i]; |
| } |
| _normalize(v12); |
| _normalize(v23); |
| _normalize(v31); |
| _subdivide(v1, v12, v31, depth-1); |
| _subdivide(v2, v23, v12, depth-1); |
| _subdivide(v3, v31, v23, depth-1); |
| _subdivide(v12, v23, v31, depth-1); |
| } |
| |
| void GpuHelper::drawUnitLightSphere(int level) |
| { |
| static int dlId = 0; |
| if (!dlId) |
| { |
| dlId = glGenLists(1); |
| glNewList(dlId, GL_COMPILE); |
| glBegin(GL_TRIANGLES); |
| for (int i = 0; i < 20; i++) |
| { |
| _subdivide(&vdata[tindices[i][0]][0], &vdata[tindices[i][1]][0], &vdata[tindices[i][2]][0], 1); |
| } |
| glEnd(); |
| glEndList(); |
| } |
| glCallList(dlId); |
| } |
| |
| |