| // This file is part of Eigen, a lightweight C++ template library |
| // for linear algebra. |
| // |
| // Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr> |
| // |
| // This Source Code Form is subject to the terms of the Mozilla |
| // Public License v. 2.0. If a copy of the MPL was not distributed |
| // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. |
| |
| #include "gpuhelper.h" |
| #include "icosphere.h" |
| #include <GL/glu.h> |
| // PLEASE don't look at this old code... ;) |
| |
| #include <fstream> |
| #include <algorithm> |
| |
| GpuHelper gpu; |
| |
| 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* cylinder = 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(cylinder, length / aspect, length / aspect, 0.8 * length, 10, 10); |
| glTranslatef(0.0, 0.0, 0.8 * length); |
| gluCylinder(cylinder, 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* cylinder = 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(cylinder, 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 GpuHelper::drawUnitSphere(int level) { |
| static IcoSphere sphere; |
| sphere.draw(level); |
| } |