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// 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);
}