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// ----------------------------------------------------------
//
// Copyright (C) 2002 Brad Wasson <bard@systemtoolbox.com>
//
// This file is part of 3ddesktop.
//
// 3ddesktop is free software; 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, or (at your option)
// any later version.
//
// 3ddesktop 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with 3ddesktop; see the file COPYING. If not, write to
// the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
//
#ifndef _FACE_HPP
#define _FACE_HPP
#include <GL/gl.h>
#include <GL/glu.h>
#include "util.h"
#include "config.hpp"
extern Config *cfg;
class Point {
public:
vertex_t v;
Point (float _x = 0, float _y = 0, float _z = 0) {
v[0] = _x; v[1] = _y; v[2] = _z; v[3] = 1;
}
void set (float _x, float _y, float _z) {
v[0] = _x; v[1] = _y; v[2] = _z; v[3] = 1;
}
};
class Face {
public:
Point topleft, topright, bottomleft, bottomright;
Point normal;
GLuint texture_id;
float transparency;
short active;
uint clist;
int wireframe;
Face (int wf = -1) {
memset (&topleft, 0, sizeof(Point));
memset (&topright, 0, sizeof(Point));
memset (&bottomleft, 0, sizeof(Point));
memset (&bottomright, 0, sizeof(Point));
memset (&normal, 0, sizeof(Point));
texture_id = (GLuint)-1;
transparency = .5;
active = 0;
clist = (uint)-1;
wireframe = wf;
}
void calculate_normal () {
// tl ---- tr
// |
// br
// calculate normal
float x1 = topleft.v[0] - topright.v[0];
float y1 = topleft.v[1] - topright.v[1];
float z1 = topleft.v[2] - topright.v[2];
float x2 = bottomright.v[0] - topright.v[0];
float y2 = bottomright.v[1] - topright.v[1];
float z2 = bottomright.v[2] - topright.v[2];
normal.v[0] = (y1 * z2) - (y2 * z1);
normal.v[1] = (z1 * x2) - (z2 * x1);
normal.v[2] = (x1 * y2) - (x2 * y1);
// normalize normal ;)
float len = (float)sqrt(normal.v[0] * normal.v[0] +
normal.v[1] * normal.v[1] +
normal.v[2] * normal.v[2]);
normal.v[0] /= len;
normal.v[1] /= len;
normal.v[2] /= len;
}
void set_list (uint i) {
clist = i;
}
void set_corners(Point tl,
Point tr,
Point bl,
Point br)
{
topleft = tl;
topright = tr;
bottomleft = bl;
bottomright = br;
calculate_normal ();
}
void set_active () {
active = 1;
}
void set_transparency (float t) {
transparency = t;
}
void set_texture_id (GLuint tid) {
texture_id = tid;
}
GLuint get_texture_id() {
return texture_id;
}
GLuint *get_texture_id_ptr() {
return &texture_id;
}
void render (void) {
int use_texture = 1;
if (texture_id != (GLuint)-1) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id); // 2d texture (x and y size)
//glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
//glEnable(GL_COLOR_MATERIAL);
glColor4f(transparency, transparency, transparency, transparency);
//msgout(DEBUG, "======== t=%f\n", transparency);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
} else {
// no digit or screenshot so show gray color
glDisable(GL_TEXTURE_2D);
use_texture = 0;
float v = 0.3;
switch (cfg->options->frame_color) {
case COLOR_RED:
glColor4f(v, 0, 0, 1.0);
break;
case COLOR_GREEN:
glColor4f(0, v, 0, 1.0);
break;
case COLOR_BLUE:
glColor4f(0, 0, v, 1.0);
break;
case COLOR_LIGHTBLUE:
glColor4f(0, v, v, 1.0);
break;
case COLOR_GRAY:
glColor4f(v, v, v, 1.0);
break;
case COLOR_WHITE:
glColor4f(1.0, 1.0, 1.0, 1.0);
break;
case COLOR_PURPLE:
glColor4f(v, 0, v, 1.0);
break;
case COLOR_YELLOW:
glColor4f(v, v, 0, 1.0);
break;
default: // gray
glColor4f(v, v, v, 1.0);
break;
}
if (wireframe == 1 ||
(wireframe == -1 && cfg->options->use_wireframe))
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth (2);
glDisable (GL_LIGHTING);
}
if (clist != (uint)-1) {
glCallList (clist);
} else {
glBegin(GL_QUADS);
glNormal3fv( normal.v );
glTexCoord2f (0.0f, 0.0f);
glVertex3fv(topleft.v);
glTexCoord2f (1.0f, 0.0f);
glVertex3fv(topright.v);
glTexCoord2f (1.0f, 1.0f);
glVertex3fv(bottomright.v);
glTexCoord2f (0.0f, 1.0f);
glVertex3fv(bottomleft.v);
glEnd();
}
glEnable (GL_LIGHTING);
// restore to fill
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void load_texture_data (int texture_size, unsigned char *data) {
if (texture_id == (GLuint)-1)
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, MIN_FILTER);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, MAX_FILTER);
#ifndef GL_COMPRESSED_RGBA
#define GL_COMPRESSED_RGBA GL_RGBA
#endif
if (cfg->options->glcompression)
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_COMPRESSED_RGBA, texture_size, texture_size, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, texture_size, texture_size, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
};
#endif // _FACE_HPP
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