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// K-3D
// Copyright (c) 1995-2008, Timothy M. Shead
//
// Contact: tshead@k-3d.com
//
// This program 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 of the License, or (at your option) any later version.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
/** \file
\author Tim Shead (tshead@k-3d.com)
*/
#include <k3d-i18n-config.h>
#include <k3dsdk/document_plugin_factory.h>
#include <k3dsdk/mesh.h>
#include <k3dsdk/mesh_painter_gl.h>
#include <k3dsdk/painter_render_state_gl.h>
#include <k3dsdk/painter_selection_state_gl.h>
#include <k3dsdk/selection.h>
#include <k3dsdk/teapot.h>
#include <k3dsdk/utility_gl.h>
#include <boost/scoped_ptr.hpp>
namespace module
{
namespace opengl
{
namespace painters
{
/////////////////////////////////////////////////////////////////////////////
// teapot_painter
class teapot_painter :
public k3d::gl::mesh_painter
{
typedef k3d::gl::mesh_painter base;
public:
teapot_painter(k3d::iplugin_factory& Factory, k3d::idocument& Document) :
base(Factory, Document)
{
}
void on_paint_mesh(const k3d::mesh& Mesh, const k3d::gl::painter_render_state& RenderState, k3d::iproperty::changed_signal_t& ChangedSignal)
{
const k3d::color color = RenderState.node_selection ? k3d::color(1, 1, 1) : k3d::color(0.8, 0.8, 0.8);
const k3d::color selected_color = RenderState.show_component_selection ? k3d::color(1, 0, 0) : color;
for(k3d::mesh::primitives_t::const_iterator primitive = Mesh.primitives.begin(); primitive != Mesh.primitives.end(); ++primitive)
{
boost::scoped_ptr<k3d::teapot::const_primitive> teapot(k3d::teapot::validate(Mesh, **primitive));
if(!teapot)
continue;
glPolygonOffset(1.0, 1.0);
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
for(k3d::uint_t i = 0; i != teapot->matrices.size(); ++i)
{
k3d::gl::material(GL_FRONT_AND_BACK, GL_DIFFUSE, teapot->selections[i] ? selected_color : color);
glPushMatrix();
k3d::gl::push_matrix(teapot->matrices[i]);
glCallList(get_solid_display_list());
glPopMatrix();
}
if(RenderState.node_selection)
{
glDisable(GL_LIGHTING);
glColor3d(1, 1, 1);
for(k3d::uint_t i = 0; i != teapot->matrices.size(); ++i)
{
glPushMatrix();
k3d::gl::push_matrix(teapot->matrices[i]);
glCallList(get_wireframe_display_list());
glPopMatrix();
}
}
}
}
void on_select_mesh(const k3d::mesh& Mesh, const k3d::gl::painter_render_state& RenderState, const k3d::gl::painter_selection_state& SelectionState, k3d::iproperty::changed_signal_t& ChangedSignal)
{
if(!SelectionState.select_component.count(k3d::selection::SURFACE))
return;
k3d::uint_t primitive_index = 0;
for(k3d::mesh::primitives_t::const_iterator primitive = Mesh.primitives.begin(); primitive != Mesh.primitives.end(); ++primitive, ++primitive_index)
{
boost::scoped_ptr<k3d::teapot::const_primitive> teapot(k3d::teapot::validate(Mesh, **primitive));
if(!teapot)
continue;
k3d::gl::push_selection_token(k3d::selection::PRIMITIVE, primitive_index);
glDisable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
for(k3d::uint_t i = 0; i != teapot->matrices.size(); ++i)
{
k3d::gl::push_selection_token(k3d::selection::SURFACE, i);
glPushMatrix();
k3d::gl::push_matrix(teapot->matrices[i]);
glCallList(get_solid_display_list());
glPopMatrix();
k3d::gl::pop_selection_token(); // SURFACE
}
k3d::gl::pop_selection_token(); // PRIMITIVE
}
}
GLuint get_solid_display_list()
{
static GLuint result = 0;
if(!result)
{
result = glGenLists(1);
glNewList(result, GL_COMPILE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
for (int i=0; i<32; i++)
{
for (double x=0.0; x<1; x+=0.2)
{
for (double y=0.0; y<1; y+=0.2)
{
glBegin(GL_POLYGON); //triangular polygons, "top" row
glNormal3dv(teapotNormal(x,y,i).n);
glVertex3dv(teapotPoint(x,y,i).n);
glNormal3dv(teapotNormal(x+0.2,y,i).n);
glVertex3dv(teapotPoint(x+0.2,y,i).n);
glNormal3dv(teapotNormal(x,y+0.2,i).n);
glVertex3dv(teapotPoint(x,y+0.2,i).n);
glEnd();
glBegin(GL_POLYGON); //fill up the triangles missed by the other part
glNormal3dv(teapotNormal(x+0.2,y,i).n);
glVertex3dv(teapotPoint(x+0.2,y,i).n);
glNormal3dv(teapotNormal(x+0.2,y+0.2,i).n);
glVertex3dv(teapotPoint(x+0.2,y+0.2,i).n);
glNormal3dv(teapotNormal(x,y+0.2,i).n);
glVertex3dv(teapotPoint(x,y+0.2,i).n);
glEnd();
}
}
}
glEndList();
}
return result;
}
GLuint get_wireframe_display_list()
{
static GLuint result = 0;
if(!result)
{
result = glGenLists(1);
glNewList(result, GL_COMPILE);
for (int i=0; i<32; i++)
{
for (double x=0.0; x<1; x+=0.2)
{
for (double y=0.0; y<1; y+=0.2)
{
glBegin(GL_LINES); //triangular polygons, "top" row
glVertex3dv(teapotPoint(x,y,i).n);
glVertex3dv(teapotPoint(x+0.2,y,i).n);
glVertex3dv(teapotPoint(x,y+0.2,i).n);
glEnd();
glBegin(GL_LINES); //fill up the triangles missed by the other part
glVertex3dv(teapotPoint(x+0.2,y,i).n);
glVertex3dv(teapotPoint(x+0.2,y+0.2,i).n);
glVertex3dv(teapotPoint(x,y+0.2,i).n);
glEnd();
}
}
}
glEndList();
}
return result;
}
k3d::point3 bezierInterp(double t, const k3d::point3 &v0, const k3d::point3 &v1, const k3d::point3 &v2, const k3d::point3 &v3)
{
//return the coordinates of the point at position t on a bezier curve with 4 control points
double B0 = (1-t)*(1-t)*(1-t);
double B1 = 3*t*(1-t)*(1-t);
double B2 = 3*t*t*(1-t);
double B3 = t*t*t;
k3d::point3 a = v0*B0;
k3d::point3 b = v1*B1;
k3d::point3 c = v2*B2;
k3d::point3 d = v3*B3;
k3d::point3 res = a+b;
res+=k3d::to_vector(c);
res+=k3d::to_vector(d);
return res; //errors if done in one line (?)
}
k3d::point3 teapotPoint(double x, double y, int patch)
{
//returns a point on the teapot
k3d::point3 ypoints[4];
for(int i = 0; i < 4; i++)
{
k3d::point3 v0(teapot_points[teapot_patches[patch][4*i]]);
k3d::point3 v1(teapot_points[teapot_patches[patch][4*i+1]]);
k3d::point3 v2(teapot_points[teapot_patches[patch][4*i+2]]);
k3d::point3 v3(teapot_points[teapot_patches[patch][4*i+3]]);
ypoints[i]=bezierInterp(x,v0,v1,v2,v3);
}
return bezierInterp(y,ypoints[0],ypoints[1],ypoints[2],ypoints[3]);
}
k3d::vector3 teapotNormal(double x_in, double y_in, int patch)
{
//returns a normal vector on the teapot
double prec = 0.001; //length of the vectors used to calculate the normals
double x = x_in;
double y = y_in;
//lid has a path consisting of 4 identical points, so calculating the normal will fail using the standard method:
if(teapotPoint(0,y,patch) == teapotPoint(1,y,patch))
return k3d::vector3(0,0,1); //normal for the knob on top of the lid
//make sure we never go outside [0,1] for x and y:
if(x >= 1-prec)
x -= prec;
if(y >= 1-prec)
y -= prec;
//cross product of two short vectors through the point should be a good approximation of the normal:
return (teapotPoint(x+prec,y,patch) - teapotPoint(x,y,patch)) ^ (teapotPoint(x,y+prec,patch) - teapotPoint(x,y,patch));
}
static k3d::iplugin_factory& get_factory()
{
static k3d::document_plugin_factory<teapot_painter, k3d::interface_list<k3d::gl::imesh_painter> > factory(
k3d::uuid(0xaa87fdcc, 0xfc47c821, 0x87d74dad, 0xf1f9f833),
"OpenGLTeapotPainter",
_("Renders teapot primitives using OpoenGL"),
"OpenGL Painter",
k3d::iplugin_factory::STABLE);
return factory;
}
static const k3d::teapot::points_array_t& teapot_points;
static const k3d::teapot::patches_array_t& teapot_patches;
};
const k3d::teapot::points_array_t& teapot_painter::teapot_points = k3d::teapot::points();
const k3d::teapot::patches_array_t& teapot_painter::teapot_patches = k3d::teapot::patches();
/////////////////////////////////////////////////////////////////////////////
// teapot_painter_factory
k3d::iplugin_factory& teapot_painter_factory()
{
return teapot_painter::get_factory();
}
} // namespace painters
} // namespace opengl
} // namespace module
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