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/*************************************************************************
* Copyright (C) 2004 by Olivier Galizzi *
* olivier.galizzi@imag.fr *
* *
* Copyright (C) 2008 by Sergei Dorofeenko *
* sega@users.berlios.de *
* *
* © 2008 Václav Šmilauer <eudoxos@arcig.cz> *
* *
* © 2008 Bruno Chareyre <bruno.chareyre@grenoble-inp.fr *
* *
* This program is free software; it is licensed under the terms of the *
* GNU General Public License v2 or later. See file LICENSE for details. *
*************************************************************************/
#ifdef YADE_OPENGL
#include "Gl1_Primitives.hpp"
#include <lib/opengl/OpenGLWrapper.hpp>
#include <core/Scene.hpp>
namespace yade { // Cannot have #include directive inside.
YADE_PLUGIN((Gl1_Aabb)(Gl1_Box)(Gl1_Facet));
YADE_PLUGIN((GlBoundFunctor)(GlShapeFunctor)(GlIGeomFunctor)(GlIPhysFunctor)(GlStateFunctor)(GlBoundDispatcher)(GlShapeDispatcher)(GlIGeomDispatcher)(
GlIPhysDispatcher)(GlStateDispatcher));
void Gl1_Aabb::go(const shared_ptr<Bound>& bv, Scene* scene2)
{
// scene shadows a member ‘yade::Gl1_Aabb::scene’
Aabb* aabb = static_cast<Aabb*>(bv.get());
glColor3v(bv->color);
if (!scene2->isPeriodic) {
glTranslatev(Vector3r(.5 * (aabb->min + aabb->max)));
glScalev(Vector3r(aabb->max - aabb->min));
} else {
glTranslatev(Vector3r(scene2->cell->shearPt(scene2->cell->wrapPt(.5 * (aabb->min + aabb->max)))));
glMultMatrixd(scene2->cell->getGlShearTrsfMatrix());
glScalev(Vector3r(aabb->max - aabb->min));
}
glutWireCube(1);
}
void Gl1_Box::go(const shared_ptr<Shape>& cg, const shared_ptr<State>&, bool wire, const GLViewInfo&)
{
glColor3v(cg->color);
Vector3r& extents = (static_cast<Box*>(cg.get()))->extents;
glScale(2 * extents[0], 2 * extents[1], 2 * extents[2]);
if (wire) glutWireCube(1);
else
glutSolidCube(1);
}
bool Gl1_Facet::normals = false;
void Gl1_Facet::go(const shared_ptr<Shape>& cm, const shared_ptr<State>&, bool wire, const GLViewInfo&)
{
Facet* facet = static_cast<Facet*>(cm.get());
const vector<Vector3r>& vertices = facet->vertices;
const Vector3r* ne = facet->ne;
const Real& icr = facet->icr;
if (cm->wire || wire) {
// facet
glBegin(GL_LINE_LOOP)
;
glColor3v(normals ? Vector3r(1, 0, 0) : cm->color);
glVertex3v(vertices[0]);
glVertex3v(vertices[1]);
glVertex3v(vertices[2]);
glEnd();
if (!normals) return;
// facet's normal
glBegin(GL_LINES)
;
glColor3(0.0, 0.0, 1.0);
glVertex3(0.0, 0.0, 0.0);
glVertex3v(facet->normal);
glEnd();
// normal of edges
glColor3(0.0, 0.0, 1.0);
glBegin(GL_LINES)
;
glVertex3(0.0, 0.0, 0.0);
glVertex3v(Vector3r(icr * ne[0]));
glVertex3(0.0, 0.0, 0.0);
glVertex3v(Vector3r(icr * ne[1]));
glVertex3(0.0, 0.0, 0.0);
glVertex3v(Vector3r(icr * ne[2]));
glEnd();
} else {
glDisable(GL_CULL_FACE);
Vector3r normal = (facet->vertices[1] - facet->vertices[0]).cross(facet->vertices[2] - facet->vertices[1]);
normal.normalize();
glColor3v(cm->color);
glBegin(GL_TRIANGLES)
;
glNormal3v(normal); // this makes every triangle different WRT the light direction; important!
glVertex3v(facet->vertices[0]);
glVertex3v(facet->vertices[1]);
glVertex3v(facet->vertices[2]);
glEnd();
}
}
// Spheres==========================================
bool Gl1_Sphere::wire;
bool Gl1_Sphere::stripes;
int Gl1_Sphere::glutSlices;
int Gl1_Sphere::glutStacks;
Real Gl1_Sphere::quality;
bool Gl1_Sphere::localSpecView;
bool Gl1_Sphere::circleView;
Real Gl1_Sphere::circleRelThickness;
vector<Vector3r> Gl1_Sphere::vertices, Gl1_Sphere::faces;
int Gl1_Sphere::glStripedSphereList = -1;
int Gl1_Sphere::glGlutSphereList = -1;
Real Gl1_Sphere::prevQuality = 0;
string Gl1_Sphere::prevDisplayMode = "";
char Gl1_Sphere::circleAllowedRotationAxis;
char Gl1_Sphere::prevCircleAllowedRotationAxis = 'z';
void Gl1_Sphere::go(const shared_ptr<Shape>& cm, const shared_ptr<State>&, bool wire2, const GLViewInfo&)
{
glClearDepth(1.0f);
glEnable(GL_NORMALIZE);
Real r = (static_cast<Sphere*>(cm.get()))->radius;
glColor3v(cm->color);
if (circleView) {
bool somethingChanged
= (math::abs(quality - prevQuality) > 0.001 || prevDisplayMode != "torus"
|| prevCircleAllowedRotationAxis != circleAllowedRotationAxis);
if (somethingChanged) {
prevCircleAllowedRotationAxis = circleAllowedRotationAxis;
prevDisplayMode = "torus";
glDeleteLists(glGlutSphereList, 1);
glGlutSphereList = glGenLists(1);
glNewList(glGlutSphereList, GL_COMPILE)
;
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
switch (tolower(circleAllowedRotationAxis)) { //rotate the torus according to the axis from which we want to look at it.
case 'z': break; //Initial torus axis is z, nothing to do
case 'x': glRotatef(90, 0, 1, 0); break;
case 'y': glRotatef(90, 1, 0, 0); break;
default: cerr << "Error in Gl1_Sphere::go, circleAllowedRotationAxis should be \"x\", \"y\" or \"z\"." << endl;
}
glutSolidTorus(
0.5 * circleRelThickness * r,
r * (1.0 - circleRelThickness / 2.),
int(math::round(quality * glutStacks)),
int(math::round(quality * glutSlices))); //generate torus
glEndList();
}
glCallList(glGlutSphereList);
} else {
if (wire || wire2) {
glutWireSphere(r, int(math::round(quality * glutSlices)), int(math::round(quality * glutStacks)));
} else {
//Check if quality has been modified or if previous lists are invalidated (e.g. by creating a new qt view), then regenerate lists
bool somethingChanged
= (math::abs(quality - prevQuality) > 0.001 || glIsList(glStripedSphereList) != GL_TRUE || prevDisplayMode != "sphere");
if (somethingChanged) {
initStripedGlList();
initGlutGlList();
prevQuality = quality;
prevDisplayMode = "sphere";
}
glScale(r, r, r);
if (stripes) {
glCallList(glStripedSphereList);
} else {
glCallList(glGlutSphereList);
}
}
}
return;
}
YADE_PLUGIN((Gl1_Sphere));
void Gl1_Sphere::subdivideTriangle(Vector3r& v1, Vector3r& v2, Vector3r& v3, int depth)
{
Vector3r v;
//Change color only at the appropriate level, i.e. 8 times in total, since we draw 8 mono-color sectors one after another
if (depth == int(quality) || quality <= 0) {
v = (v1 + v2 + v3) / 3.0;
GLfloat matEmit[4];
if (v[1] * v[0] * v[2] > 0) {
matEmit[0] = 0.3f;
matEmit[1] = 0.3f;
matEmit[2] = 0.3f;
matEmit[3] = 1.f;
} else {
matEmit[0] = 0.15f;
matEmit[1] = 0.15f;
matEmit[2] = 0.15f;
matEmit[3] = 0.2f;
}
glMaterialfv(GL_FRONT, GL_EMISSION, matEmit);
}
if (depth == 1) { //Then display 4 triangles
Vector3r v12 = v1 + v2;
Vector3r v23 = v2 + v3;
Vector3r v31 = v3 + v1;
v12.normalize();
v23.normalize();
v31.normalize();
//Use TRIANGLE_STRIP for faster display of adjacent facets
glBegin(GL_TRIANGLE_STRIP)
;
glNormal3v(v1);
glVertex3v(v1);
glNormal3v(v31);
glVertex3v(v31);
glNormal3v(v12);
glVertex3v(v12);
glNormal3v(v23);
glVertex3v(v23);
glNormal3v(v2);
glVertex3v(v2);
glEnd();
//terminate with this triangle left behind
glBegin(GL_TRIANGLES)
;
glNormal3v(v3);
glVertex3v(v3);
glNormal3v(v23);
glVertex3v(v23);
glNormal3v(v31);
glVertex3v(v31);
glEnd();
return;
}
Vector3r v12 = v1 + v2;
Vector3r v23 = v2 + v3;
Vector3r v31 = v3 + v1;
v12.normalize();
v23.normalize();
v31.normalize();
subdivideTriangle(v1, v12, v31, depth - 1);
subdivideTriangle(v2, v23, v12, depth - 1);
subdivideTriangle(v3, v31, v23, depth - 1);
subdivideTriangle(v12, v23, v31, depth - 1);
}
void Gl1_Sphere::initStripedGlList()
{
if (!vertices.size()) { //Fill vectors with vertices and facets
//Define 6 points for +/- coordinates
vertices.push_back(Vector3r(-1, 0, 0)); //0
vertices.push_back(Vector3r(1, 0, 0)); //1
vertices.push_back(Vector3r(0, -1, 0)); //2
vertices.push_back(Vector3r(0, 1, 0)); //3
vertices.push_back(Vector3r(0, 0, -1)); //4
vertices.push_back(Vector3r(0, 0, 1)); //5
//Define 8 sectors of the sphere
faces.push_back(Vector3r(3, 4, 1));
faces.push_back(Vector3r(3, 0, 4));
faces.push_back(Vector3r(3, 5, 0));
faces.push_back(Vector3r(3, 1, 5));
faces.push_back(Vector3r(2, 1, 4));
faces.push_back(Vector3r(2, 4, 0));
faces.push_back(Vector3r(2, 0, 5));
faces.push_back(Vector3r(2, 5, 1));
}
//Generate the list. Only once for each qtView, or more if quality is modified.
glDeleteLists(glStripedSphereList, 1);
glStripedSphereList = glGenLists(1);
glNewList(glStripedSphereList, GL_COMPILE)
;
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
// render the sphere now
for (int i = 0; i < 8; i++)
subdivideTriangle(
vertices[(unsigned int)faces[i][0]],
vertices[(unsigned int)faces[i][1]],
vertices[(unsigned int)faces[i][2]],
1 + (int)quality);
glEndList();
}
void Gl1_Sphere::initGlutGlList()
{
//Generate the "no-stripes" display list, each time quality is modified
glDeleteLists(glGlutSphereList, 1);
glGlutSphereList = glGenLists(1);
glNewList(glGlutSphereList, GL_COMPILE)
;
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
glutSolidSphere(1.0, int(math::round(math::max(quality * glutSlices, (Real)2.))), int(math::round(math::max(quality * glutStacks, (Real)3.))));
glEndList();
}
} // namespace yade
#endif /* YADE_OPENGL */
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