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/*************************************************************************
* Copyright (C) 2013 by Burak ER burak.er@btu.edu.tr *
* *
* *
* 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
#ifdef YADE_FEM
#include <lib/opengl/OpenGLWrapper.hpp>
#include <pkg/common/Sphere.hpp>
#include <pkg/fem/Gl1_Node.hpp>
namespace yade { // Cannot have #include directive inside.
bool Gl1_Node::wire;
bool Gl1_Node::stripes;
int Gl1_Node::glutSlices;
int Gl1_Node::glutStacks;
Real Gl1_Node::quality;
bool Gl1_Node::localSpecView;
vector<Vector3r> Gl1_Node::vertices, Gl1_Node::faces;
int Gl1_Node::glStripedSphereList = -1;
int Gl1_Node::glGlutSphereList = -1;
Real Gl1_Node::prevQuality = 0;
void Gl1_Node::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 (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);
if (somethingChanged) {
initStripedGlList();
initGlutGlList();
prevQuality = quality;
}
glScale(r, r, r);
if (stripes) glCallList(glStripedSphereList);
else
glCallList(glGlutSphereList);
}
return;
}
YADE_PLUGIN((Gl1_Node));
void Gl1_Node::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_Node::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_Node::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::max(quality * glutSlices, (Real)2.)), int(math::max(quality * glutStacks, (Real)3.)));
glEndList();
}
} // namespace yade
#endif //YADE_FEM
#endif /* YADE_OPENGL */
// ///The old Galizzi's lists
// if (!vertices.size()) {
// Real X = 0.525731112119133606;
// Real Z = 0.850650808352039932;
// vertices.push_back(Vector3r(-X,0,Z));//0
// vertices.push_back(Vector3r(X,0,Z));//1
// vertices.push_back(Vector3r(-X,0,-Z));//2
// vertices.push_back(Vector3r(X,0,-Z));//3
// vertices.push_back(Vector3r(0,Z,X));//4
// vertices.push_back(Vector3r(0,Z,-X));//5
// vertices.push_back(Vector3r(0,-Z,X));//6
// vertices.push_back(Vector3r(0,-Z,-X));//7
// vertices.push_back(Vector3r(Z,X,0));//8
// vertices.push_back(Vector3r(-Z,X,0));//9
// vertices.push_back(Vector3r(Z,-X,0));//10
// vertices.push_back(Vector3r(-Z,-X,0));//11
// faces.push_back(Vector3r(0,4,1));
// faces.push_back(Vector3r(0,9,4));
// faces.push_back(Vector3r(9,5,4));
// faces.push_back(Vector3r(4,5,8));
// faces.push_back(Vector3r(4,8,1));
// faces.push_back(Vector3r(8,10,1));
// faces.push_back(Vector3r(8,3,10));
// faces.push_back(Vector3r(5,3,8));
// faces.push_back(Vector3r(5,2,3));
// faces.push_back(Vector3r(2,7,3));
// faces.push_back(Vector3r(7,10,3));
// faces.push_back(Vector3r(7,6,10));
// faces.push_back(Vector3r(7,11,6));
// faces.push_back(Vector3r(11,0,6));
// faces.push_back(Vector3r(0,1,6));
// faces.push_back(Vector3r(6,1,10));
// faces.push_back(Vector3r(9,0,11));
// faces.push_back(Vector3r(9,11,2));
// faces.push_back(Vector3r(9,2,5));
// faces.push_back(Vector3r(7,2,11));}
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