solvespace/glhelper.cpp
Jonathan Westhues cad77c9c47 Add routines to remove T intersections from the mesh, which are
introduced by the bsp routines. It's usually, though not always,
possible to generate a watertight mesh. The occasions where it's
not look ugly, floating point issues, no quick fix.

And use those to generate a list of edges where two different faces
meet, which I can emphasize for cosmetic reasons (and some UI to
specify whether to do that, and with what color).

And make the right mouse button rotate the model, since that was
previously doing nothing.

[git-p4: depot-paths = "//depot/solvespace/": change = 1821]
2008-07-05 23:56:24 -08:00

373 lines
9.1 KiB
C++

#include "solvespace.h"
// A public-domain Hershey vector font ("Simplex").
#include "font.table"
static bool ColorLocked;
static bool DepthOffsetLocked;
#define FONT_SCALE (0.55)
double glxStrWidth(char *str) {
int w = 0;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
w += Font[c].width;
}
return w*FONT_SCALE/SS.GW.scale;
}
double glxStrHeight(void) {
// The characters have height ~21, as they appear in the table.
return 21.0*FONT_SCALE/SS.GW.scale;
}
void glxWriteTextRefCenter(char *str)
{
double scale = FONT_SCALE/SS.GW.scale;
double fh = glxStrHeight();
double fw = glxStrWidth(str);
glPushMatrix();
glTranslated(-fw/2, -fh/2, 0);
// Undo the (+5, +5) offset that glxWriteText applies.
glTranslated(-5*scale, -5*scale, 0);
glxWriteText(str);
glPopMatrix();
}
void glxWriteText(char *str)
{
double scale = FONT_SCALE/SS.GW.scale;
int xo = 5;
int yo = 5;
for(; *str; str++) {
int c = *str;
if(c < 32 || c > 126) c = 32;
c -= 32;
glBegin(GL_LINE_STRIP);
int j;
for(j = 0; j < Font[c].points; j++) {
int x = Font[c].coord[j*2];
int y = Font[c].coord[j*2+1];
if(x == PEN_UP && y == PEN_UP) {
glEnd();
glBegin(GL_LINE_STRIP);
} else {
glVertex3d((xo + x)*scale, (yo + y)*scale, 0);
}
}
glEnd();
xo += Font[c].width;
}
}
void glxVertex3v(Vector u)
{
glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z);
}
void glxTranslatev(Vector u)
{
glTranslated((GLdouble)u.x, (GLdouble)u.y, (GLdouble)u.z);
}
void glxOntoWorkplane(Vector u, Vector v)
{
u = u.WithMagnitude(1);
v = v.WithMagnitude(1);
double mat[16];
Vector n = u.Cross(v);
MakeMatrix(mat, u.x, v.x, n.x, 0,
u.y, v.y, n.y, 0,
u.z, v.z, n.z, 0,
0, 0, 0, 1);
glMultMatrixd(mat);
}
void glxLockColorTo(double r, double g, double b)
{
ColorLocked = false;
glxColor3d(r, g, b);
ColorLocked = true;
}
void glxUnlockColor(void)
{
ColorLocked = false;
}
void glxColor3d(double r, double g, double b)
{
if(!ColorLocked) glColor3d(r, g, b);
}
void glxColor4d(double r, double g, double b, double a)
{
if(!ColorLocked) glColor4d(r, g, b, a);
}
static void Stipple(BOOL forSel)
{
static BOOL Init;
const int BYTES = (32*32)/8;
static GLubyte HoverMask[BYTES];
static GLubyte SelMask[BYTES];
if(!Init) {
int x, y;
for(x = 0; x < 32; x++) {
for(y = 0; y < 32; y++) {
int i = y*4 + x/8, b = x % 8;
int ym = y % 4, xm = x % 4;
for(int k = 0; k < 2; k++) {
if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) {
(k == 0 ? SelMask : HoverMask)[i] |= (0x80 >> b);
}
ym = (ym + 2) % 4; xm = (xm + 2) % 4;
}
}
}
Init = TRUE;
}
glEnable(GL_POLYGON_STIPPLE);
if(forSel) {
glPolygonStipple(SelMask);
} else {
glPolygonStipple(HoverMask);
}
}
static void StippleTriangle(STriangle *tr, BOOL s, double r, double g, double b)
{
glEnd();
glDisable(GL_LIGHTING);
glColor3d(r, g, b);
Stipple(s);
glBegin(GL_TRIANGLES);
glxVertex3v(tr->a);
glxVertex3v(tr->b);
glxVertex3v(tr->c);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_POLYGON_STIPPLE);
glBegin(GL_TRIANGLES);
}
void glxFillMesh(int specColor, SMesh *m, DWORD h, DWORD s1, DWORD s2)
{
glEnable(GL_NORMALIZE);
int prevColor = -1;
glBegin(GL_TRIANGLES);
for(int i = 0; i < m->l.n; i++) {
STriangle *tr = &(m->l.elem[i]);
Vector n = tr->Normal();
glNormal3d(n.x, n.y, n.z);
int color;
if(specColor < 0) {
color = tr->meta.color;
} else {
color = specColor;
}
if(color != prevColor) {
GLfloat mpf[] = { REDf(color), GREENf(color), BLUEf(color), 1.0 };
glEnd();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf);
prevColor = color;
glBegin(GL_TRIANGLES);
}
glxVertex3v(tr->a);
glxVertex3v(tr->b);
glxVertex3v(tr->c);
if((s1 != 0 && tr->meta.face == s1) ||
(s2 != 0 && tr->meta.face == s2))
{
StippleTriangle(tr, TRUE, 1, 0, 0);
}
if(h != 0 && tr->meta.face == h) {
StippleTriangle(tr, FALSE, 1, 1, 0);
}
}
glEnd();
}
static void GLX_CALLBACK Vertex(Vector *p) {
glxVertex3v(*p);
}
void glxFillPolygon(SPolygon *p)
{
GLUtesselator *gt = gluNewTess();
gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)glBegin);
gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)glEnd);
gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)Vertex);
glxTesselatePolygon(gt, p);
gluDeleteTess(gt);
}
static void GLX_CALLBACK Combine(double coords[3], void *vertexData[4],
float weight[4], void **outData)
{
Vector *n = (Vector *)AllocTemporary(sizeof(Vector));
n->x = coords[0];
n->y = coords[1];
n->z = coords[2];
*outData = n;
}
void glxTesselatePolygon(GLUtesselator *gt, SPolygon *p)
{
int i, j;
gluTessCallback(gt, GLU_TESS_COMBINE, (glxCallbackFptr *)Combine);
gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
Vector normal = p->normal;
glNormal3d(normal.x, normal.y, normal.z);
gluTessNormal(gt, normal.x, normal.y, normal.z);
gluTessBeginPolygon(gt, NULL);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
gluTessBeginContour(gt);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
double ap[3];
ap[0] = sp->p.x;
ap[1] = sp->p.y;
ap[2] = sp->p.z;
gluTessVertex(gt, ap, &(sp->p));
}
gluTessEndContour(gt);
}
gluTessEndPolygon(gt);
}
void glxDebugPolygon(SPolygon *p)
{
int i, j;
glLineWidth(2);
glPointSize(7);
glDisable(GL_DEPTH_TEST);
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
Vector a = (sc->l.elem[j]).p;
Vector b = (sc->l.elem[j+1]).p;
glxLockColorTo(0, 0, 1);
Vector d = (a.Minus(b)).WithMagnitude(-0);
glBegin(GL_LINES);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
glxLockColorTo(1, 0, 0);
glBegin(GL_POINTS);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
}
}
}
void glxDrawEdges(SEdgeList *el)
{
int i;
glLineWidth(1);
glxDepthRangeOffset(2);
glxColor3d(REDf(SS.edgeColor), GREENf(SS.edgeColor), BLUEf(SS.edgeColor));
glBegin(GL_LINES);
for(i = 0; i < el->l.n; i++) {
SEdge *se = &(el->l.elem[i]);
glxVertex3v(se->a);
glxVertex3v(se->b);
}
glEnd();
}
void glxDebugMesh(SMesh *m)
{
int i;
glLineWidth(1);
glPointSize(7);
glxDepthRangeOffset(1);
glxUnlockColor();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glxColor4d(0, 1, 0, 1.0);
glBegin(GL_TRIANGLES);
for(i = 0; i < m->l.n; i++) {
STriangle *t = &(m->l.elem[i]);
if(t->tag) continue;
glxVertex3v(t->a);
glxVertex3v(t->b);
glxVertex3v(t->c);
}
glEnd();
glxDepthRangeOffset(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void glxMarkPolygonNormal(SPolygon *p)
{
Vector tail = Vector::From(0, 0, 0);
int i, j, cnt = 0;
// Choose some reasonable center point.
for(i = 0; i < p->l.n; i++) {
SContour *sc = &(p->l.elem[i]);
for(j = 0; j < (sc->l.n-1); j++) {
SPoint *sp = &(sc->l.elem[j]);
tail = tail.Plus(sp->p);
cnt++;
}
}
if(cnt == 0) return;
tail = tail.ScaledBy(1.0/cnt);
Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
Vector tip = tail.Plus((p->normal).WithMagnitude(40/SS.GW.scale));
Vector arrow = (p->normal).WithMagnitude(15/SS.GW.scale);
glColor3d(1, 1, 0);
glBegin(GL_LINES);
glxVertex3v(tail);
glxVertex3v(tip);
glxVertex3v(tip);
glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, 0.6)));
glxVertex3v(tip);
glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, -0.6)));
glEnd();
glEnable(GL_LIGHTING);
}
void glxDepthRangeOffset(int units) {
if(!DepthOffsetLocked) {
// The size of this step depends on the resolution of the Z buffer; for
// a 16-bit buffer, this should be fine.
double d = units/60000.0;
glDepthRange(0.1-d, 1-d);
}
}
void glxDepthRangeLockToFront(bool yes) {
if(yes) {
DepthOffsetLocked = true;
glDepthRange(0, 0);
} else {
DepthOffsetLocked = false;
glxDepthRangeOffset(0);
}
}