dust3d/thirdparty/FastMassSpring/ClothApp/UserInteraction.cpp

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#include "UserInteraction.h"
#include <GL/glew.h>
#include <iostream>
#include <cmath>
UserInteraction::UserInteraction(Renderer* renderer, CgPointFixNode* fixer, float* vbuff)
: renderer(renderer), vbuff(vbuff), fixer(fixer), i(-1) {}
void UserInteraction::setModelview(const glm::mat4& mv) { renderer->setModelview(mv); }
void UserInteraction::setProjection(const glm::mat4& p) { renderer->setProjection(p); }
void UserInteraction::grabPoint(int mouse_x, int mouse_y){
// render scene
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_FRAMEBUFFER_SRGB);
renderer->draw();
glFlush();
// read color
color c(3);
glReadPixels(mouse_x, mouse_y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &c[0]);
i = colorToIndex(c);
if (i != -1) fixer->fixPoint(i);
// return to normal state
glClearColor(0.25f, 0.25f, 0.25f, 0);
glEnable(GL_FRAMEBUFFER_SRGB);
}
void UserInteraction::releasePoint() { if (i == -1) return; fixer->releasePoint(i); i = -1; }
void UserInteraction::movePoint(vec3 v) {
if (i == -1) return;
fixer->releasePoint(i);
for(int j = 0; j < 3; j++)
vbuff[3 * i + j] += v[j];
fixer->fixPoint(i);
}
GridMeshUI::GridMeshUI(Renderer* renderer, CgPointFixNode* fixer, float* vbuff, unsigned int n)
: UserInteraction(renderer, fixer, vbuff), n(n) {}
int GridMeshUI::colorToIndex(color c) const {
if (c[2] != 51) return -1;
int vx = std::round((n - 1) * c[0] / 255.0);
int vy = std::round((n - 1) * c[1] / 255.0);
return n * vy + vx;
}