#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]); 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); } if(1 || tr->an.EqualsExactly(Vector::From(0, 0, 0))) { // Compute the normal from the vertices Vector n = tr->Normal(); glNormal3d(n.x, n.y, n.z); glxVertex3v(tr->a); glxVertex3v(tr->b); glxVertex3v(tr->c); } else { // Use the exact normals that are specified glNormal3d((tr->an).x, (tr->an).y, (tr->an).z); glxVertex3v(tr->a); glNormal3d((tr->bn).x, (tr->bn).y, (tr->bn).z); glxVertex3v(tr->b); glNormal3d((tr->cn).x, (tr->cn).y, (tr->cn).z); 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) { SEdge *se; glBegin(GL_LINES); for(se = el->l.First(); se; se = el->l.NextAfter(se)) { glxVertex3v(se->a); glxVertex3v(se->b); } glEnd(); glPointSize(12); glBegin(GL_POINTS); for(se = el->l.First(); se; se = el->l.NextAfter(se)) { 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); } }