solvespace/glhelper.cpp

302 lines
7.4 KiB
C++

#include "solvespace.h"
// A public-domain Hershey vector font ("Simplex").
#include "font.table"
static bool ColorLocked;
#define FONT_SCALE (0.5)
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);
}
void glxFillMesh(bool useModelColor, SMesh *m)
{
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 = tr->meta.color;
if(useModelColor && color != prevColor) {
GLfloat mpf[] = { ((color >> 0) & 0xff) / 255.0f,
((color >> 8) & 0xff) / 255.0f,
((color >> 16) & 0xff) / 255.0f, 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);
}
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 glxDebugEdgeList(SEdgeList *el)
{
int i;
glLineWidth(2);
glPointSize(7);
glDisable(GL_DEPTH_TEST);
for(i = 0; i < el->l.n; i++) {
SEdge *se = &(el->l.elem[i]);
if(se->tag) continue;
Vector a = se->a, b = se->b;
glxLockColorTo(0, 1, 1);
Vector d = (a.Minus(b)).WithMagnitude(-0);
glBegin(GL_LINES);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
glxLockColorTo(0, 0, 1);
glBegin(GL_POINTS);
glxVertex3v(a.Plus(d));
glxVertex3v(b.Minus(d));
glEnd();
}
}
void glxDebugMesh(SMesh *m)
{
int i;
glLineWidth(1);
glPointSize(7);
glxUnlockColor();
for(i = 0; i < m->l.n; i++) {
STriangle *t = &(m->l.elem[i]);
if(t->tag) continue;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glxColor4d(0, 1, 0, 1.0);
glBegin(GL_TRIANGLES);
glxVertex3v(t->a);
glxVertex3v(t->b);
glxVertex3v(t->c);
glEnd();
glPolygonOffset(0, 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);
}