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+// This file is part of Eigen, a lightweight C++ template library
+// for linear algebra. Eigen itself is part of the KDE project.
+//
+// Copyright (C) 2008 Gael Guennebaud <g.gael@free.fr>
+//
+// Eigen is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 3 of the License, or (at your option) any later version.
+//
+// Alternatively, you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of
+// the License, or (at your option) any later version.
+//
+// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
+// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License and a copy of the GNU General Public License along with
+// Eigen. If not, see <http://www.gnu.org/licenses/>.
+
+#include "gpuhelper.h"
+#include <GL/glu.h>
+// PLEASE don't look at this old code... ;)
+
+#include <fstream>
+#include <algorithm>
+
+GpuHelper gpu;
+
+//--------------------------------------------------------------------------------
+// icosahedron
+//--------------------------------------------------------------------------------
+#define X .525731112119133606
+#define Z .850650808352039932
+
+static GLfloat vdata[12][3] = {
+ {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z},
+ {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X},
+ {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0}
+};
+
+static GLint tindices[20][3] = {
+ {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
+ {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
+ {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
+ {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
+//--------------------------------------------------------------------------------
+
+
+GpuHelper::GpuHelper()
+{
+ mVpWidth = mVpHeight = 0;
+ mCurrentMatrixTarget = 0;
+ mInitialized = false;
+}
+
+GpuHelper::~GpuHelper()
+{
+}
+
+void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm)
+{
+ // switch to 2D projection
+ pushMatrix(Matrix4f::Identity(),GL_PROJECTION);
+
+ if(pm==PM_Normalized)
+ {
+ //glOrtho(-1., 1., -1., 1., 0., 1.);
+ }
+ else if(pm==PM_Viewport)
+ {
+ GLint vp[4];
+ glGetIntegerv(GL_VIEWPORT, vp);
+ glOrtho(0., vp[2], 0., vp[3], -1., 1.);
+ }
+
+ pushMatrix(Matrix4f::Identity(),GL_MODELVIEW);
+}
+
+void GpuHelper::popProjectionMode2D(void)
+{
+ popMatrix(GL_PROJECTION);
+ popMatrix(GL_MODELVIEW);
+}
+
+void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect /* = 50.*/)
+{
+ static GLUquadricObj *cylindre = gluNewQuadric();
+ glColor4fv(color.data());
+ float length = vec.norm();
+ pushMatrix(GL_MODELVIEW);
+ glTranslatef(position.x(), position.y(), position.z());
+ Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
+ ax.normalize();
+ Vector3f tmp = vec;
+ tmp.normalize();
+ float angle = 180.f/M_PI * acos(tmp.z());
+ if (angle>1e-3)
+ glRotatef(angle, ax.x(), ax.y(), ax.z());
+ gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
+ glTranslatef(0.0,0.0,0.8*length);
+ gluCylinder(cylindre, 2.0*length/aspect, 0.0, 0.2*length, 10, 10);
+
+ popMatrix(GL_MODELVIEW);
+}
+
+void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect)
+{
+ static GLUquadricObj *cylindre = gluNewQuadric();
+ glColor4fv(color.data());
+ float length = vec.norm();
+ pushMatrix(GL_MODELVIEW);
+ glTranslatef(position.x(), position.y(), position.z());
+ Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
+ ax.normalize();
+ Vector3f tmp = vec;
+ tmp.normalize();
+ float angle = 180.f/M_PI * acos(tmp.z());
+ if (angle>1e-3)
+ glRotatef(angle, ax.x(), ax.y(), ax.z());
+ gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
+ glTranslatef(0.0,0.0,0.8*length);
+ glScalef(4.0*length/aspect,4.0*length/aspect,4.0*length/aspect);
+ drawUnitCube();
+ popMatrix(GL_MODELVIEW);
+}
+
+void GpuHelper::drawUnitCube(void)
+{
+ static float vertices[][3] = {
+ {-0.5,-0.5,-0.5},
+ { 0.5,-0.5,-0.5},
+ {-0.5, 0.5,-0.5},
+ { 0.5, 0.5,-0.5},
+ {-0.5,-0.5, 0.5},
+ { 0.5,-0.5, 0.5},
+ {-0.5, 0.5, 0.5},
+ { 0.5, 0.5, 0.5}};
+
+ glBegin(GL_QUADS);
+ glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]);
+ glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]);
+ glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]);
+ glNormal3f(0, 1,0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]);
+ glNormal3f(-1,0,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]);
+ glNormal3f( 1,0,0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]);
+ glEnd();
+}
+
+void _normalize(float* v)
+{
+ float s = 1.f/ei_sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
+ for (uint k=0; k<3; ++k)
+ v[k] *= s;
+}
+
+void _subdivide(float *v1, float *v2, float *v3, long depth)
+{
+ GLfloat v12[3], v23[3], v31[3];
+ GLint i;
+
+ if (depth == 0) {
+ //drawtriangle(v1, v2, v3);
+ glNormal3fv(v1);
+ glVertex3fv(v1);
+
+ glNormal3fv(v3);
+ glVertex3fv(v3);
+
+ glNormal3fv(v2);
+ glVertex3fv(v2);
+
+ return;
+ }
+ for (i = 0; i < 3; i++) {
+ v12[i] = v1[i]+v2[i];
+ v23[i] = v2[i]+v3[i];
+ v31[i] = v3[i]+v1[i];
+ }
+ _normalize(v12);
+ _normalize(v23);
+ _normalize(v31);
+ _subdivide(v1, v12, v31, depth-1);
+ _subdivide(v2, v23, v12, depth-1);
+ _subdivide(v3, v31, v23, depth-1);
+ _subdivide(v12, v23, v31, depth-1);
+}
+
+void GpuHelper::drawUnitLightSphere(int level)
+{
+ static int dlId = 0;
+ if (!dlId)
+ {
+ dlId = glGenLists(1);
+ glNewList(dlId, GL_COMPILE);
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < 20; i++)
+ {
+ _subdivide(&vdata[tindices[i][0]][0], &vdata[tindices[i][1]][0], &vdata[tindices[i][2]][0], 1);
+ }
+ glEnd();
+ glEndList();
+ }
+ glCallList(dlId);
+}
+
+