// 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 // // 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 . #include "gpuhelper.h" #include // PLEASE don't look at this old code... ;) #include #include 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); }