draw_beach_ball.cpp 13 KB

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  1. #include "draw_beach_ball.h"
  2. #ifndef IGL_NO_OPENGL
  3. #include "OpenGL_convenience.h"
  4. // I'm not sure why windows would need it this way:
  5. // http://lists.cairographics.org/archives/cairo/2008-January/012722.html
  6. #ifdef _MSC_VER
  7. #define SAFE_INLINE __inline
  8. #else
  9. #define SAFE_INLINE inline
  10. #endif
  11. #include <vector>
  12. #include <cmath>
  13. #include <iostream>
  14. // Most of this implementation comes from the AntTweakBar source code:
  15. // TwMgr.cpp, TwMgr.h, TwColor.h, TwColor.cpp, TwOpenGL.h and TwOpenGL.cpp
  16. ////////////////////////////////////////////////////////////////////////////
  17. // Begin Copied Straight from AntTweakBar
  18. ////////////////////////////////////////////////////////////////////////////
  19. static const float FLOAT_EPS = 1.0e-7f;
  20. static const float FLOAT_EPS_SQ = 1.0e-14f;
  21. static const float FLOAT_PI = 3.14159265358979323846f;
  22. enum EArrowParts { ARROW_CONE, ARROW_CONE_CAP, ARROW_CYL, ARROW_CYL_CAP };
  23. template <typename T> SAFE_INLINE const T& TClamp(const T& X, const T& Limit1, const T& Limit2)
  24. {
  25. if( Limit1<Limit2 )
  26. return (X<=Limit1) ? Limit1 : ( (X>=Limit2) ? Limit2 : X );
  27. else
  28. return (X<=Limit2) ? Limit2 : ( (X>=Limit1) ? Limit1 : X );
  29. }
  30. typedef unsigned int color32;
  31. static SAFE_INLINE color32 Color32FromARGBi(int A, int R, int G, int B)
  32. {
  33. return (((color32)TClamp(A, 0, 255))<<24) | (((color32)TClamp(R, 0, 255))<<16) | (((color32)TClamp(G, 0, 255))<<8) | ((color32)TClamp(B, 0, 255));
  34. }
  35. static SAFE_INLINE color32 Color32FromARGBf(float A, float R, float G, float B)
  36. {
  37. return (((color32)TClamp(A*256.0f, 0.0f, 255.0f))<<24) | (((color32)TClamp(R*256.0f, 0.0f, 255.0f))<<16) | (((color32)TClamp(G*256.0f, 0.0f, 255.0f))<<8) | ((color32)TClamp(B*256.0f, 0.0f, 255.0f));
  38. }
  39. static SAFE_INLINE void Color32ToARGBi(color32 Color, int *A, int *R, int *G, int *B)
  40. {
  41. if(A) *A = (Color>>24)&0xff;
  42. if(R) *R = (Color>>16)&0xff;
  43. if(G) *G = (Color>>8)&0xff;
  44. if(B) *B = Color&0xff;
  45. }
  46. static SAFE_INLINE void Color32ToARGBf(color32 Color, float *A, float *R, float *G, float *B)
  47. {
  48. if(A) *A = (1.0f/255.0f)*float((Color>>24)&0xff);
  49. if(R) *R = (1.0f/255.0f)*float((Color>>16)&0xff);
  50. if(G) *G = (1.0f/255.0f)*float((Color>>8)&0xff);
  51. if(B) *B = (1.0f/255.0f)*float(Color&0xff);
  52. }
  53. static color32 ColorBlend(color32 Color1, color32 Color2, float S)
  54. {
  55. float a1, r1, g1, b1, a2, r2, g2, b2;
  56. Color32ToARGBf(Color1, &a1, &r1, &g1, &b1);
  57. Color32ToARGBf(Color2, &a2, &r2, &g2, &b2);
  58. float t = 1.0f-S;
  59. return Color32FromARGBf(t*a1+S*a2, t*r1+S*r2, t*g1+S*g2, t*b1+S*b2);
  60. }
  61. static std::vector<float> s_SphTri;
  62. static std::vector<color32> s_SphCol;
  63. static void CreateSphere()
  64. {
  65. const int SUBDIV = 7;
  66. s_SphTri.clear();
  67. s_SphCol.clear();
  68. const float A[8*3] = { 1,0,0, 0,0,-1, -1,0,0, 0,0,1, 0,0,1, 1,0,0, 0,0,-1, -1,0,0 };
  69. const float B[8*3] = { 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0 };
  70. const float C[8*3] = { 0,0,1, 1,0,0, 0,0,-1, -1,0,0, 1,0,0, 0,0,-1, -1,0,0, 0,0,1 };
  71. //const color32 COL_A[8] = { 0xffff8080, 0xff000080, 0xff800000, 0xff8080ff, 0xff8080ff, 0xffff8080, 0xff000080, 0xff800000 };
  72. //const color32 COL_B[8] = { 0xff80ff80, 0xff80ff80, 0xff80ff80, 0xff80ff80, 0xff008000, 0xff008000, 0xff008000, 0xff008000 };
  73. //const color32 COL_C[8] = { 0xff8080ff, 0xffff8080, 0xff000080, 0xff800000, 0xffff8080, 0xff000080, 0xff800000, 0xff8080ff };
  74. const color32 COL_A[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  75. const color32 COL_B[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  76. const color32 COL_C[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  77. int i, j, k, l;
  78. float xa, ya, za, xb, yb, zb, xc, yc, zc, x, y, z, norm, u[3], v[3];
  79. color32 col;
  80. for( i=0; i<8; ++i )
  81. {
  82. xa = A[3*i+0]; ya = A[3*i+1]; za = A[3*i+2];
  83. xb = B[3*i+0]; yb = B[3*i+1]; zb = B[3*i+2];
  84. xc = C[3*i+0]; yc = C[3*i+1]; zc = C[3*i+2];
  85. for( j=0; j<=SUBDIV; ++j )
  86. for( k=0; k<=2*(SUBDIV-j); ++k )
  87. {
  88. if( k%2==0 )
  89. {
  90. u[0] = ((float)j)/(SUBDIV+1);
  91. v[0] = ((float)(k/2))/(SUBDIV+1);
  92. u[1] = ((float)(j+1))/(SUBDIV+1);
  93. v[1] = ((float)(k/2))/(SUBDIV+1);
  94. u[2] = ((float)j)/(SUBDIV+1);
  95. v[2] = ((float)(k/2+1))/(SUBDIV+1);
  96. }
  97. else
  98. {
  99. u[0] = ((float)j)/(SUBDIV+1);
  100. v[0] = ((float)(k/2+1))/(SUBDIV+1);
  101. u[1] = ((float)(j+1))/(SUBDIV+1);
  102. v[1] = ((float)(k/2))/(SUBDIV+1);
  103. u[2] = ((float)(j+1))/(SUBDIV+1);
  104. v[2] = ((float)(k/2+1))/(SUBDIV+1);
  105. }
  106. for( l=0; l<3; ++l )
  107. {
  108. x = (1.0f-u[l]-v[l])*xa + u[l]*xb + v[l]*xc;
  109. y = (1.0f-u[l]-v[l])*ya + u[l]*yb + v[l]*yc;
  110. z = (1.0f-u[l]-v[l])*za + u[l]*zb + v[l]*zc;
  111. norm = sqrtf(x*x+y*y+z*z);
  112. x /= norm; y /= norm; z /= norm;
  113. s_SphTri.push_back(x); s_SphTri.push_back(y); s_SphTri.push_back(z);
  114. if( u[l]+v[l]>FLOAT_EPS )
  115. col = ColorBlend(COL_A[i], ColorBlend(COL_B[i], COL_C[i], v[l]/(u[l]+v[l])), u[l]+v[l]);
  116. else
  117. col = COL_A[i];
  118. //if( (j==0 && k==0) || (j==0 && k==2*SUBDIV) || (j==SUBDIV && k==0) )
  119. // col = 0xffff0000;
  120. s_SphCol.push_back(col);
  121. }
  122. }
  123. }
  124. //s_SphTriProj.clear();
  125. //s_SphTriProj.resize(2*s_SphCol.size(), 0);
  126. //s_SphColLight.clear();
  127. //s_SphColLight.resize(s_SphCol.size(), 0);
  128. }
  129. static std::vector<float> s_ArrowTri[4];
  130. static std::vector<float> s_ArrowNorm[4];
  131. static void CreateArrow()
  132. {
  133. const int SUBDIV = 15;
  134. const float CYL_RADIUS = 0.08f;
  135. const float CONE_RADIUS = 0.16f;
  136. const float CONE_LENGTH = 0.25f;
  137. const float ARROW_BGN = -1.1f;
  138. const float ARROW_END = 1.15f;
  139. int i;
  140. for(i=0; i<4; ++i)
  141. {
  142. s_ArrowTri[i].clear();
  143. s_ArrowNorm[i].clear();
  144. }
  145. float x0, x1, y0, y1, z0, z1, a0, a1, nx, nn;
  146. for(i=0; i<SUBDIV; ++i)
  147. {
  148. a0 = 2.0f*FLOAT_PI*(float(i))/SUBDIV;
  149. a1 = 2.0f*FLOAT_PI*(float(i+1))/SUBDIV;
  150. x0 = ARROW_BGN;
  151. x1 = ARROW_END-CONE_LENGTH;
  152. y0 = cosf(a0);
  153. z0 = sinf(a0);
  154. y1 = cosf(a1);
  155. z1 = sinf(a1);
  156. s_ArrowTri[ARROW_CYL].push_back(x1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z0);
  157. s_ArrowTri[ARROW_CYL].push_back(x0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z0);
  158. s_ArrowTri[ARROW_CYL].push_back(x0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z1);
  159. s_ArrowTri[ARROW_CYL].push_back(x1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z0);
  160. s_ArrowTri[ARROW_CYL].push_back(x0); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z1);
  161. s_ArrowTri[ARROW_CYL].push_back(x1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*y1); s_ArrowTri[ARROW_CYL].push_back(CYL_RADIUS*z1);
  162. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  163. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  164. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  165. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  166. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  167. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  168. s_ArrowTri[ARROW_CYL_CAP].push_back(x0); s_ArrowTri[ARROW_CYL_CAP].push_back(0); s_ArrowTri[ARROW_CYL_CAP].push_back(0);
  169. s_ArrowTri[ARROW_CYL_CAP].push_back(x0); s_ArrowTri[ARROW_CYL_CAP].push_back(CYL_RADIUS*y1); s_ArrowTri[ARROW_CYL_CAP].push_back(CYL_RADIUS*z1);
  170. s_ArrowTri[ARROW_CYL_CAP].push_back(x0); s_ArrowTri[ARROW_CYL_CAP].push_back(CYL_RADIUS*y0); s_ArrowTri[ARROW_CYL_CAP].push_back(CYL_RADIUS*z0);
  171. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  172. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  173. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  174. x0 = ARROW_END-CONE_LENGTH;
  175. x1 = ARROW_END;
  176. nx = CONE_RADIUS/(x1-x0);
  177. nn = 1.0f/sqrtf(nx*nx+1);
  178. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  179. s_ArrowTri[ARROW_CONE].push_back(x0); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*y0); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*z0);
  180. s_ArrowTri[ARROW_CONE].push_back(x0); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*y1); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*z1);
  181. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  182. s_ArrowTri[ARROW_CONE].push_back(x0); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*y1); s_ArrowTri[ARROW_CONE].push_back(CONE_RADIUS*z1);
  183. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  184. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  185. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  186. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  187. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  188. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  189. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  190. s_ArrowTri[ARROW_CONE_CAP].push_back(x0); s_ArrowTri[ARROW_CONE_CAP].push_back(0); s_ArrowTri[ARROW_CONE_CAP].push_back(0);
  191. s_ArrowTri[ARROW_CONE_CAP].push_back(x0); s_ArrowTri[ARROW_CONE_CAP].push_back(CONE_RADIUS*y1); s_ArrowTri[ARROW_CONE_CAP].push_back(CONE_RADIUS*z1);
  192. s_ArrowTri[ARROW_CONE_CAP].push_back(x0); s_ArrowTri[ARROW_CONE_CAP].push_back(CONE_RADIUS*y0); s_ArrowTri[ARROW_CONE_CAP].push_back(CONE_RADIUS*z0);
  193. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  194. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  195. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  196. }
  197. //for(i=0; i<4; ++i)
  198. //{
  199. // s_ArrowTriProj[i].clear();
  200. // s_ArrowTriProj[i].resize(2*(s_ArrowTri[i].size()/3), 0);
  201. // s_ArrowColLight[i].clear();
  202. // s_ArrowColLight[i].resize(s_ArrowTri[i].size()/3, 0);
  203. //}
  204. }
  205. ////////////////////////////////////////////////////////////////////////////
  206. // End Copied Straight from AntTweakBar
  207. ////////////////////////////////////////////////////////////////////////////
  208. IGL_INLINE void igl::draw_beach_ball()
  209. {
  210. using namespace std;
  211. CreateSphere();
  212. // Keep track of opengl settings
  213. int cm;
  214. glGetIntegerv(GL_COLOR_MATERIAL,&cm);
  215. // Draw triangles
  216. glEnable(GL_COLOR_MATERIAL);
  217. glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
  218. float mat_ambient[4] = {0.1,0.1,0.1,1.0};
  219. float mat_specular[4] = {0.0,0.0,0.0,1.0};
  220. float mat_shininess = 1;
  221. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
  222. glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
  223. glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
  224. glPushMatrix();
  225. glScalef(0.7,0.7,0.7);
  226. glEnable(GL_NORMALIZE);
  227. glBegin(GL_TRIANGLES);
  228. for(int i = 0;i<(int)s_SphCol.size();i++)
  229. {
  230. glNormal3fv(&s_SphTri[i*3]);
  231. glColor4ub(GLubyte(s_SphCol[i]>>16), GLubyte(s_SphCol[i]>>8), GLubyte(s_SphCol[i]), GLubyte(s_SphCol[i]>>24));
  232. glVertex3fv(&s_SphTri[i*3]);
  233. }
  234. glEnd();
  235. glPopMatrix();
  236. CreateArrow();
  237. for(int k = 0;k<3;k++)
  238. {
  239. glPushMatrix();
  240. glColor3f(k==0,k==1,k==2);
  241. glRotatef((k==2?-1.0:1.0)*90,k==0,k==2,k==1);
  242. glBegin(GL_TRIANGLES);
  243. for(int j = 0;j<4;j++)
  244. {
  245. for(int i = 0;i<(int)s_ArrowTri[j].size();i+=3)
  246. {
  247. glNormal3fv(&s_ArrowNorm[j][i]);
  248. glVertex3fv(&s_ArrowTri[j][i]);
  249. }
  250. }
  251. glEnd();
  252. glPopMatrix();
  253. }
  254. (cm ? glEnable(GL_COLOR_MATERIAL):glDisable(GL_COLOR_MATERIAL));
  255. }
  256. #endif