draw_beach_ball.cpp 13 KB

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  1. #include "draw_beach_ball.h"
  2. #include <OpenGL/GL.h>
  3. #include <vector>
  4. #include <cmath>
  5. #include <iostream>
  6. // Most of this implementation comes from the AntTweakBar source code:
  7. // TwMgr.cpp, TwMgr.h, TwColor.h, TwColor.cpp, TwOpenGL.h and TwOpenGL.cpp
  8. ////////////////////////////////////////////////////////////////////////////
  9. // Begin Copied Straight from AntTweakBar
  10. ////////////////////////////////////////////////////////////////////////////
  11. static const float FLOAT_EPS = 1.0e-7f;
  12. static const float FLOAT_EPS_SQ = 1.0e-14f;
  13. static const float FLOAT_PI = 3.14159265358979323846f;
  14. enum EArrowParts { ARROW_CONE, ARROW_CONE_CAP, ARROW_CYL, ARROW_CYL_CAP };
  15. template <typename _T> inline const _T& TClamp(const _T& _X, const _T& _Limit1, const _T& _Limit2)
  16. {
  17. if( _Limit1<_Limit2 )
  18. return (_X<=_Limit1) ? _Limit1 : ( (_X>=_Limit2) ? _Limit2 : _X );
  19. else
  20. return (_X<=_Limit2) ? _Limit2 : ( (_X>=_Limit1) ? _Limit1 : _X );
  21. }
  22. typedef unsigned int color32;
  23. static inline color32 Color32FromARGBi(int _A, int _R, int _G, int _B)
  24. {
  25. return (((color32)TClamp(_A, 0, 255))<<24) | (((color32)TClamp(_R, 0, 255))<<16) | (((color32)TClamp(_G, 0, 255))<<8) | ((color32)TClamp(_B, 0, 255));
  26. }
  27. static inline color32 Color32FromARGBf(float _A, float _R, float _G, float _B)
  28. {
  29. 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));
  30. }
  31. static inline void Color32ToARGBi(color32 _Color, int *_A, int *_R, int *_G, int *_B)
  32. {
  33. if(_A) *_A = (_Color>>24)&0xff;
  34. if(_R) *_R = (_Color>>16)&0xff;
  35. if(_G) *_G = (_Color>>8)&0xff;
  36. if(_B) *_B = _Color&0xff;
  37. }
  38. static inline void Color32ToARGBf(color32 _Color, float *_A, float *_R, float *_G, float *_B)
  39. {
  40. if(_A) *_A = (1.0f/255.0f)*float((_Color>>24)&0xff);
  41. if(_R) *_R = (1.0f/255.0f)*float((_Color>>16)&0xff);
  42. if(_G) *_G = (1.0f/255.0f)*float((_Color>>8)&0xff);
  43. if(_B) *_B = (1.0f/255.0f)*float(_Color&0xff);
  44. }
  45. static color32 ColorBlend(color32 _Color1, color32 _Color2, float _S)
  46. {
  47. float a1, r1, g1, b1, a2, r2, g2, b2;
  48. Color32ToARGBf(_Color1, &a1, &r1, &g1, &b1);
  49. Color32ToARGBf(_Color2, &a2, &r2, &g2, &b2);
  50. float t = 1.0f-_S;
  51. return Color32FromARGBf(t*a1+_S*a2, t*r1+_S*r2, t*g1+_S*g2, t*b1+_S*b2);
  52. }
  53. static std::vector<float> s_SphTri;
  54. static std::vector<color32> s_SphCol;
  55. static void CreateSphere()
  56. {
  57. const int SUBDIV = 7;
  58. s_SphTri.clear();
  59. s_SphCol.clear();
  60. 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 };
  61. 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 };
  62. 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 };
  63. //const color32 COL_A[8] = { 0xffff8080, 0xff000080, 0xff800000, 0xff8080ff, 0xff8080ff, 0xffff8080, 0xff000080, 0xff800000 };
  64. //const color32 COL_B[8] = { 0xff80ff80, 0xff80ff80, 0xff80ff80, 0xff80ff80, 0xff008000, 0xff008000, 0xff008000, 0xff008000 };
  65. //const color32 COL_C[8] = { 0xff8080ff, 0xffff8080, 0xff000080, 0xff800000, 0xffff8080, 0xff000080, 0xff800000, 0xff8080ff };
  66. const color32 COL_A[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  67. const color32 COL_B[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  68. const color32 COL_C[8] = { 0xffffffff, 0xffffff40, 0xff40ff40, 0xff40ffff, 0xffff40ff, 0xffff4040, 0xff404040, 0xff4040ff };
  69. int i, j, k, l;
  70. float xa, ya, za, xb, yb, zb, xc, yc, zc, x, y, z, norm, u[3], v[3];
  71. color32 col;
  72. for( i=0; i<8; ++i )
  73. {
  74. xa = A[3*i+0]; ya = A[3*i+1]; za = A[3*i+2];
  75. xb = B[3*i+0]; yb = B[3*i+1]; zb = B[3*i+2];
  76. xc = C[3*i+0]; yc = C[3*i+1]; zc = C[3*i+2];
  77. for( j=0; j<=SUBDIV; ++j )
  78. for( k=0; k<=2*(SUBDIV-j); ++k )
  79. {
  80. if( k%2==0 )
  81. {
  82. u[0] = ((float)j)/(SUBDIV+1);
  83. v[0] = ((float)(k/2))/(SUBDIV+1);
  84. u[1] = ((float)(j+1))/(SUBDIV+1);
  85. v[1] = ((float)(k/2))/(SUBDIV+1);
  86. u[2] = ((float)j)/(SUBDIV+1);
  87. v[2] = ((float)(k/2+1))/(SUBDIV+1);
  88. }
  89. else
  90. {
  91. u[0] = ((float)j)/(SUBDIV+1);
  92. v[0] = ((float)(k/2+1))/(SUBDIV+1);
  93. u[1] = ((float)(j+1))/(SUBDIV+1);
  94. v[1] = ((float)(k/2))/(SUBDIV+1);
  95. u[2] = ((float)(j+1))/(SUBDIV+1);
  96. v[2] = ((float)(k/2+1))/(SUBDIV+1);
  97. }
  98. for( l=0; l<3; ++l )
  99. {
  100. x = (1.0f-u[l]-v[l])*xa + u[l]*xb + v[l]*xc;
  101. y = (1.0f-u[l]-v[l])*ya + u[l]*yb + v[l]*yc;
  102. z = (1.0f-u[l]-v[l])*za + u[l]*zb + v[l]*zc;
  103. norm = sqrtf(x*x+y*y+z*z);
  104. x /= norm; y /= norm; z /= norm;
  105. s_SphTri.push_back(x); s_SphTri.push_back(y); s_SphTri.push_back(z);
  106. if( u[l]+v[l]>FLOAT_EPS )
  107. col = ColorBlend(COL_A[i], ColorBlend(COL_B[i], COL_C[i], v[l]/(u[l]+v[l])), u[l]+v[l]);
  108. else
  109. col = COL_A[i];
  110. //if( (j==0 && k==0) || (j==0 && k==2*SUBDIV) || (j==SUBDIV && k==0) )
  111. // col = 0xffff0000;
  112. s_SphCol.push_back(col);
  113. }
  114. }
  115. }
  116. //s_SphTriProj.clear();
  117. //s_SphTriProj.resize(2*s_SphCol.size(), 0);
  118. //s_SphColLight.clear();
  119. //s_SphColLight.resize(s_SphCol.size(), 0);
  120. }
  121. static std::vector<float> s_ArrowTri[4];
  122. static std::vector<float> s_ArrowNorm[4];
  123. static void CreateArrow()
  124. {
  125. const int SUBDIV = 15;
  126. const float CYL_RADIUS = 0.08f;
  127. const float CONE_RADIUS = 0.16f;
  128. const float CONE_LENGTH = 0.25f;
  129. const float ARROW_BGN = -1.1f;
  130. const float ARROW_END = 1.15f;
  131. int i;
  132. for(i=0; i<4; ++i)
  133. {
  134. s_ArrowTri[i].clear();
  135. s_ArrowNorm[i].clear();
  136. }
  137. float x0, x1, y0, y1, z0, z1, a0, a1, nx, nn;
  138. for(i=0; i<SUBDIV; ++i)
  139. {
  140. a0 = 2.0f*FLOAT_PI*(float(i))/SUBDIV;
  141. a1 = 2.0f*FLOAT_PI*(float(i+1))/SUBDIV;
  142. x0 = ARROW_BGN;
  143. x1 = ARROW_END-CONE_LENGTH;
  144. y0 = cosf(a0);
  145. z0 = sinf(a0);
  146. y1 = cosf(a1);
  147. z1 = sinf(a1);
  148. 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);
  149. 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);
  150. 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);
  151. 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);
  152. 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);
  153. 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);
  154. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  155. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  156. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  157. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y0); s_ArrowNorm[ARROW_CYL].push_back(z0);
  158. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  159. s_ArrowNorm[ARROW_CYL].push_back(0); s_ArrowNorm[ARROW_CYL].push_back(y1); s_ArrowNorm[ARROW_CYL].push_back(z1);
  160. s_ArrowTri[ARROW_CYL_CAP].push_back(x0); s_ArrowTri[ARROW_CYL_CAP].push_back(0); s_ArrowTri[ARROW_CYL_CAP].push_back(0);
  161. 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);
  162. 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);
  163. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  164. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  165. s_ArrowNorm[ARROW_CYL_CAP].push_back(-1); s_ArrowNorm[ARROW_CYL_CAP].push_back(0); s_ArrowNorm[ARROW_CYL_CAP].push_back(0);
  166. x0 = ARROW_END-CONE_LENGTH;
  167. x1 = ARROW_END;
  168. nx = CONE_RADIUS/(x1-x0);
  169. nn = 1.0f/sqrtf(nx*nx+1);
  170. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  171. 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);
  172. 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);
  173. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  174. 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);
  175. s_ArrowTri[ARROW_CONE].push_back(x1); s_ArrowTri[ARROW_CONE].push_back(0); s_ArrowTri[ARROW_CONE].push_back(0);
  176. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  177. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  178. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  179. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y0); s_ArrowNorm[ARROW_CONE].push_back(nn*z0);
  180. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  181. s_ArrowNorm[ARROW_CONE].push_back(nn*nx); s_ArrowNorm[ARROW_CONE].push_back(nn*y1); s_ArrowNorm[ARROW_CONE].push_back(nn*z1);
  182. s_ArrowTri[ARROW_CONE_CAP].push_back(x0); s_ArrowTri[ARROW_CONE_CAP].push_back(0); s_ArrowTri[ARROW_CONE_CAP].push_back(0);
  183. 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);
  184. 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);
  185. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  186. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  187. s_ArrowNorm[ARROW_CONE_CAP].push_back(-1); s_ArrowNorm[ARROW_CONE_CAP].push_back(0); s_ArrowNorm[ARROW_CONE_CAP].push_back(0);
  188. }
  189. //for(i=0; i<4; ++i)
  190. //{
  191. // s_ArrowTriProj[i].clear();
  192. // s_ArrowTriProj[i].resize(2*(s_ArrowTri[i].size()/3), 0);
  193. // s_ArrowColLight[i].clear();
  194. // s_ArrowColLight[i].resize(s_ArrowTri[i].size()/3, 0);
  195. //}
  196. }
  197. ////////////////////////////////////////////////////////////////////////////
  198. // End Copied Straight from AntTweakBar
  199. ////////////////////////////////////////////////////////////////////////////
  200. IGL_INLINE void igl::draw_beach_ball()
  201. {
  202. using namespace std;
  203. CreateSphere();
  204. // Draw triangles
  205. glEnable(GL_COLOR_MATERIAL);
  206. glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
  207. float mat_ambient[4] = {0.1,0.1,0.1,1.0};
  208. float mat_specular[4] = {0.0,0.0,0.0,1.0};
  209. float mat_shininess = 1;
  210. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
  211. glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
  212. glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
  213. glPushMatrix();
  214. glScalef(0.7,0.7,0.7);
  215. glEnable(GL_NORMALIZE);
  216. glBegin(GL_TRIANGLES);
  217. for(int i = 0;i<(int)s_SphCol.size();i++)
  218. {
  219. glNormal3fv(&s_SphTri[i*3]);
  220. glColor4ub(GLubyte(s_SphCol[i]>>16), GLubyte(s_SphCol[i]>>8), GLubyte(s_SphCol[i]), GLubyte(s_SphCol[i]>>24));
  221. glVertex3fv(&s_SphTri[i*3]);
  222. }
  223. glEnd();
  224. glPopMatrix();
  225. CreateArrow();
  226. for(int k = 0;k<3;k++)
  227. {
  228. glPushMatrix();
  229. glColor3f(k==0,k==1,k==2);
  230. glRotatef((k==2?-1.0:1.0)*90,k==0,k==2,k==1);
  231. glBegin(GL_TRIANGLES);
  232. for(int j = 0;j<4;j++)
  233. {
  234. for(int i = 0;i<(int)s_ArrowTri[j].size();i+=3)
  235. {
  236. glNormal3fv(&s_ArrowNorm[j][i]);
  237. glVertex3fv(&s_ArrowTri[j][i]);
  238. }
  239. }
  240. glEnd();
  241. glPopMatrix();
  242. }
  243. }