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/*****
* glrender.h
* Render 3D Bezier paths and surfaces.
*****/
#ifndef GLRENDER_H
#define GLRENDER_H
#include "common.h"
#include "triple.h"
#include "pen.h"
#ifdef HAVE_LIBGLM
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#endif
#ifdef HAVE_GL
#include <csignal>
#define GLEW_NO_GLU
#ifdef __MSDOS__
#define GLEW_STATIC
#define _WIN32
#endif
#include "GL/glew.h"
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#ifdef HAVE_LIBGLUT
#include <GLUT/glut.h>
#ifndef GLUT_3_2_CORE_PROFILE
#undef HAVE_GL
#endif
#endif
#ifdef HAVE_LIBOSMESA
#include <GL/osmesa.h>
#endif
#else
#ifdef __MSDOS__
#undef _WIN32
#include <GL/gl.h>
#include <GL/wglew.h>
#include <GL/wglext.h>
#endif
#ifdef HAVE_LIBGLUT
#include <GL/glut.h>
#endif
#ifdef HAVE_LIBOSMESA
#include <GL/osmesa.h>
#endif
#endif
#else
typedef unsigned int GLuint;
typedef int GLint;
typedef float GLfloat;
typedef double GLdouble;
#endif
#ifdef HAVE_LIBGLM
#include "material.h"
#endif
namespace camp {
class picture;
inline void store(GLfloat *f, double *C)
{
f[0]=C[0];
f[1]=C[1];
f[2]=C[2];
}
inline void store(GLfloat *control, const camp::triple& v)
{
control[0]=v.getx();
control[1]=v.gety();
control[2]=v.getz();
}
inline void store(GLfloat *control, const triple& v, double weight)
{
control[0]=v.getx()*weight;
control[1]=v.gety()*weight;
control[2]=v.getz()*weight;
control[3]=weight;
}
}
namespace gl {
extern bool outlinemode;
extern bool wireframeMode;
extern bool orthographic;
extern double xmin,xmax;
extern double ymin,ymax;
extern double zmin,zmax;
extern int fullWidth,fullHeight;
extern double Zoom0;
extern double Angle;
extern camp::pair Shift;
extern camp::pair Margin;
extern camp::triple *Lights;
extern size_t nlights;
extern double *Diffuse;
extern double *Background;
struct projection
{
public:
bool orthographic;
camp::triple camera;
camp::triple up;
camp::triple target;
double zoom;
double angle;
camp::pair viewportshift;
projection(bool orthographic=false, camp::triple camera=0.0,
camp::triple up=0.0, camp::triple target=0.0,
double zoom=0.0, double angle=0.0,
camp::pair viewportshift=0.0) :
orthographic(orthographic), camera(camera), up(up), target(target),
zoom(zoom), angle(angle), viewportshift(viewportshift) {}
};
#ifdef HAVE_GL
extern GLuint ubo;
GLuint initHDR();
#endif
projection camera(bool user=true);
void glrender(const string& prefix, const camp::picture* pic,
const string& format, double width, double height, double angle,
double zoom, const camp::triple& m, const camp::triple& M,
const camp::pair& shift, const camp::pair& margin, double *t,
double *background, size_t nlights, camp::triple *lights,
double *diffuse, double *specular, bool view, int oldpid=0);
extern const double *dprojView;
extern const double *dView;
extern double BBT[9];
}
namespace camp {
struct Billboard {
double cx,cy,cz;
void init(const triple& center) {
cx=center.getx();
cy=center.gety();
cz=center.getz();
}
triple transform(const triple& v) const {
double x=v.getx()-cx;
double y=v.gety()-cy;
double z=v.getz()-cz;
return triple(x*gl::BBT[0]+y*gl::BBT[3]+z*gl::BBT[6]+cx,
x*gl::BBT[1]+y*gl::BBT[4]+z*gl::BBT[7]+cy,
x*gl::BBT[2]+y*gl::BBT[5]+z*gl::BBT[8]+cz);
}
};
extern Billboard BB;
#ifdef HAVE_LIBGLM
typedef mem::map<CONST Material,size_t> MaterialMap;
extern std::vector<Material> material;
extern MaterialMap materialMap;
extern size_t materialIndex;
extern int MaterialIndex;
#endif
#ifdef HAVE_GL
extern const size_t Nbuffer; // Initial size of 2D dynamic buffers
extern const size_t nbuffer; // Initial size of 0D & 1D dynamic buffers
class vertexData
{
public:
GLfloat position[3];
GLfloat normal[3];
GLint material;
vertexData() {};
vertexData(const triple& v, const triple& n) {
position[0]=v.getx();
position[1]=v.gety();
position[2]=v.getz();
normal[0]=n.getx();
normal[1]=n.gety();
normal[2]=n.getz();
material=MaterialIndex;
}
};
class VertexData
{
public:
GLfloat position[3];
GLfloat normal[3];
GLint material;
GLubyte color[4];
VertexData() {};
VertexData(const triple& v, const triple& n) {
position[0]=v.getx();
position[1]=v.gety();
position[2]=v.getz();
normal[0]=n.getx();
normal[1]=n.gety();
normal[2]=n.getz();
material=MaterialIndex;
}
VertexData(const triple& v, const triple& n, GLfloat *c) {
position[0]=v.getx();
position[1]=v.gety();
position[2]=v.getz();
normal[0]=n.getx();
normal[1]=n.gety();
normal[2]=n.getz();
material=MaterialIndex;
color[0]=(int)(bytescale*c[0]);
color[1]=(int)(bytescale*c[1]);
color[2]=(int)(bytescale*c[2]);
color[3]=(int)(bytescale*c[3]);
}
};
class vertexData0 {
public:
GLfloat position[3];
GLfloat width;
GLint material;
vertexData0() {};
vertexData0(const triple& v, double width) : width(width) {
position[0]=v.getx();
position[1]=v.gety();
position[2]=v.getz();
material=MaterialIndex;
}
};
class vertexBuffer {
public:
GLenum type;
GLuint verticesBuffer;
GLuint VerticesBuffer;
GLuint vertices0Buffer;
GLuint indicesBuffer;
GLuint materialsBuffer;
std::vector<vertexData> vertices;
std::vector<VertexData> Vertices;
std::vector<vertexData0> vertices0;
std::vector<GLuint> indices;
std::vector<Material> materials;
std::vector<GLint> materialTable;
bool rendered; // Are all patches in this buffer fully rendered?
bool partial; // Does buffer contain incomplete data?
vertexBuffer(GLint type=GL_TRIANGLES) : type(type),
verticesBuffer(0),
VerticesBuffer(0),
vertices0Buffer(0),
indicesBuffer(0),
materialsBuffer(0),
rendered(false),
partial(false)
{}
void clear() {
vertices.clear();
Vertices.clear();
vertices0.clear();
indices.clear();
materials.clear();
materialTable.clear();
}
void reserve0() {
vertices0.reserve(nbuffer);
}
void reserve() {
vertices.reserve(Nbuffer);
indices.reserve(Nbuffer);
}
void Reserve() {
Vertices.reserve(Nbuffer);
indices.reserve(Nbuffer);
}
// Store the vertex v and its normal vector n.
GLuint vertex(const triple &v, const triple& n) {
size_t nvertices=vertices.size();
vertices.push_back(vertexData(v,n));
return nvertices;
}
// Store the vertex v and its normal vector n, without an explicit color.
GLuint tvertex(const triple &v, const triple& n) {
size_t nvertices=Vertices.size();
Vertices.push_back(VertexData(v,n));
return nvertices;
}
// Store the vertex v, its normal vector n, and colors c.
GLuint Vertex(const triple &v, const triple& n, GLfloat *c) {
size_t nvertices=Vertices.size();
Vertices.push_back(VertexData(v,n,c));
return nvertices;
}
// Store the pixel v and its width.
GLuint vertex0(const triple &v, double width) {
size_t nvertices=vertices0.size();
vertices0.push_back(vertexData0(v,width));
return nvertices;
}
// append array b onto array a with offset
void appendOffset(std::vector<GLuint>& a,
const std::vector<GLuint>& b, size_t offset) {
size_t n=a.size();
size_t m=b.size();
a.resize(n+m);
for(size_t i=0; i < m; ++i)
a[n+i]=b[i]+offset;
}
void append(const vertexBuffer& b) {
appendOffset(indices,b.indices,vertices.size());
vertices.insert(vertices.end(),b.vertices.begin(),b.vertices.end());
}
void Append(const vertexBuffer& b) {
appendOffset(indices,b.indices,Vertices.size());
Vertices.insert(Vertices.end(),b.Vertices.begin(),b.Vertices.end());
}
void append0(const vertexBuffer& b) {
appendOffset(indices,b.indices,vertices0.size());
vertices0.insert(vertices0.end(),b.vertices0.begin(),b.vertices0.end());
}
};
extern GLint pixelShader;
extern GLint noNormalShader;
extern GLint materialShader;
extern GLint colorShader;
extern GLint transparentShader;
extern vertexBuffer material0Data; // pixels
extern vertexBuffer material1Data; // material Bezier curves
extern vertexBuffer materialData; // material Bezier patches & triangles
extern vertexBuffer colorData; // colored Bezier patches & triangles
extern vertexBuffer triangleData; // opaque indexed triangles
extern vertexBuffer transparentData; // transparent patches & triangles
void drawBuffer(vertexBuffer& data, GLint shader);
void drawBuffers();
void clearMaterialBuffer();
typedef void draw_t();
void setMaterial(vertexBuffer& data, draw_t *draw);
void drawMaterial0();
void drawMaterial1();
void drawMaterial();
void drawColor();
void drawTriangle();
void drawTransparent();
#endif
}
#endif
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