/***** * glrender.h * Render 3D Bezier paths and surfaces. *****/ #ifndef GLRENDER_H #define GLRENDER_H #include "common.h" #include "triple.h" #ifdef HAVE_LIBGL #include #ifdef __APPLE__ #include #include #include #include #ifdef GLU_TESS_CALLBACK_TRIPLEDOT typedef GLvoid (* _GLUfuncptr)(...); #else typedef GLvoid (* _GLUfuncptr)(); #endif #else #include #include #include #include #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(); } } namespace gl { 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) {} }; 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, double *t, double *background, size_t nlights, camp::triple *lights, double *diffuse, double *ambient, double *specular, bool viewportlighting, bool view, int oldpid=0); } #else typedef void GLUnurbs; typedef float GLfloat; #endif #endif