From 342403a02f8063903d0f38327430721d4d0ae331 Mon Sep 17 00:00:00 2001 From: Matt Strapp Date: Mon, 20 Sep 2021 18:15:14 -0500 Subject: do ass1 --- dev/MinGfx/src/quick_shapes.cc | 1454 ++++++++++++++++++++-------------------- 1 file changed, 727 insertions(+), 727 deletions(-) (limited to 'dev/MinGfx/src/quick_shapes.cc') diff --git a/dev/MinGfx/src/quick_shapes.cc b/dev/MinGfx/src/quick_shapes.cc index 388aa3d..dbd6c9e 100644 --- a/dev/MinGfx/src/quick_shapes.cc +++ b/dev/MinGfx/src/quick_shapes.cc @@ -1,727 +1,727 @@ -/* - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - See corresponding header file for details. - */ - -#include "quick_shapes.h" -#include "platform.h" - -#include -#include -#include - - -namespace mingfx { - - - -#define PI 3.14159265359f -#define TWOPI 6.28318530718f - - - -// Helper datastructure for building shapes algorithmically -class Vertex { -public: - Vertex(GLfloat xx, GLfloat yy, GLfloat zz, GLfloat nnx, GLfloat nny, GLfloat nnz) : - x(xx), y(yy), z(zz), nx(nnx), ny(nny), nz(nnz) {} - - GLfloat x; - GLfloat y; - GLfloat z; - GLfloat nx; - GLfloat ny; - GLfloat nz; -}; - - - - -QuickShapes::QuickShapes() { -} - -QuickShapes::~QuickShapes() { -} - - - - -// ------------ CUBE ------------ - - -void QuickShapes::initCube() { - GLfloat vertices[] = { - 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,-1.0f, 1.0f, // v0-v1-v2 (front) - -1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v2-v3-v0 - - 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,-1.0f, // v0-v3-v4 (right) - 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, // v4-v5-v0 - - 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v0-v5-v6 (top) - -1.0f, 1.0f,-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v6-v1-v0 - - -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, -1.0f,-1.0f,-1.0f, // v1-v6-v7 (left) - -1.0f,-1.0f,-1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, // v7-v2-v1.0 - - -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f, 1.0f, // v7-v4-v3 (bottom) - 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, // v3-v2-v7 - - 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v4-v7-v6 (back) - -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f // v6-v5-v4 - }; - - GLfloat normals[] = { - 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2 (front) - 0, 0, 1, 0, 0, 1, 0, 0, 1, // v2-v3-v0 - - 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4 (right) - 1, 0, 0, 1, 0, 0, 1, 0, 0, // v4-v5-v0 - - 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6 (top) - 0, 1, 0, 0, 1, 0, 0, 1, 0, // v6-v1-v0 - - -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7 (left) - -1, 0, 0, -1, 0, 0, -1, 0, 0, // v7-v2-v1 - - 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3 (bottom) - 0,-1, 0, 0,-1, 0, 0,-1, 0, // v3-v2-v7 - - 0, 0,-1, 0, 0,-1, 0, 0,-1, // v4-v7-v6 (back) - 0, 0,-1, 0, 0,-1, 0, 0,-1 // v6-v5-v4 - }; - - cubeMesh_.SetVertices(vertices, 36); - cubeMesh_.SetNormals(normals, 36); - cubeMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawCube(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (cubeMesh_.num_vertices() == 0) { - initCube(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cubeMesh_, defaultMaterial_); -} - - - - -// ------------ SQUARE ------------ - - -void QuickShapes::initSquare() { - GLfloat vertices[] = { - 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, // v0-v5-v6 (top) - -1.0f, 0.0f,-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f // v6-v1-v0 - }; - - GLfloat normals[] = { - 0, 1, 0, 0, 1, 0, 0, 1, 0, - 0, 1, 0, 0, 1, 0, 0, 1, 0 - }; - - GLfloat texcoords[] = { - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - }; - - squareMesh_.SetVertices(vertices, 6); - squareMesh_.SetNormals(normals, 6); - squareMesh_.SetTexCoords(0, texcoords, 6); - squareMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (squareMesh_.num_vertices() == 0) { - initSquare(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); -} - - -void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color, - const Texture2D &tex) -{ - if (squareMesh_.num_vertices() == 0) { - initSquare(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = tex; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); -} - - - - - -// ------------ CYLINDER ------------ - - -void QuickShapes::initCyl() { - - std::vector verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 20; - for (int s=1; s vertices; - std::vector normals; - for (int i=0; i verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 20; - for (int s=1; s vertices; - std::vector normals; - for (int i = 0; i < verts.size(); i++) { - vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); - normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); - } - - coneMesh_.SetVertices(vertices); - coneMesh_.SetNormals(normals); - coneMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawCone(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (coneMesh_.num_vertices() == 0) { - initCone(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &coneMesh_, defaultMaterial_); -} - - - - - -// ------------ SPHERE ------------ - - -void QuickShapes::initSph() { - - std::vector verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 40; - const int nstacks = 40; - for (int s=1; s vertices; - std::vector normals; - for (int i = 0; i < verts.size(); i++) { - vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); - normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); - } - sphereMesh_.SetVertices(vertices); - sphereMesh_.SetNormals(normals); - sphereMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawSphere(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (sphereMesh_.num_vertices() == 0) { - initSph(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &sphereMesh_, defaultMaterial_); -} - - - - -// ------------ BRUSH ------------ - - -void QuickShapes::initBrush() { - - // Raw vertices -- points that make up the brush geometry - const GLfloat v[19][3] = { - { 0.5f, 0.0f, 0.0f}, // 0 - {-0.5f, 0.0f, 0.0f}, // 1 - - { 0.5f, 0.1f, 0.25f}, // 2 - {-0.5f, 0.1f, 0.25f}, // 3 - { 0.5f, 0.1f, 0.75f}, // 4 - {-0.5f, 0.1f, 0.75f}, // 5 - { 0.1f, 0.06f, 1.0f}, // 6 - {-0.1f, 0.06f, 1.0f}, // 7 - { 0.15f, 0.1f, 1.75f}, // 8 - {-0.15f, 0.1f, 1.75f}, // 9 - - { 0.0f, 0.0f, 1.85f}, // 10 - - { 0.5f, -0.1f, 0.25f}, // 11 - {-0.5f, -0.1f, 0.25f}, // 12 - { 0.5f, -0.1f, 0.75f}, // 13 - {-0.5f, -0.1f, 0.75f}, // 14 - { 0.1f, -0.06f, 1.0f}, // 15 - {-0.1f, -0.06f, 1.0f}, // 16 - { 0.15f, -0.1f, 1.75f}, // 17 - {-0.15f, -0.1f, 1.75f} // 18 - }; - - - // Vertices arranged into triangles - const GLfloat verts[34][3][3] = { - // top - {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}}, - {{v[1][0], v[1][1], v[1][2]}, {v[3][0], v[3][1], v[3][2]}, {v[2][0], v[2][1], v[2][2]}}, - - {{v[2][0], v[2][1], v[2][2]}, {v[3][0], v[3][1], v[3][2]}, {v[4][0], v[4][1], v[4][2]}}, - {{v[3][0], v[3][1], v[3][2]}, {v[5][0], v[5][1], v[5][2]}, {v[4][0], v[4][1], v[4][2]}}, - - {{v[4][0], v[4][1], v[4][2]}, {v[5][0], v[5][1], v[5][2]}, {v[6][0], v[6][1], v[6][2]}}, - {{v[5][0], v[5][1], v[5][2]}, {v[7][0], v[7][1], v[7][2]}, {v[6][0], v[6][1], v[6][2]}}, - - {{v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}, {v[8][0], v[8][1], v[8][2]}}, - {{v[7][0], v[7][1], v[7][2]}, {v[9][0], v[9][1], v[9][2]}, {v[8][0], v[8][1], v[8][2]}}, - - {{v[8][0], v[8][1], v[8][2]}, {v[9][0], v[9][1], v[9][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // bottom - {{v[0][0], v[0][1], v[0][2]}, {v[12][0], v[12][1], v[12][2]}, {v[1][0], v[1][1], v[1][2]}}, - {{v[11][0], v[11][1], v[11][2]}, {v[12][0], v[12][1], v[12][2]}, {v[0][0], v[0][1], v[0][2]}}, - - {{v[11][0], v[11][1], v[11][2]}, {v[14][0], v[14][1], v[14][2]}, {v[12][0], v[12][1], v[12][2]}}, - {{v[13][0], v[13][1], v[13][2]}, {v[14][0], v[14][1], v[14][2]}, {v[11][0], v[11][1], v[11][2]}}, - - {{v[13][0], v[13][1], v[13][2]}, {v[16][0], v[16][1], v[16][2]}, {v[14][0], v[14][1], v[14][2]}}, - {{v[15][0], v[15][1], v[15][2]}, {v[16][0], v[16][1], v[16][2]}, {v[13][0], v[13][1], v[13][2]}}, - - {{v[15][0], v[15][1], v[15][2]}, {v[18][0], v[18][1], v[18][2]}, {v[16][0], v[16][1], v[16][2]}}, - {{v[17][0], v[17][1], v[17][2]}, {v[18][0], v[18][1], v[18][2]}, {v[15][0], v[15][1], v[15][2]}}, - - {{v[18][0], v[18][1], v[18][2]}, {v[17][0], v[17][1], v[17][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // one side - {{v[11][0], v[11][1], v[11][2]}, {v[0][0], v[0][1], v[0][2]}, {v[2][0], v[2][1], v[2][2]}}, - - {{v[11][0], v[11][1], v[11][2]}, {v[2][0], v[2][1], v[2][2]}, {v[4][0], v[4][1], v[4][2]}}, - {{v[4][0], v[4][1], v[4][2]}, {v[13][0], v[13][1], v[13][2]}, {v[11][0], v[11][1], v[11][2]}}, - - {{v[13][0], v[13][1], v[13][2]}, {v[4][0], v[4][1], v[4][2]}, {v[6][0], v[6][1], v[6][2]}}, - {{v[6][0], v[6][1], v[6][2]}, {v[15][0], v[15][1], v[15][2]}, {v[13][0], v[13][1], v[13][2]}}, - - {{v[15][0], v[15][1], v[15][2]}, {v[6][0], v[6][1], v[6][2]}, {v[8][0], v[8][1], v[8][2]}}, - {{v[8][0], v[8][1], v[8][2]}, {v[17][0], v[17][1], v[17][2]}, {v[15][0], v[15][1], v[15][2]}}, - - {{v[17][0], v[17][1], v[17][2]}, {v[8][0], v[8][1], v[8][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // other side - {{v[3][0], v[3][1], v[3][2]}, {v[1][0], v[1][1], v[1][2]}, {v[12][0], v[12][1], v[12][2]}}, - - {{v[3][0], v[3][1], v[3][2]}, {v[12][0], v[12][1], v[12][2]}, {v[14][0], v[14][1], v[14][2]}}, - {{v[14][0], v[14][1], v[14][2]}, {v[5][0], v[5][1], v[5][2]}, {v[3][0], v[3][1], v[3][2]}}, - - {{v[5][0], v[5][1], v[5][2]}, {v[14][0], v[14][1], v[14][2]}, {v[16][0], v[16][1], v[16][2]}}, - {{v[16][0], v[16][1], v[16][2]}, {v[7][0], v[7][1], v[7][2]}, {v[5][0], v[5][1], v[5][2]}}, - - {{v[7][0], v[7][1], v[7][2]}, {v[16][0], v[16][1], v[16][2]}, {v[18][0], v[18][1], v[18][2]}}, - {{v[18][0], v[18][1], v[18][2]}, {v[9][0], v[9][1], v[9][2]}, {v[7][0], v[7][1], v[7][2]}}, - - {{v[9][0], v[9][1], v[9][2]}, {v[18][0], v[18][1], v[18][2]}, {v[10][0], v[10][1], v[10][2]}} - - }; - - - // Normals defined so as to make each face of the brush a flat surface - const GLfloat norms[34][3][3] = { - // top - {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, - {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, - - {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, - {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, - - {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, - {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, - - {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, - {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, - - {{0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}}, - - // bottom - {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, - {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, - - {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, - {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, - - {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, - {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, - - {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, - {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, - - {{0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}}, - - // one side - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, - {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, - - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}}, - - // other side - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, - {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, - - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}} - }; - - brushMesh_.SetVertices((float*)verts, 102); - brushMesh_.SetNormals((float*)norms, 102); - brushMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawBrush(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (brushMesh_.num_vertices() == 0) { - initBrush(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &brushMesh_, defaultMaterial_); -} - - - -// ---------------- - - -void QuickShapes::DrawLineSegment(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const Point3 &p1, - const Point3 &p2, - float radius) -{ - Matrix4 S = Matrix4::Scale(Vector3(radius, 0.5f*(p2-p1).Length(), radius)); - Vector3 y = (p2-p1).ToUnit(); - Vector3 z = Vector3(1,0,0).Cross(y).ToUnit(); - if (z == Vector3(0,0,0)) { - z = Vector3(0,0,1).Cross(y).ToUnit(); - } - Vector3 x = y.Cross(z); - Matrix4 R = Matrix4::FromRowMajorElements( - x[0], y[0], z[0], 0, - x[1], y[1], z[1], 0, - x[2], y[2], z[2], 0, - 0, 0, 0, 1 - ); - Matrix4 T = Matrix4::Translation(0.5 * Vector3(p1[0]+p2[0], p1[1]+p2[1], p1[2]+p2[2])); - - Matrix4 M = T * R * S; - - DrawCylinder(modelMatrix * M, viewMatrix, projectionMatrix, color); -} - - - -void QuickShapes::DrawLines(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const std::vector &points, - LinesType ltype, - float radius) -{ - if (ltype == LinesType::LINES) { - for (size_t i=0; iDraw(); - - // Deactivate the shader program - fullscreenShader_.StopProgram(); - - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); -} - - -DefaultShader* QuickShapes::default_shader() { - return &defaultShader_; -} - - -DefaultShader::MaterialProperties* QuickShapes::material() { - return &defaultMaterial_; -} - - -} // end namespace +/* + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + See corresponding header file for details. + */ + +#include "quick_shapes.h" +#include "platform.h" + +#include +#include +#include + + +namespace mingfx { + + + +#define PI 3.14159265359f +#define TWOPI 6.28318530718f + + + +// Helper datastructure for building shapes algorithmically +class Vertex { +public: + Vertex(GLfloat xx, GLfloat yy, GLfloat zz, GLfloat nnx, GLfloat nny, GLfloat nnz) : + x(xx), y(yy), z(zz), nx(nnx), ny(nny), nz(nnz) {} + + GLfloat x; + GLfloat y; + GLfloat z; + GLfloat nx; + GLfloat ny; + GLfloat nz; +}; + + + + +QuickShapes::QuickShapes() { +} + +QuickShapes::~QuickShapes() { +} + + + + +// ------------ CUBE ------------ + + +void QuickShapes::initCube() { + GLfloat vertices[] = { + 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,-1.0f, 1.0f, // v0-v1-v2 (front) + -1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v2-v3-v0 + + 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,-1.0f, // v0-v3-v4 (right) + 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, // v4-v5-v0 + + 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v0-v5-v6 (top) + -1.0f, 1.0f,-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v6-v1-v0 + + -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, -1.0f,-1.0f,-1.0f, // v1-v6-v7 (left) + -1.0f,-1.0f,-1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, // v7-v2-v1.0 + + -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f, 1.0f, // v7-v4-v3 (bottom) + 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, // v3-v2-v7 + + 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v4-v7-v6 (back) + -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f // v6-v5-v4 + }; + + GLfloat normals[] = { + 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2 (front) + 0, 0, 1, 0, 0, 1, 0, 0, 1, // v2-v3-v0 + + 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4 (right) + 1, 0, 0, 1, 0, 0, 1, 0, 0, // v4-v5-v0 + + 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6 (top) + 0, 1, 0, 0, 1, 0, 0, 1, 0, // v6-v1-v0 + + -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7 (left) + -1, 0, 0, -1, 0, 0, -1, 0, 0, // v7-v2-v1 + + 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3 (bottom) + 0,-1, 0, 0,-1, 0, 0,-1, 0, // v3-v2-v7 + + 0, 0,-1, 0, 0,-1, 0, 0,-1, // v4-v7-v6 (back) + 0, 0,-1, 0, 0,-1, 0, 0,-1 // v6-v5-v4 + }; + + cubeMesh_.SetVertices(vertices, 36); + cubeMesh_.SetNormals(normals, 36); + cubeMesh_.UpdateGPUMemory(); +} + + +void QuickShapes::DrawCube(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color) +{ + if (cubeMesh_.num_vertices() == 0) { + initCube(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = emptyTex_; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cubeMesh_, defaultMaterial_); +} + + + + +// ------------ SQUARE ------------ + + +void QuickShapes::initSquare() { + GLfloat vertices[] = { + 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, // v0-v5-v6 (top) + -1.0f, 0.0f,-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f // v6-v1-v0 + }; + + GLfloat normals[] = { + 0, 1, 0, 0, 1, 0, 0, 1, 0, + 0, 1, 0, 0, 1, 0, 0, 1, 0 + }; + + GLfloat texcoords[] = { + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f + }; + + squareMesh_.SetVertices(vertices, 6); + squareMesh_.SetNormals(normals, 6); + squareMesh_.SetTexCoords(0, texcoords, 6); + squareMesh_.UpdateGPUMemory(); +} + + +void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color) +{ + if (squareMesh_.num_vertices() == 0) { + initSquare(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = emptyTex_; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); +} + + +void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color, + const Texture2D &tex) +{ + if (squareMesh_.num_vertices() == 0) { + initSquare(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = tex; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); +} + + + + + +// ------------ CYLINDER ------------ + + +void QuickShapes::initCyl() { + + std::vector verts; + + Vertex top(0,1,0, 0,1,0); + Vertex bot(0,-1,0, 0,-1,0); + + const int nslices = 20; + for (int s=1; s vertices; + std::vector normals; + for (int i=0; i verts; + + Vertex top(0,1,0, 0,1,0); + Vertex bot(0,-1,0, 0,-1,0); + + const int nslices = 20; + for (int s=1; s vertices; + std::vector normals; + for (int i = 0; i < verts.size(); i++) { + vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); + normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); + } + + coneMesh_.SetVertices(vertices); + coneMesh_.SetNormals(normals); + coneMesh_.UpdateGPUMemory(); +} + + +void QuickShapes::DrawCone(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color) +{ + if (coneMesh_.num_vertices() == 0) { + initCone(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = emptyTex_; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &coneMesh_, defaultMaterial_); +} + + + + + +// ------------ SPHERE ------------ + + +void QuickShapes::initSph() { + + std::vector verts; + + Vertex top(0,1,0, 0,1,0); + Vertex bot(0,-1,0, 0,-1,0); + + const int nslices = 40; + const int nstacks = 40; + for (int s=1; s vertices; + std::vector normals; + for (int i = 0; i < verts.size(); i++) { + vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); + normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); + } + sphereMesh_.SetVertices(vertices); + sphereMesh_.SetNormals(normals); + sphereMesh_.UpdateGPUMemory(); +} + + +void QuickShapes::DrawSphere(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color) +{ + if (sphereMesh_.num_vertices() == 0) { + initSph(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = emptyTex_; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &sphereMesh_, defaultMaterial_); +} + + + + +// ------------ BRUSH ------------ + + +void QuickShapes::initBrush() { + + // Raw vertices -- points that make up the brush geometry + const GLfloat v[19][3] = { + { 0.5f, 0.0f, 0.0f}, // 0 + {-0.5f, 0.0f, 0.0f}, // 1 + + { 0.5f, 0.1f, 0.25f}, // 2 + {-0.5f, 0.1f, 0.25f}, // 3 + { 0.5f, 0.1f, 0.75f}, // 4 + {-0.5f, 0.1f, 0.75f}, // 5 + { 0.1f, 0.06f, 1.0f}, // 6 + {-0.1f, 0.06f, 1.0f}, // 7 + { 0.15f, 0.1f, 1.75f}, // 8 + {-0.15f, 0.1f, 1.75f}, // 9 + + { 0.0f, 0.0f, 1.85f}, // 10 + + { 0.5f, -0.1f, 0.25f}, // 11 + {-0.5f, -0.1f, 0.25f}, // 12 + { 0.5f, -0.1f, 0.75f}, // 13 + {-0.5f, -0.1f, 0.75f}, // 14 + { 0.1f, -0.06f, 1.0f}, // 15 + {-0.1f, -0.06f, 1.0f}, // 16 + { 0.15f, -0.1f, 1.75f}, // 17 + {-0.15f, -0.1f, 1.75f} // 18 + }; + + + // Vertices arranged into triangles + const GLfloat verts[34][3][3] = { + // top + {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}}, + {{v[1][0], v[1][1], v[1][2]}, {v[3][0], v[3][1], v[3][2]}, {v[2][0], v[2][1], v[2][2]}}, + + {{v[2][0], v[2][1], v[2][2]}, {v[3][0], v[3][1], v[3][2]}, {v[4][0], v[4][1], v[4][2]}}, + {{v[3][0], v[3][1], v[3][2]}, {v[5][0], v[5][1], v[5][2]}, {v[4][0], v[4][1], v[4][2]}}, + + {{v[4][0], v[4][1], v[4][2]}, {v[5][0], v[5][1], v[5][2]}, {v[6][0], v[6][1], v[6][2]}}, + {{v[5][0], v[5][1], v[5][2]}, {v[7][0], v[7][1], v[7][2]}, {v[6][0], v[6][1], v[6][2]}}, + + {{v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}, {v[8][0], v[8][1], v[8][2]}}, + {{v[7][0], v[7][1], v[7][2]}, {v[9][0], v[9][1], v[9][2]}, {v[8][0], v[8][1], v[8][2]}}, + + {{v[8][0], v[8][1], v[8][2]}, {v[9][0], v[9][1], v[9][2]}, {v[10][0], v[10][1], v[10][2]}}, + + // bottom + {{v[0][0], v[0][1], v[0][2]}, {v[12][0], v[12][1], v[12][2]}, {v[1][0], v[1][1], v[1][2]}}, + {{v[11][0], v[11][1], v[11][2]}, {v[12][0], v[12][1], v[12][2]}, {v[0][0], v[0][1], v[0][2]}}, + + {{v[11][0], v[11][1], v[11][2]}, {v[14][0], v[14][1], v[14][2]}, {v[12][0], v[12][1], v[12][2]}}, + {{v[13][0], v[13][1], v[13][2]}, {v[14][0], v[14][1], v[14][2]}, {v[11][0], v[11][1], v[11][2]}}, + + {{v[13][0], v[13][1], v[13][2]}, {v[16][0], v[16][1], v[16][2]}, {v[14][0], v[14][1], v[14][2]}}, + {{v[15][0], v[15][1], v[15][2]}, {v[16][0], v[16][1], v[16][2]}, {v[13][0], v[13][1], v[13][2]}}, + + {{v[15][0], v[15][1], v[15][2]}, {v[18][0], v[18][1], v[18][2]}, {v[16][0], v[16][1], v[16][2]}}, + {{v[17][0], v[17][1], v[17][2]}, {v[18][0], v[18][1], v[18][2]}, {v[15][0], v[15][1], v[15][2]}}, + + {{v[18][0], v[18][1], v[18][2]}, {v[17][0], v[17][1], v[17][2]}, {v[10][0], v[10][1], v[10][2]}}, + + // one side + {{v[11][0], v[11][1], v[11][2]}, {v[0][0], v[0][1], v[0][2]}, {v[2][0], v[2][1], v[2][2]}}, + + {{v[11][0], v[11][1], v[11][2]}, {v[2][0], v[2][1], v[2][2]}, {v[4][0], v[4][1], v[4][2]}}, + {{v[4][0], v[4][1], v[4][2]}, {v[13][0], v[13][1], v[13][2]}, {v[11][0], v[11][1], v[11][2]}}, + + {{v[13][0], v[13][1], v[13][2]}, {v[4][0], v[4][1], v[4][2]}, {v[6][0], v[6][1], v[6][2]}}, + {{v[6][0], v[6][1], v[6][2]}, {v[15][0], v[15][1], v[15][2]}, {v[13][0], v[13][1], v[13][2]}}, + + {{v[15][0], v[15][1], v[15][2]}, {v[6][0], v[6][1], v[6][2]}, {v[8][0], v[8][1], v[8][2]}}, + {{v[8][0], v[8][1], v[8][2]}, {v[17][0], v[17][1], v[17][2]}, {v[15][0], v[15][1], v[15][2]}}, + + {{v[17][0], v[17][1], v[17][2]}, {v[8][0], v[8][1], v[8][2]}, {v[10][0], v[10][1], v[10][2]}}, + + // other side + {{v[3][0], v[3][1], v[3][2]}, {v[1][0], v[1][1], v[1][2]}, {v[12][0], v[12][1], v[12][2]}}, + + {{v[3][0], v[3][1], v[3][2]}, {v[12][0], v[12][1], v[12][2]}, {v[14][0], v[14][1], v[14][2]}}, + {{v[14][0], v[14][1], v[14][2]}, {v[5][0], v[5][1], v[5][2]}, {v[3][0], v[3][1], v[3][2]}}, + + {{v[5][0], v[5][1], v[5][2]}, {v[14][0], v[14][1], v[14][2]}, {v[16][0], v[16][1], v[16][2]}}, + {{v[16][0], v[16][1], v[16][2]}, {v[7][0], v[7][1], v[7][2]}, {v[5][0], v[5][1], v[5][2]}}, + + {{v[7][0], v[7][1], v[7][2]}, {v[16][0], v[16][1], v[16][2]}, {v[18][0], v[18][1], v[18][2]}}, + {{v[18][0], v[18][1], v[18][2]}, {v[9][0], v[9][1], v[9][2]}, {v[7][0], v[7][1], v[7][2]}}, + + {{v[9][0], v[9][1], v[9][2]}, {v[18][0], v[18][1], v[18][2]}, {v[10][0], v[10][1], v[10][2]}} + + }; + + + // Normals defined so as to make each face of the brush a flat surface + const GLfloat norms[34][3][3] = { + // top + {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, + {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, + + {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, + {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, + + {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, + {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, + + {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, + {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, + + {{0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}}, + + // bottom + {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, + {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, + + {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, + {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, + + {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, + {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, + + {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, + {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, + + {{0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}}, + + // one side + {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + + {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + + {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, + {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, + + {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, + + {{0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}}, + + // other side + {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + + {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + + {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, + {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, + + {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, + + {{-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}} + }; + + brushMesh_.SetVertices((float*)verts, 102); + brushMesh_.SetNormals((float*)norms, 102); + brushMesh_.UpdateGPUMemory(); +} + + +void QuickShapes::DrawBrush(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, const Color &color) +{ + if (brushMesh_.num_vertices() == 0) { + initBrush(); + } + defaultMaterial_.ambient_reflectance = color; + defaultMaterial_.diffuse_reflectance = color; + defaultMaterial_.surface_texture = emptyTex_; + defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &brushMesh_, defaultMaterial_); +} + + + +// ---------------- + + +void QuickShapes::DrawLineSegment(const Matrix4 &modelMatrix, + const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, + const Color &color, + const Point3 &p1, + const Point3 &p2, + float radius) +{ + Matrix4 S = Matrix4::Scale(Vector3(radius, 0.5f*(p2-p1).Length(), radius)); + Vector3 y = (p2-p1).ToUnit(); + Vector3 z = Vector3(1,0,0).Cross(y).ToUnit(); + if (z == Vector3(0,0,0)) { + z = Vector3(0,0,1).Cross(y).ToUnit(); + } + Vector3 x = y.Cross(z); + Matrix4 R = Matrix4::FromRowMajorElements( + x[0], y[0], z[0], 0, + x[1], y[1], z[1], 0, + x[2], y[2], z[2], 0, + 0, 0, 0, 1 + ); + Matrix4 T = Matrix4::Translation(0.5 * Vector3(p1[0]+p2[0], p1[1]+p2[1], p1[2]+p2[2])); + + Matrix4 M = T * R * S; + + DrawCylinder(modelMatrix * M, viewMatrix, projectionMatrix, color); +} + + + +void QuickShapes::DrawLines(const Matrix4 &modelMatrix, + const Matrix4 &viewMatrix, + const Matrix4 &projectionMatrix, + const Color &color, + const std::vector &points, + LinesType ltype, + float radius) +{ + if (ltype == LinesType::LINES) { + for (size_t i=0; iDraw(); + + // Deactivate the shader program + fullscreenShader_.StopProgram(); + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); +} + + +DefaultShader* QuickShapes::default_shader() { + return &defaultShader_; +} + + +DefaultShader::MaterialProperties* QuickShapes::material() { + return &defaultMaterial_; +} + + +} // end namespace -- cgit v1.2.3