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#include "gpuhelper.h" |
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#include "icosphere.h" |
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#include <GL/glu.h> |
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#include <fstream> |
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#include <algorithm> |
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GpuHelper gpu; |
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GpuHelper::GpuHelper() |
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{ |
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mVpWidth = mVpHeight = 0; |
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mCurrentMatrixTarget = 0; |
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mInitialized = false; |
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} |
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GpuHelper::~GpuHelper() |
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{ |
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} |
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void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm) |
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{ |
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pushMatrix(Matrix4f::Identity(),GL_PROJECTION); |
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if(pm==PM_Normalized) |
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{ |
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} |
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else if(pm==PM_Viewport) |
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{ |
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GLint vp[4]; |
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glGetIntegerv(GL_VIEWPORT, vp); |
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glOrtho(0., vp[2], 0., vp[3], -1., 1.); |
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} |
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pushMatrix(Matrix4f::Identity(),GL_MODELVIEW); |
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} |
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void GpuHelper::popProjectionMode2D(void) |
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{ |
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popMatrix(GL_PROJECTION); |
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popMatrix(GL_MODELVIEW); |
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} |
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void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect ) |
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{ |
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static GLUquadricObj *cylindre = gluNewQuadric(); |
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glColor4fv(color.data()); |
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float length = vec.norm(); |
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pushMatrix(GL_MODELVIEW); |
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glTranslatef(position.x(), position.y(), position.z()); |
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Vector3f ax = Matrix3f::Identity().col(2).cross(vec); |
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ax.normalize(); |
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Vector3f tmp = vec; |
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tmp.normalize(); |
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float angle = 180.f/M_PI * acos(tmp.z()); |
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if (angle>1e-3) |
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glRotatef(angle, ax.x(), ax.y(), ax.z()); |
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gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10); |
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glTranslatef(0.0,0.0,0.8*length); |
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gluCylinder(cylindre, 2.0*length/aspect, 0.0, 0.2*length, 10, 10); |
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popMatrix(GL_MODELVIEW); |
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} |
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void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect) |
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{ |
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static GLUquadricObj *cylindre = gluNewQuadric(); |
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glColor4fv(color.data()); |
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float length = vec.norm(); |
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pushMatrix(GL_MODELVIEW); |
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glTranslatef(position.x(), position.y(), position.z()); |
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Vector3f ax = Matrix3f::Identity().col(2).cross(vec); |
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ax.normalize(); |
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Vector3f tmp = vec; |
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tmp.normalize(); |
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float angle = 180.f/M_PI * acos(tmp.z()); |
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if (angle>1e-3) |
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glRotatef(angle, ax.x(), ax.y(), ax.z()); |
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gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10); |
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glTranslatef(0.0,0.0,0.8*length); |
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glScalef(4.0*length/aspect,4.0*length/aspect,4.0*length/aspect); |
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drawUnitCube(); |
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popMatrix(GL_MODELVIEW); |
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} |
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void GpuHelper::drawUnitCube(void) |
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{ |
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static float vertices[][3] = { |
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{-0.5,-0.5,-0.5}, |
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{ 0.5,-0.5,-0.5}, |
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{-0.5, 0.5,-0.5}, |
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{ 0.5, 0.5,-0.5}, |
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{-0.5,-0.5, 0.5}, |
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{ 0.5,-0.5, 0.5}, |
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{-0.5, 0.5, 0.5}, |
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{ 0.5, 0.5, 0.5}}; |
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glBegin(GL_QUADS); |
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glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]); |
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glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]); |
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glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]); |
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glNormal3f(0, 1,0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]); |
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glNormal3f(-1,0,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]); |
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glNormal3f( 1,0,0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]); |
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glEnd(); |
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} |
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void GpuHelper::drawUnitSphere(int level) |
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{ |
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static IcoSphere sphere; |
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sphere.draw(level); |
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} |
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