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							126 lines
						
					
					
						
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							126 lines
						
					
					
						
							3.9 KiB
						
					
					
				
								// This file is part of Eigen, a lightweight C++ template library
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								// for linear algebra.
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								//
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								// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
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								//
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								// This Source Code Form is subject to the terms of the Mozilla
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								// Public License v. 2.0. If a copy of the MPL was not distributed
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								// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
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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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								// PLEASE don't look at this old code... ;)
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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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								    // switch to 2D projection
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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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								        //glOrtho(-1., 1., -1., 1., 0., 1.);
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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 /* = 50.*/)
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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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