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Warning, /include/Geant4/tools/sg/gl2ps_action is written in an unsupported language. File is not indexed.

0001 // Copyright (C) 2010, Guy Barrand. All rights reserved.
0002 // See the file tools.license for terms.
0003 
0004 #ifndef tools_sg_gl2ps_action
0005 #define tools_sg_gl2ps_action
0006 
0007 #include "gl2ps_manager"
0008 #include "../gl2ps"
0009 
0010 #include "render_action"
0011 #include "primitive_visitor"
0012 #include "../colorfs"
0013 #include "../lina/plane"
0014 
0015 #include <cstdio> //FILE
0016 
0017 namespace tools {
0018 namespace sg {
0019 
0020 class gl2ps_action : public render_action {
0021   TOOLS_ACTION(gl2ps_action,tools::sg::gl2ps_action,render_action)
0022 private:
0023   gl2ps_action& get_me() {return *this;}
0024 
0025   static unsigned int _GL2PS_POINT()    {return 2;}
0026   static unsigned int _GL2PS_LINE()     {return 3;}
0027   static unsigned int _GL2PS_TRIANGLE() {return 5;}
0028 public:
0029   virtual void draw_vertex_array(gl::mode_t a_mode,
0030                                  size_t a_floatn,
0031                                  const float* a_xyzs){
0032     m_pv.add_primitive(a_mode,a_floatn,a_xyzs);
0033   }
0034 
0035   virtual void draw_vertex_array_xy(gl::mode_t a_mode,
0036                                     size_t a_floatn,
0037                                     const float* a_xys){
0038     m_pv.add_primitive_xy(a_mode,a_floatn,a_xys);
0039   }
0040 
0041   virtual void draw_vertex_color_array(gl::mode_t a_mode,
0042                                        size_t a_floatn,
0043                                        const float* a_xyzs,
0044                                        const float* a_rgbas){
0045     m_pv.add_primitive_rgba(a_mode,a_floatn,a_xyzs,a_rgbas);
0046   }
0047 
0048   virtual void draw_vertex_normal_array(gl::mode_t a_mode,
0049                                         size_t a_floatn,
0050                                         const float* a_xyzs,
0051                                         const float* a_nms){
0052     m_pv.add_primitive_normal(a_mode,a_floatn,a_xyzs,a_nms);
0053   }
0054 
0055   virtual void draw_vertex_color_normal_array(gl::mode_t a_mode,
0056                                               size_t a_floatn,
0057                                               const float* a_xyzs,
0058                                               const float* a_rgbas,
0059                                               const float* a_nms){
0060     // We expect a_nms of size : 3*(a_floatn/3)
0061     // (then one normal per 3D point).
0062     m_pv.add_primitive_normal_rgba(a_mode,a_floatn,a_xyzs,a_nms,a_rgbas);
0063   }
0064 
0065   virtual void clear_color(float a_r,float a_g,float a_b,float /*a_a*/){
0066     //a_a ?
0067     set_background(a_r,a_g,a_b);
0068   }
0069   virtual void color4f(float a_r,float a_g,float a_b,float a_a){
0070     m_color.set_value(a_r,a_g,a_b,a_a);
0071   }
0072   virtual void line_width(float a_v){m_line_width = a_v;}
0073   virtual void point_size(float a_v) {m_point_size = a_v;}
0074   virtual void set_polygon_offset(bool a_v) {m_POLYGON_OFFSET_FILL = a_v;}
0075   virtual void normal(float a_x,float a_y,float a_z) {
0076     m_normal.set_value(a_x,a_y,a_z);
0077   }
0078 
0079   virtual void set_winding(winding_type a_v) {
0080     m_ccw = (a_v==winding_ccw?true:false);
0081   }
0082 
0083   virtual void set_shade_model(shade_type a_v) {
0084     if(a_v==shade_smooth) {}
0085     else {}
0086   }
0087 
0088   virtual void set_depth_test(bool a_on) {m_DEPTH_TEST = a_on;}
0089 
0090   virtual void set_cull_face(bool a_on) {m_CULL_FACE = a_on;}
0091   virtual void set_point_smooth(bool a_on) {m_POINT_SMOOTH = a_on;}
0092   virtual void set_line_smooth(bool a_on) {m_LINE_SMOOTH = a_on;}
0093 
0094   virtual void load_proj_matrix(const mat4f& a_mtx) {m_proj = a_mtx;}
0095   virtual void load_model_matrix(const mat4f& a_mtx) {
0096     m_model = a_mtx;
0097     set_normal_matrix();
0098   }
0099 
0100   virtual unsigned int max_lights() {return 1000;}
0101 
0102   virtual void enable_light(unsigned int,
0103                             float a_dx,float a_dy,float a_dz,
0104                             float a_r,float a_g,float a_b,float a_a,
0105                             float a_ar,float a_ag,float a_ab,float a_aa){
0106     m_light_color.set_value(a_r,a_g,a_b,a_a);
0107     m_light_ambient.set_value(a_ar,a_ag,a_ab,a_aa);
0108     m_light_direction.set_value(a_dx,a_dy,a_dz);
0109     m_light_direction.normalize();
0110     m_light_on = true;
0111   }
0112 
0113   virtual void set_lighting(bool a_on) {m_light_on = a_on;}
0114   virtual void set_blend(bool) {}
0115 
0116   virtual void restore_state(unsigned int /*a_ret_num_light*/) {
0117     const sg::state& _state = state();
0118     m_proj = _state.m_proj;
0119     m_model = _state.m_model;
0120     set_normal_matrix();
0121 
0122     m_color = _state.m_color;
0123     m_normal = _state.m_normal;
0124     
0125     m_ccw = (_state.m_winding==winding_ccw?true:false);
0126     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGON_OFFSET_FILL;
0127     m_CULL_FACE = _state.m_GL_CULL_FACE;
0128     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;
0129     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;
0130     m_point_size = _state.m_point_size;
0131     m_line_width = _state.m_line_width;
0132     m_light_on = _state.m_GL_LIGHTING;
0133     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
0134   }
0135 
0136   /////////////////////////////////////////////////////////////////
0137   /// texture /////////////////////////////////////////////////////
0138   /////////////////////////////////////////////////////////////////
0139   virtual void draw_vertex_array_texture(gl::mode_t,size_t a_xyzn,const float* a_xyzs,
0140                                          gstoid a_id,const float* a_tcs) {
0141     img_byte img;
0142     if(!m_mgr.find(a_id,img)) return;
0143     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a_tcs);
0144   }
0145 
0146   virtual void draw_vertex_normal_array_texture(gl::mode_t a_mode,
0147                                          size_t a_xyzn,
0148                                          const float* a_xyzs,
0149                                          const float* /*a_nms*/,
0150                                          gstoid a_id,
0151                                          const float* a_tcs) {
0152     draw_vertex_array_texture(a_mode,a_xyzn,a_xyzs,a_id,a_tcs);
0153   }
0154 
0155   /////////////////////////////////////////////////////////////////
0156   /// VBO /////////////////////////////////////////////////////////
0157   /////////////////////////////////////////////////////////////////
0158   virtual void begin_gsto(gstoid) {}
0159   virtual void draw_gsto_v(gl::mode_t,size_t,bufpos){}
0160   virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) {}
0161   virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) {}
0162   virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) {}
0163   virtual void end_gsto() {}
0164   /////////////////////////////////////////////////////////////////
0165   /////////////////////////////////////////////////////////////////
0166   /////////////////////////////////////////////////////////////////
0167   virtual sg::render_manager& render_manager() {return m_mgr;}
0168 public:
0169   gl2ps_action(gl2ps_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
0170   :parent(a_out,a_ww,a_wh)
0171   ,m_mgr(a_mgr)
0172   ,m_gl2ps_context(0)
0173   ,m_FILE(0)
0174   ,m_pv(get_me())
0175   ,m_light_color(colorf_white())
0176   ,m_light_ambient(colorf_black())
0177   ,m_light_direction(vec3f(0,0,-1))
0178 
0179   ,m_ccw(true)
0180   ,m_POLYGON_OFFSET_FILL(false)
0181   ,m_CULL_FACE(true)
0182   ,m_POINT_SMOOTH(false)
0183   ,m_LINE_SMOOTH(false)
0184   ,m_point_size(1)
0185   ,m_line_width(1)
0186   ,m_light_on(false)
0187   ,m_DEPTH_TEST(true)
0188   {
0189     m_back[0] = 1;
0190     m_back[1] = 1;
0191     m_back[2] = 1;
0192 
0193     m_vp_mtx.set_identity();
0194     m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
0195     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
0196 
0197     m_proj.set_identity();
0198     m_model.set_identity();
0199     m_normal_matrix.set_identity();
0200   }
0201   virtual ~gl2ps_action(){
0202     close();
0203   }
0204 protected:
0205   gl2ps_action(const gl2ps_action& a_from)
0206   :parent(a_from)
0207   ,m_mgr(a_from.m_mgr)
0208   ,m_gl2ps_context(0)
0209   ,m_FILE(0)
0210 
0211   ,m_vp_mtx(a_from.m_vp_mtx)
0212   ,m_pv(a_from.m_pv)
0213   ,m_light_color(a_from.m_light_color)
0214   ,m_light_ambient(a_from.m_light_ambient)
0215   ,m_light_direction(a_from.m_light_direction)
0216   ,m_normal(a_from.m_normal)
0217 
0218   ,m_proj(a_from.m_proj)
0219   ,m_model(a_from.m_model)
0220   ,m_normal_matrix(a_from.m_normal_matrix)
0221   ,m_color(a_from.m_color)
0222   ,m_ccw(a_from.m_ccw)
0223   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFSET_FILL)
0224   ,m_CULL_FACE(a_from.m_CULL_FACE)
0225   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)
0226   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)
0227   ,m_point_size(a_from.m_point_size)
0228   ,m_line_width(a_from.m_line_width)
0229   ,m_light_on(a_from.m_light_on)
0230   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
0231   {
0232     m_back[0] = a_from.m_back[0];
0233     m_back[1] = a_from.m_back[1];
0234     m_back[2] = a_from.m_back[2];
0235   }
0236   gl2ps_action& operator=(const gl2ps_action& a_from){
0237     parent::operator=(a_from);
0238     if(&a_from==this) return *this;
0239     close();
0240     m_back[0] = a_from.m_back[0];
0241     m_back[1] = a_from.m_back[1];
0242     m_back[2] = a_from.m_back[2];
0243 
0244     m_vp_mtx = a_from.m_vp_mtx;
0245     m_pv = a_from.m_pv;
0246     m_light_color = a_from.m_light_color;
0247     m_light_ambient = a_from.m_light_ambient;
0248     m_light_direction = a_from.m_light_direction;
0249     m_normal = a_from.m_normal;
0250 
0251     m_proj = a_from.m_proj;
0252     m_model = a_from.m_model;
0253     m_normal_matrix = a_from.m_normal_matrix;
0254     m_color = a_from.m_color;
0255     m_ccw = a_from.m_ccw;
0256     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_OFFSET_FILL;
0257     m_CULL_FACE = a_from.m_CULL_FACE;
0258     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;
0259     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;
0260     m_point_size = a_from.m_point_size;
0261     m_line_width = a_from.m_line_width;
0262     m_light_on = a_from.m_light_on;
0263     m_DEPTH_TEST = a_from.m_DEPTH_TEST;
0264     return *this;
0265   }
0266 public:
0267   bool open(const std::string& a_name,int a_format = TOOLS_GL2PS_EPS) {
0268     return open(a_name,a_format,-1,-1);
0269   }
0270   bool open(const std::string& a_name,int a_format,int a_sort,int a_options) {
0271     close();
0272 
0273     m_gl2ps_context = ::tools_gl2psCreateContext();
0274     if(!m_gl2ps_context) {
0275       m_out << "tools::sg::gl2ps_action::open :"
0276             << " can't create gl2ps context."
0277             << std::endl;
0278       return false;
0279     }
0280     
0281     m_FILE = ::fopen(a_name.c_str(),"wb");
0282     if(!m_FILE) {
0283       m_out << "tools::sg::gl2ps_action::open :"
0284             << " can't open file " << a_name << "."
0285             << std::endl;
0286       ::tools_gl2psDeleteContext(m_gl2ps_context);
0287       m_gl2ps_context = 0;
0288       return false;
0289     }
0290 
0291     int sort = 0;
0292     if(a_sort==(-1)) {
0293       sort = TOOLS_GL2PS_BSP_SORT;
0294     } else {
0295       sort = a_sort;
0296     }
0297 
0298     int options = 0;
0299     if(a_options==(-1)) {
0300       options = TOOLS_GL2PS_SILENT
0301       | TOOLS_GL2PS_OCCLUSION_CULL
0302       | TOOLS_GL2PS_BEST_ROOT
0303       | TOOLS_GL2PS_DRAW_BACKGROUND;
0304     } else {
0305       options = a_options;
0306     }
0307     
0308     tools_GLint vp[4];
0309     vp[0] = 0;
0310     vp[1] = 0;
0311     vp[2] = m_ww;
0312     vp[3] = m_wh;
0313 
0314     int bufsize = 0;
0315     if(::tools_gl2psBeginPage(m_gl2ps_context,"","tools_sg_write_gl2ps",
0316                      vp,a_format,sort,options,
0317                      TOOLS_GL_RGBA,0, NULL,0,0,0,bufsize,
0318                      m_FILE,a_name.c_str())==TOOLS_GL2PS_ERROR) {
0319       m_out << "tools::sg::gl2ps_action::open :"
0320             << " tools_gl2psBeginPage() failed."
0321             << std::endl;
0322       ::fclose(m_FILE);
0323       m_FILE = 0;
0324       ::tools_gl2psDeleteContext(m_gl2ps_context);
0325       m_gl2ps_context = 0;
0326       return false;
0327     }
0328     
0329     ::tools_gl2psSetBackgroundColor(m_gl2ps_context,m_back[0],m_back[1],m_back[2]);
0330 
0331     m_vp_mtx.set_identity();
0332     m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
0333     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
0334 
0335     return true;
0336   }
0337 
0338   bool close() {
0339     tools_GLint _status = 0;
0340     if(m_gl2ps_context) {
0341       _status = ::tools_gl2psEndPage(m_gl2ps_context);
0342     }
0343     if(m_FILE) {
0344       ::fclose(m_FILE);
0345       m_FILE = 0;
0346     }      
0347     if(m_gl2ps_context) {
0348       ::tools_gl2psDeleteContext(m_gl2ps_context);
0349       m_gl2ps_context = 0;
0350     }
0351     if (_status == TOOLS_GL2PS_OVERFLOW) return false;
0352     return true;
0353   }
0354   void set_background(float a_r,float a_g,float a_b) {
0355     m_back[0] = a_r;
0356     m_back[1] = a_g;
0357     m_back[2] = a_b;
0358   }
0359 protected:
0360   void set_normal_matrix() {
0361     mat4f tmp(m_model);
0362     tmp.no_translate();
0363     if(!tmp.invert(m_normal_matrix)) {
0364       m_out << "tools::sg::gl2ps_action::set_normal_matrix : can't invert model matrix." << std::endl;
0365     }
0366     m_normal_matrix.transpose();
0367   }
0368 
0369   bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) {
0370     a_w = 1;
0371     m_model.mul_4f(a_x,a_y,a_z,a_w);
0372     m_proj.mul_4f(a_x,a_y,a_z,a_w);
0373     if(a_w==0) return false;
0374     a_x /= a_w;
0375     a_y /= a_w;
0376     a_z /= a_w;
0377     return true;
0378   }
0379 
0380   static void set_vtx(tools_GL2PSvertex* a_vs,unsigned int a_index,
0381                       float a_x,float a_y,float a_z,
0382                       float a_r,float a_g,float a_b,float a_a){
0383     a_vs[a_index].xyz[0] = a_x;
0384     a_vs[a_index].xyz[1] = a_y;
0385     a_vs[a_index].xyz[2] = a_z;
0386     a_vs[a_index].rgba[0] = a_r;
0387     a_vs[a_index].rgba[1] = a_g;
0388     a_vs[a_index].rgba[2] = a_b;
0389     a_vs[a_index].rgba[3] = a_a;
0390   }
0391 
0392   class primvis : public primitive_visitor {
0393   protected:
0394     virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
0395       return m_this.project_point(a_x,a_y,a_z,a_w);
0396     }
0397     virtual bool add_point(float a_x,float a_y,float a_z,float) {
0398       if(!m_this.m_gl2ps_context) return false;
0399       
0400       float r = m_this.m_color[0];
0401       float g = m_this.m_color[1];
0402       float b = m_this.m_color[2];
0403       float a = m_this.m_color[3];
0404 
0405       tools_GLint offset = 0;
0406       tools_GLfloat ofactor = 0;
0407       tools_GLfloat ounits = 0;
0408       tools_GLushort pattern = 0;
0409       tools_GLint factor = 0;
0410       tools_GLfloat sz = m_this.m_point_size;
0411       tools_GLint linecap = 0;
0412       tools_GLint linejoin = 0;
0413       char boundary = 0;
0414 
0415       tools_GL2PSvertex vertices[1];
0416 
0417       m_this.m_vp_mtx.mul_3f(a_x,a_y,a_z);
0418 
0419       m_this.set_vtx(vertices,0, a_x,a_y,a_z, r,g,b,a);
0420       ::tools_gl2psAddPolyPrimitive(m_this.m_gl2ps_context,_GL2PS_POINT(),1,vertices,offset,ofactor,ounits,pattern,factor,sz,linecap,linejoin,boundary);
0421       return true;
0422     }
0423 
0424     virtual bool add_point(float a_x,float a_y,float a_z,float,
0425                            float a_r,float a_g,float a_b,float a_a) {
0426       if(!m_this.m_gl2ps_context) return false;
0427       
0428       tools_GLint offset = 0;
0429       tools_GLfloat ofactor = 0;
0430       tools_GLfloat ounits = 0;
0431       tools_GLushort pattern = 0;
0432       tools_GLint factor = 0;
0433       tools_GLfloat sz = m_this.m_point_size;
0434       tools_GLint linecap = 0;
0435       tools_GLint linejoin = 0;
0436       char boundary = 0;
0437 
0438       tools_GL2PSvertex vertices[1];
0439 
0440       m_this.m_vp_mtx.mul_3f(a_x,a_y,a_z);
0441 
0442       m_this.set_vtx(vertices,0, a_x,a_y,a_z, a_r,a_g,a_b,a_a);
0443 
0444       ::tools_gl2psAddPolyPrimitive(m_this.m_gl2ps_context,_GL2PS_POINT(),1,vertices,offset,ofactor,ounits,pattern,factor,sz,linecap,linejoin,boundary);
0445       return true;
0446     }
0447 
0448     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
0449                           float a_ex,float a_ey,float a_ez,float) {
0450       if(!m_this.m_gl2ps_context) return false;
0451       
0452       float r = m_this.m_color[0];
0453       float g = m_this.m_color[1];
0454       float b = m_this.m_color[2];
0455       float a = m_this.m_color[3];
0456 
0457       tools_GLint offset = 0;
0458       tools_GLfloat ofactor = 0;
0459       tools_GLfloat ounits = 0;
0460       tools_GLushort pattern = 0;
0461       tools_GLint factor = 0;
0462       tools_GLfloat lwidth = m_this.m_line_width;
0463       tools_GLint linecap = 0;
0464       tools_GLint linejoin = 0;
0465       char boundary = 0;
0466 
0467       tools_GL2PSvertex vertices[2];
0468 
0469       m_this.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
0470       m_this.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
0471 
0472       m_this.set_vtx(vertices,0, a_bx,a_by,a_bz, r,g,b,a);
0473       m_this.set_vtx(vertices,1, a_ex,a_ey,a_ez, r,g,b,a);
0474 
0475       ::tools_gl2psAddPolyPrimitive(m_this.m_gl2ps_context,_GL2PS_LINE(),2,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
0476 
0477       return true;
0478     }
0479 
0480     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
0481                           float a_br,float a_bg,float a_bb,float a_ba,
0482                           float a_ex,float a_ey,float a_ez,float,
0483                           float a_er,float a_eg,float a_eb,float a_ea){
0484       if(!m_this.m_gl2ps_context) return false;
0485 
0486       tools_GLint offset = 0;
0487       tools_GLfloat ofactor = 0;
0488       tools_GLfloat ounits = 0;
0489       tools_GLushort pattern = 0;
0490       tools_GLint factor = 0;
0491       tools_GLfloat lwidth = m_this.m_line_width;
0492       tools_GLint linecap = 0;
0493       tools_GLint linejoin = 0;
0494       char boundary = 0;
0495 
0496       tools_GL2PSvertex vertices[2];
0497 
0498       m_this.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
0499       m_this.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
0500 
0501       m_this.set_vtx(vertices,0, a_bx,a_by,a_bz, a_br,a_bg,a_bb,a_ba);
0502       m_this.set_vtx(vertices,1, a_ex,a_ey,a_ez, a_er,a_eg,a_eb,a_ea);
0503 
0504       ::tools_gl2psAddPolyPrimitive(m_this.m_gl2ps_context,_GL2PS_LINE(),2,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
0505 
0506       return true;
0507     }
0508 
0509     virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0510                               float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0511                               float a_p3x,float a_p3y,float a_p3z,float a_p3w){
0512       float r = m_this.m_color[0];
0513       float g = m_this.m_color[1];
0514       float b = m_this.m_color[2];
0515       float a = m_this.m_color[3];
0516       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0517                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0518                            r,g,b,a,
0519                            a_p2x,a_p2y,a_p2z,a_p2w,
0520                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0521                            r,g,b,a,
0522                            a_p3x,a_p3y,a_p3z,a_p3w,
0523                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0524                            r,g,b,a);
0525     }
0526 
0527     virtual bool add_triangle(
0528       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0529       float a_r1,float a_g1,float a_b1,float a_a1,
0530       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0531       float a_r2,float a_g2,float a_b2,float a_a2,
0532       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0533       float a_r3,float a_g3,float a_b3,float a_a3){
0534 
0535       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0536                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0537                            a_r1,a_g1,a_b1,a_a1,
0538                            a_p2x,a_p2y,a_p2z,a_p2w,
0539                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0540                            a_r2,a_g2,a_b2,a_a2,
0541                            a_p3x,a_p3y,a_p3z,a_p3w,
0542                            m_this.m_normal.x(),m_this.m_normal.y(),m_this.m_normal.z(),
0543                            a_r3,a_g3,a_b3,a_a3);
0544     }
0545 
0546     virtual bool project_normal(float& /*a_x*/,float& /*a_y*/,float& /*a_z*/) {
0547       return true;
0548     }
0549     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
0550                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/) {
0551       add_point(a_x,a_y,a_z,a_w);
0552       return true;
0553     }
0554     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
0555                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/,
0556                                   float a_r,float a_g,float a_b,float a_a) {
0557       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_a);
0558       return true;
0559     }
0560     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
0561                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
0562                                  float a_ex,float a_ey,float a_ez,float a_ew,
0563                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/) {
0564       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,a_ez,a_ew);
0565       return true;
0566     }
0567     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
0568                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
0569                                  float a_br,float a_bg,float a_bb,float a_ba,
0570                                  float a_ex,float a_ey,float a_ez,float a_ew,
0571                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/,
0572                                  float a_er,float a_eg,float a_eb,float a_ea){
0573       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,a_bb,a_ba, a_ex,a_ey,a_ez,a_ew, a_er,a_eg,a_eb,a_ea);
0574       return true;
0575     }
0576     virtual bool add_triangle_normal(
0577       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0578       float a_n1x,float a_n1y,float a_n1z,
0579       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0580       float a_n2x,float a_n2y,float a_n2z,
0581       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0582       float a_n3x,float a_n3y,float a_n3z) {
0583 
0584       float r = m_this.m_color[0];
0585       float g = m_this.m_color[1];
0586       float b = m_this.m_color[2];
0587       float a = m_this.m_color[3];
0588       
0589       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0590                            a_n1x,a_n1y,a_n1z,
0591                            r,g,b,a,
0592                            a_p2x,a_p2y,a_p2z,a_p2w,
0593                            a_n2x,a_n2y,a_n2z,
0594                            r,g,b,a,
0595                            a_p3x,a_p3y,a_p3z,a_p3w,
0596                            a_n3x,a_n3y,a_n3z,
0597                            r,g,b,a);
0598     }
0599     virtual bool add_triangle_normal(
0600       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0601       float a_n1x,float a_n1y,float a_n1z,
0602       float a_r1,float a_g1,float a_b1,float a_a1,
0603       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0604       float a_n2x,float a_n2y,float a_n2z,
0605       float a_r2,float a_g2,float a_b2,float a_a2,
0606       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0607       float a_n3x,float a_n3y,float a_n3z,
0608       float a_r3,float a_g3,float a_b3,float a_a3){
0609       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0610                            a_n1x,a_n1y,a_n1z,
0611                            a_r1,a_g1,a_b1,a_a1,
0612                            a_p2x,a_p2y,a_p2z,a_p2w,
0613                            a_n2x,a_n2y,a_n2z,
0614                            a_r2,a_g2,a_b2,a_a2,
0615                            a_p3x,a_p3y,a_p3z,a_p3w,
0616                            a_n3x,a_n3y,a_n3z,
0617                            a_r3,a_g3,a_b3,a_a3);
0618     }
0619   public:
0620     primvis(gl2ps_action& a_this):m_this(a_this){}
0621     virtual ~primvis(){}
0622   public:
0623     primvis(const primvis& a_from)
0624     :primitive_visitor(a_from)
0625     ,m_this(a_from.m_this)
0626     {}
0627     primvis& operator=(const primvis& a_from){
0628       primitive_visitor::operator=(a_from);
0629       return *this;
0630     }
0631   protected:    
0632     bool _add_triangle(float a_p1x,float a_p1y,float a_p1z,float /*a_p1w*/,
0633                        float a_n1x,float a_n1y,float a_n1z,
0634                        float a_r1,float a_g1,float a_b1,float a_a1,
0635                        float a_p2x,float a_p2y,float a_p2z,float /*a_p2w*/,
0636                        float a_n2x,float a_n2y,float a_n2z,
0637                        float a_r2,float a_g2,float a_b2,float a_a2,
0638                        float a_p3x,float a_p3y,float a_p3z,float /*a_p3w*/,
0639                        float a_n3x,float a_n3y,float a_n3z,
0640                        float a_r3,float a_g3,float a_b3,float a_a3) {
0641 
0642       if(!m_this.m_gl2ps_context) return false;
0643 
0644       float p1x = a_p1x;float p1y = a_p1y;float p1z = a_p1z;//float p1w = a_p1w;
0645       float p2x = a_p2x;float p2y = a_p2y;float p2z = a_p2z;//float p2w = a_p2w;
0646       float p3x = a_p3x;float p3y = a_p3y;float p3z = a_p3z;//float p3w = a_p3w;
0647 
0648       m_this.m_vp_mtx.mul_3f(p1x,p1y,p1z);
0649       m_this.m_vp_mtx.mul_3f(p2x,p2y,p2z);
0650       m_this.m_vp_mtx.mul_3f(p3x,p3y,p3z);
0651 
0652      {plane<vec3f> pn(
0653         vec3f(p1x,p1y,p1z),
0654         vec3f(p2x,p2y,p2z),
0655         vec3f(p3x,p3y,p3z)
0656       );
0657       if(!pn.is_valid()) return true;
0658       float C = pn.normal()[2];
0659       if(m_this.m_CULL_FACE){
0660         if(m_this.m_ccw) {
0661           if(C<=0) return true;
0662         } else {
0663           if(C>=0) return true;
0664         }
0665       }}
0666 
0667       tools_GL2PSvertex vertices[3];
0668 
0669       if(m_this.m_light_on) {  // same logic as toolx/wasm/webgl.js:
0670         
0671         float nx = (a_n1x+a_n2x+a_n3x)/3.0f;
0672         float ny = (a_n1y+a_n2y+a_n3y)/3.0f;
0673         float nz = (a_n1z+a_n2z+a_n3z)/3.0f;
0674 
0675         m_this.m_normal_matrix.mul_dir_3f(nx,ny,nz);
0676         vec3f _normal(nx,ny,nz);_normal.normalize();
0677 
0678         float _dot = _normal.dot(m_this.m_light_direction);
0679 
0680         float _r = (a_r1+a_r2+a_r3)/3.0f;
0681         float _g = (a_g1+a_g2+a_g3)/3.0f;
0682         float _b = (a_b1+a_b2+a_b3)/3.0f;
0683         float _a = (a_a1+a_a2+a_a3)/3.0f;
0684         colorf a_color(_r,_g,_b,_a);
0685 
0686         colorf frag_color = a_color;
0687 
0688         if(_dot<0.0) {
0689           _dot *= -1.0;
0690 
0691           colorf _tmp = m_this.m_light_color;
0692           _tmp *= _dot;
0693           _tmp += m_this.m_light_ambient;
0694 
0695           frag_color *= _tmp;
0696 
0697         } else {
0698           frag_color *= m_this.m_light_ambient;
0699         }
0700 
0701         frag_color.clamp();
0702         frag_color.set_a(a_color.a());
0703         
0704         float r = frag_color.r();
0705         float g = frag_color.g();
0706         float b = frag_color.b();
0707         float a = frag_color.a();
0708 
0709         m_this.set_vtx(vertices,0, p1x,p1y,p1z, r,g,b,a);
0710         m_this.set_vtx(vertices,1, p2x,p2y,p2z, r,g,b,a);
0711         m_this.set_vtx(vertices,2, p3x,p3y,p3z, r,g,b,a);
0712 
0713       } else {
0714         m_this.set_vtx(vertices,0, p1x,p1y,p1z, a_r1,a_g1,a_b1,a_a1);
0715         m_this.set_vtx(vertices,1, p2x,p2y,p2z, a_r2,a_g2,a_b2,a_a2);
0716         m_this.set_vtx(vertices,2, p3x,p3y,p3z, a_r3,a_g3,a_b3,a_a3);
0717 
0718       }
0719 
0720       tools_GLint offset = 0;
0721       tools_GLfloat ofactor = 0;
0722       tools_GLfloat ounits = 0;
0723       tools_GLushort pattern = 0;
0724       tools_GLint factor = 0;
0725       tools_GLfloat lwidth = m_this.m_line_width;
0726       tools_GLint linecap = 0;
0727       tools_GLint linejoin = 0;
0728       char boundary = 0;
0729 
0730       ::tools_gl2psAddPolyPrimitive(m_this.m_gl2ps_context,_GL2PS_TRIANGLE(),3,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
0731 
0732       return true;
0733     }
0734   protected:
0735     gl2ps_action& m_this;
0736   };
0737 
0738 protected:
0739   gl2ps_manager& m_mgr;
0740   tools_GL2PScontext* m_gl2ps_context;
0741 
0742   FILE* m_FILE;
0743   float m_back[3];
0744   mat4f m_vp_mtx;
0745   primvis m_pv;
0746 
0747   colorf m_light_color;
0748   colorf m_light_ambient;
0749   vec3f m_light_direction;
0750   vec3f m_normal;
0751 
0752   // to be restored in restore_state() :
0753   mat4f m_proj;
0754   mat4f m_model;
0755   mat4f m_normal_matrix;
0756   colorf m_color;
0757   bool m_ccw;
0758   bool m_POLYGON_OFFSET_FILL;
0759   bool m_CULL_FACE;
0760   bool m_POINT_SMOOTH;
0761   bool m_LINE_SMOOTH;
0762   float m_point_size;
0763   float m_line_width;
0764   bool m_light_on;
0765   bool m_DEPTH_TEST;
0766 };
0767 
0768 inline bool gl2ps_s2format(const std::string& a_format,int& a_gl2ps_format) {
0769   if(a_format=="gl2ps_eps") {a_gl2ps_format = TOOLS_GL2PS_EPS;return true;}
0770   if(a_format=="gl2ps_ps")  {a_gl2ps_format = TOOLS_GL2PS_PS; return true;}
0771   if(a_format=="gl2ps_pdf") {a_gl2ps_format = TOOLS_GL2PS_PDF;return true;}
0772   if(a_format=="gl2ps_svg") {a_gl2ps_format = TOOLS_GL2PS_SVG;return true;}
0773   if(a_format=="gl2ps_tex") {a_gl2ps_format = TOOLS_GL2PS_TEX;return true;}
0774   if(a_format=="gl2ps_pgf") {a_gl2ps_format = TOOLS_GL2PS_PGF;return true;}
0775   a_gl2ps_format = TOOLS_GL2PS_PS;
0776   return false;
0777 }
0778 
0779 inline bool gl2ps_s2sort(const std::string& a_sort,int& a_gl2ps_sort) {
0780   if(a_sort=="NO_SORT")     {a_gl2ps_sort = TOOLS_GL2PS_NO_SORT;    return true;}
0781   if(a_sort=="SIMPLE_SORT") {a_gl2ps_sort = TOOLS_GL2PS_SIMPLE_SORT;return true;}
0782   if(a_sort=="BSP_SORT")    {a_gl2ps_sort = TOOLS_GL2PS_BSP_SORT;   return true;}
0783   a_gl2ps_sort = TOOLS_GL2PS_NO_SORT;
0784   return false;
0785 }
0786 
0787 }}
0788 
0789 #include "../tokenize"
0790 #include "../forit"
0791 #include "../touplow"
0792 #include "../sout"
0793 
0794 namespace tools {
0795 namespace sg {
0796 
0797 inline bool gl2ps_s2options(const std::string& a_opts,int& a_gl2ps_opts) {
0798   std::vector<std::string> opts;
0799   words(a_opts,"|",false,opts);
0800   a_gl2ps_opts = 0;
0801   tools_vforit(std::string,opts,it) {
0802     touppercase(*it);
0803     const std::string& item = *it;
0804          if(item=="NONE")                 a_gl2ps_opts |= TOOLS_GL2PS_NONE;
0805     else if(item=="DRAW_BACKGROUND")      a_gl2ps_opts |= TOOLS_GL2PS_DRAW_BACKGROUND;
0806     else if(item=="SIMPLE_LINE_OFFSET")   a_gl2ps_opts |= TOOLS_GL2PS_SIMPLE_LINE_OFFSET;
0807     else if(item=="SILENT")               a_gl2ps_opts |= TOOLS_GL2PS_SILENT;
0808     else if(item=="BEST_ROOT")            a_gl2ps_opts |= TOOLS_GL2PS_BEST_ROOT;
0809     else if(item=="OCCLUSION_CULL")       a_gl2ps_opts |= TOOLS_GL2PS_OCCLUSION_CULL;
0810     else if(item=="NO_TEXT")              a_gl2ps_opts |= TOOLS_GL2PS_NO_TEXT;
0811     else if(item=="LANDSCAPE")            a_gl2ps_opts |= TOOLS_GL2PS_LANDSCAPE;
0812     else if(item=="NO_PS3_SHADING")       a_gl2ps_opts |= TOOLS_GL2PS_NO_PS3_SHADING;
0813     else if(item=="NO_PIXMAP")            a_gl2ps_opts |= TOOLS_GL2PS_NO_PIXMAP;
0814     else if(item=="USE_CURRENT_VIEWPORT") a_gl2ps_opts |= TOOLS_GL2PS_USE_CURRENT_VIEWPORT;
0815     else if(item=="COMPRESS")             a_gl2ps_opts |= TOOLS_GL2PS_COMPRESS;
0816     else if(item=="NO_BLENDING")          a_gl2ps_opts |= TOOLS_GL2PS_NO_BLENDING;
0817     else if(item=="TIGHT_BOUNDING_BOX")   a_gl2ps_opts |= TOOLS_GL2PS_TIGHT_BOUNDING_BOX;
0818     else if(item=="NO_OPENGL_CONTEXT")    a_gl2ps_opts |= TOOLS_GL2PS_NO_OPENGL_CONTEXT;
0819     else if(item=="NO_TEX_FONTSIZE")      a_gl2ps_opts |= TOOLS_GL2PS_NO_TEX_FONTSIZE;
0820     else if(item=="PORTABLE_SORT")        a_gl2ps_opts |= TOOLS_GL2PS_PORTABLE_SORT;
0821     else                                  {a_gl2ps_opts = 0;return false;}
0822   }
0823   return true;
0824 }
0825 
0826 }}
0827 
0828 
0829 #endif