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