Warning, /include/Geant4/tools/sg/render_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_render_action
0005 #define tools_sg_render_action
0006
0007 #include "matrix_action"
0008
0009 #include "../glprims"
0010 #include "../colorf"
0011
0012 namespace tools {
0013 namespace sg {
0014 class render_manager;
0015 }}
0016
0017
0018 namespace tools {
0019 namespace sg {
0020
0021 typedef size_t bufpos;
0022
0023 class render_action : public matrix_action {
0024 TOOLS_ACTION_NO_COPY(render_action,tools::sg::render_action,matrix_action)
0025 public:
0026 typedef unsigned int gstoid;
0027 public:
0028 virtual void load_proj_matrix(const mat4f&) = 0;
0029 virtual void load_model_matrix(const mat4f&) = 0;
0030 public:
0031 virtual void draw_vertex_array(gl::mode_t,size_t,const float*) = 0;
0032 virtual void draw_vertex_array_xy(gl::mode_t,size_t,const float*) = 0;
0033 virtual void draw_vertex_color_array(gl::mode_t,size_t,const float*,const float*) = 0;
0034 virtual void draw_vertex_normal_array(gl::mode_t,size_t,const float*,const float*) = 0;
0035 virtual void draw_vertex_color_normal_array(gl::mode_t,size_t,const float*,const float*,const float*) = 0;
0036
0037 /////////////////////////////////////////////////////////////////
0038 /// texture /////////////////////////////////////////////////////
0039 /////////////////////////////////////////////////////////////////
0040 virtual void draw_vertex_array_texture(gl::mode_t,size_t,const float*,gstoid,const float*) = 0;
0041 virtual void draw_vertex_normal_array_texture(gl::mode_t,size_t,const float*,const float*,gstoid,const float*) = 0;
0042
0043 /////////////////////////////////////////////////////////////////
0044 /// VBO /////////////////////////////////////////////////////////
0045 /////////////////////////////////////////////////////////////////
0046 virtual void begin_gsto(gstoid) = 0;
0047 virtual void draw_gsto_v(gl::mode_t,size_t,bufpos) = 0;
0048 virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) = 0;
0049 virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) = 0;
0050 virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) = 0;
0051 virtual void end_gsto() = 0;
0052 /////////////////////////////////////////////////////////////////
0053 /////////////////////////////////////////////////////////////////
0054 /////////////////////////////////////////////////////////////////
0055
0056 virtual void clear_color(float,float,float,float) = 0;
0057 virtual void color4f(float,float,float,float) = 0;
0058 virtual void line_width(float) = 0;
0059 virtual void point_size(float) = 0;
0060 virtual void set_polygon_offset(bool) = 0;
0061 virtual void set_winding(winding_type) = 0;
0062 virtual void set_shade_model(shade_type) = 0;
0063 virtual void set_cull_face(bool) = 0;
0064 virtual void set_point_smooth(bool) = 0;
0065 virtual void set_line_smooth(bool) = 0;
0066 virtual void normal(float,float,float) = 0;
0067 virtual void set_depth_test(bool) = 0;
0068 virtual unsigned int max_lights() = 0;
0069 virtual void enable_light(unsigned int,
0070 float,float,float, //directrion
0071 float,float,float,float, //diffuse RGBA
0072 float,float,float,float) = 0; //ambient RGBA
0073 virtual void set_lighting(bool) = 0;
0074 virtual void set_blend(bool) = 0;
0075 virtual void restore_state(unsigned int) = 0;
0076
0077 virtual sg::render_manager& render_manager() = 0; //sg:: is needed.
0078 public:
0079 render_action(std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
0080 :parent(a_out,a_ww,a_wh)
0081 ,m_do_transparency(false)
0082 ,m_have_to_do_transparency(false)
0083 {}
0084 virtual ~render_action(){}
0085 public:
0086 render_action(const render_action& a_from)
0087 :parent(a_from)
0088 ,m_do_transparency(a_from.m_do_transparency)
0089 ,m_have_to_do_transparency(a_from.m_have_to_do_transparency)
0090 {}
0091 render_action& operator=(const render_action& a_from){
0092 parent::operator=(a_from);
0093 m_do_transparency = a_from.m_do_transparency;
0094 m_have_to_do_transparency = a_from.m_have_to_do_transparency;
0095 return *this;
0096 }
0097 public:
0098 void set_do_transparency(bool a_value) {m_do_transparency = a_value;}
0099 bool do_transparency() const {return m_do_transparency;}
0100 void set_have_to_do_transparency(bool a_value) {m_have_to_do_transparency = a_value;}
0101 bool have_to_do_transparency() const {return m_have_to_do_transparency;}
0102
0103 bool have_to_render() {
0104 bool transparent = state().m_color.a()!=1.0f?true:false;
0105 if(transparent && state().m_GL_BLEND) {
0106 if(m_do_transparency) return true;
0107 m_have_to_do_transparency = true;
0108 return false;
0109 }
0110 if(m_do_transparency) return false;
0111 return true;
0112 }
0113
0114 void load_matrices_to_identity() {
0115 load_proj_matrix(m_identity);
0116 load_model_matrix(m_identity);
0117 }
0118 void load_matrices_from_state() {
0119 const sg::state& _state = state();
0120 load_proj_matrix(_state.m_proj);
0121 load_model_matrix(_state.m_model);
0122 }
0123
0124 void clear_color(const colorf& a_color){
0125 clear_color(a_color[0],a_color[1],a_color[2],a_color[3]);
0126 }
0127 void color4f(const colorf& a_color){
0128 color4f(a_color[0],a_color[1],a_color[2],a_color[3]);
0129 }
0130
0131 void enable_light(unsigned int a_light,
0132 const vec3f& a_dir,
0133 const colorf& a_col,const colorf& a_ambient) {
0134 enable_light(a_light,
0135 a_dir[0],a_dir[1],a_dir[2],
0136 a_col[0],a_col[1],a_col[2],a_col[3],
0137 a_ambient[0],a_ambient[1],a_ambient[2],a_ambient[3]);
0138 }
0139
0140 void draw_vertex_array(gl::mode_t a_mode,const std::vector<float>& a_xyzs){
0141 const float* _xyzs = a_xyzs.data();
0142 draw_vertex_array(a_mode,a_xyzs.size(),_xyzs);
0143 }
0144
0145 void draw_vertex_array_xy(gl::mode_t a_mode,const std::vector<float>& a_xys){
0146 const float* _xys = a_xys.data();
0147 draw_vertex_array_xy(a_mode,a_xys.size(),_xys);
0148 }
0149
0150 void draw_vertex_color_array(gl::mode_t a_mode,
0151 const std::vector<float>& a_xyzs,
0152 const std::vector<float>& a_rgbas){
0153 const float* _xyzs = a_xyzs.data();
0154 const float* _rgbas = a_rgbas.data();
0155 draw_vertex_color_array(a_mode,a_xyzs.size(),_xyzs,_rgbas);
0156 }
0157
0158 void draw_vertex_normal_array(gl::mode_t a_mode,
0159 const std::vector<float>& a_xyzs,
0160 const std::vector<float>& a_nms){
0161 const float* _xyzs = a_xyzs.data();
0162 const float* _nms = a_nms.data();
0163 draw_vertex_normal_array(a_mode,a_xyzs.size(),_xyzs,_nms);
0164 }
0165
0166 void draw_vertex_color_normal_array(gl::mode_t a_mode,
0167 const std::vector<float>& a_xyzs,
0168 const std::vector<float>& a_rgbas,
0169 const std::vector<float>& a_nms){
0170 const float* _xyzs = a_xyzs.data();
0171 const float* _rgbas = a_rgbas.data();
0172 const float* _nms = a_nms.data();
0173 draw_vertex_color_normal_array(a_mode,a_xyzs.size(),_xyzs,_rgbas,_nms);
0174 }
0175
0176 void normal(const vec3f& a_vec) {normal(a_vec[0],a_vec[1],a_vec[2]);}
0177
0178 public:
0179 // for sphere::visit template.
0180 bool add_triangles_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
0181 draw_vertex_normal_array(gl::triangles(),a_floatn,a_xyzs,a_nms);
0182 return true;
0183 }
0184 bool add_triangle_fan_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
0185 draw_vertex_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_nms);
0186 return true;
0187 }
0188 bool add_triangle_fan_normal_rgba(size_t a_floatn,const float* a_xyzs,float* a_nms,const float* a_rgbas) {
0189 draw_vertex_color_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_rgbas,a_nms);
0190 return true;
0191 }
0192 bool add_triangle_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
0193 draw_vertex_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_nms);
0194 return true;
0195 }
0196 bool add_triangle_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas) {
0197 draw_vertex_color_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_rgbas,a_nms);
0198 return true;
0199 }
0200 bool add_lines(size_t a_floatn,const float* a_xyzs) {
0201 draw_vertex_array(gl::lines(),a_floatn,a_xyzs);
0202 return true;
0203 }
0204 bool add_line_loop(size_t a_floatn,const float* a_xyzs) {
0205 draw_vertex_array(gl::line_loop(),a_floatn,a_xyzs);
0206 return true;
0207 }
0208 bool add_line_strip(size_t a_floatn,const float* a_xyzs) {
0209 draw_vertex_array(gl::line_strip(),a_floatn,a_xyzs);
0210 return true;
0211 }
0212 bool add_points(size_t a_floatn,const float* a_xyzs) {
0213 draw_vertex_array(gl::points(),a_floatn,a_xyzs);
0214 return true;
0215 }
0216
0217 bool add_triangle_fan_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
0218 draw_vertex_normal_array_texture(gl::triangle_fan(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
0219 return true;
0220 }
0221 bool add_triangle_strip_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
0222 draw_vertex_normal_array_texture(gl::triangle_strip(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
0223 return true;
0224 }
0225
0226 bool add_line_loop(const std::vector<float>& a_xyzs){
0227 const float* _xyzs = a_xyzs.data();
0228 draw_vertex_array(gl::line_loop(),a_xyzs.size(),_xyzs);
0229 return true;
0230 }
0231
0232 bool add_line_strip(const std::vector<float>& a_xyzs){
0233 const float* _xyzs = a_xyzs.data();
0234 draw_vertex_array(gl::line_strip(),a_xyzs.size(),_xyzs);
0235 return true;
0236 }
0237
0238
0239 bool add_triangle_strip_as_triangles(size_t a_floatn,const float* a_xyzs,const float* a_nms) { //used in sg::sphere, icosahedron_sphere.
0240 // It appears that if glShadeModel is GL_FLAT, triangle strip does not look the same in "gsto mode" where it is rendered as triangles.
0241 // We use this function for immediate rendering, in case we want the same rendering as "gsto mode".
0242
0243 size_t num = a_floatn/3;
0244 if(num<3) return false;
0245 size_t nxyzs = (num-2)*3*3;
0246
0247 std::vector<float> m_xyzs(nxyzs);
0248 std::vector<float> m_nms(nxyzs);
0249
0250 {float* pxyzs = m_xyzs.data();
0251 float* pnms = m_nms.data();
0252 gl::triangle_strip_to_triangles_nms(num,a_xyzs,a_nms,pxyzs,pnms);}
0253
0254 return add_triangles_normal(nxyzs,m_xyzs.data(),m_nms.data());
0255 }
0256
0257 void dump_vertex_array_xy(std::ostream& a_out,gl::mode_t /*a_mode*/,size_t a_floatn,const float* a_xys) {
0258 size_t num = a_floatn/2;
0259 if(!num) return;
0260 a_out << "dump_vertex_array_xy : begin : " << num << std::endl;
0261 for(size_t index=0;index<num;index++) {
0262 a_out << "xy : " << index
0263 << " " << a_xys[2*index]
0264 << " " << a_xys[2*index+1]
0265 << std::endl;
0266 }
0267 a_out << "dump_vertex_array_xy : end." << std::endl;
0268 }
0269 protected:
0270 bool m_do_transparency;
0271 bool m_have_to_do_transparency;
0272 };
0273
0274 }}
0275
0276 #endif