Warning, /include/Geant4/tools/sg/zb_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_zb_action
0005 #define tools_sg_zb_action
0006
0007 #include "zb_manager"
0008
0009 #include "render_action"
0010 #include "primitive_visitor"
0011 #include "../glprims"
0012
0013 #include "../zb/buffer"
0014
0015 #include "../colorfs"
0016 #include "../lina/plane"
0017 #include "../mathf"
0018 #include "../lina/vec3d" //ZZ=double
0019
0020 namespace tools {
0021 namespace sg {
0022
0023 class zb_action : public render_action {
0024 TOOLS_ACTION(zb_action,tools::sg::zb_action,render_action)
0025 private:
0026 zb_action& get_me() {return *this;}
0027 public:
0028 virtual void draw_vertex_array(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs){
0029 m_pv.add_primitive(a_mode,a_floatn,a_xyzs);
0030 }
0031
0032 virtual void draw_vertex_array_xy(gl::mode_t a_mode,size_t a_floatn,const float* a_xys){
0033 m_pv.add_primitive_xy(a_mode,a_floatn,a_xys);
0034 }
0035
0036 virtual void draw_vertex_color_array(gl::mode_t a_mode,size_t a_floatn,
0037 const float* a_xyzs,const float* a_rgbas){
0038 m_pv.add_primitive_rgba(a_mode,a_floatn,a_xyzs,a_rgbas);
0039 }
0040
0041 virtual void draw_vertex_normal_array(gl::mode_t a_mode,size_t a_floatn,
0042 const float* a_xyzs,const float* a_nms){
0043 m_pv.add_primitive_normal(a_mode,a_floatn,a_xyzs,a_nms);
0044 }
0045
0046 virtual void draw_vertex_color_normal_array(gl::mode_t a_mode,size_t a_floatn,
0047 const float* a_xyzs,const float* a_rgbas,const float* a_nms){
0048 // We expect a_nms of size : 3*(a_floatn/3)
0049 // (then one normal per 3D point).
0050 m_pv.add_primitive_normal_rgba(a_mode,a_floatn,a_xyzs,a_nms,a_rgbas);
0051 }
0052
0053 virtual void clear_color(float a_r,float a_g,float a_b,float a_a){
0054 zb::buffer::ZPixel pix;
0055 zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix);
0056 m_zb.clear_color_buffer(pix);
0057 }
0058 virtual void color4f(float a_r,float a_g,float a_b,float a_a){
0059 m_rgba.set_value(a_r,a_g,a_b,a_a);
0060 }
0061 virtual void line_width(float a_v){m_line_width = a_v;}
0062 virtual void point_size(float a_v) {m_point_size = a_v;}
0063 virtual void set_polygon_offset(bool a_v) {m_POLYGON_OFFSET_FILL = a_v;}
0064 virtual void normal(float a_x,float a_y,float a_z) {
0065 m_normal.set_value(a_x,a_y,a_z);
0066 }
0067
0068 virtual void set_winding(winding_type a_v) {
0069 m_ccw = (a_v==winding_ccw?true:false);
0070 }
0071 virtual void set_shade_model(shade_type) {}
0072
0073 virtual void set_depth_test(bool a_on) {m_DEPTH_TEST = a_on;}
0074
0075 virtual void set_cull_face(bool a_on) {m_CULL_FACE = a_on;}
0076 virtual void set_point_smooth(bool a_on) {m_POINT_SMOOTH = a_on;}
0077 virtual void set_line_smooth(bool a_on) {m_LINE_SMOOTH = a_on;}
0078
0079 virtual void load_proj_matrix(const mat4f& a_mtx) {
0080 m_proj = a_mtx;
0081 }
0082
0083 virtual void load_model_matrix(const mat4f& a_mtx) {
0084 m_model = a_mtx;
0085 set_normal_matrix();
0086 }
0087
0088 virtual unsigned int max_lights() {return 1000;}
0089
0090 virtual void enable_light(unsigned int,
0091 float a_dx,float a_dy,float a_dz,
0092 float a_r,float a_g,float a_b,float a_a,
0093 float a_ar,float a_ag,float a_ab,float a_aa){
0094 m_light_color.set_value(a_r,a_g,a_b,a_a);
0095 m_light_ambient.set_value(a_ar,a_ag,a_ab,a_aa);
0096 m_light_direction.set_value(a_dx,a_dy,a_dz);
0097 m_light_direction.normalize();
0098 m_light_on = true;
0099 }
0100
0101 virtual void set_lighting(bool a_value) {m_light_on = a_value;}
0102 virtual void set_blend(bool a_value) {m_blend = a_value;}
0103
0104 virtual void restore_state(unsigned int /*a_ret_num_light*/) {
0105 const sg::state& _state = state();
0106 m_proj = _state.m_proj;
0107 m_model = _state.m_model;
0108 set_normal_matrix();
0109
0110 m_rgba = _state.m_color;
0111 m_normal = _state.m_normal;
0112
0113 m_ccw = (_state.m_winding==winding_ccw?true:false);
0114 m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGON_OFFSET_FILL;
0115 m_CULL_FACE = _state.m_GL_CULL_FACE;
0116 m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;
0117 m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;
0118 m_line_width = _state.m_line_width;
0119 m_point_size = _state.m_point_size;
0120 m_light_on = _state.m_GL_LIGHTING;
0121 m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
0122 m_blend = _state.m_GL_BLEND;
0123
0124 /*
0125 if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
0126 else ::glDisable(GL_TEXTURE_2D);
0127
0128 // The "return of separator" state had ret_num_light.
0129 // The restored state has m_light.
0130 // We have to glDisable lights with index in [m_light,ret_num_light-1]
0131 for(unsigned int index=_state.m_light;index<a_ret_num_light;index++) {
0132 ::glDisable(GL_LIGHT0+index);
0133 }
0134 */
0135 }
0136
0137 /////////////////////////////////////////////////////////////////
0138 /// texture /////////////////////////////////////////////////////
0139 /////////////////////////////////////////////////////////////////
0140 virtual void draw_vertex_array_texture(gl::mode_t,size_t a_xyzn,const float* a_xyzs,
0141 gstoid a_id,const float* a_tcs) {
0142 //::printf("debug : zb_action : 000 : %d\n",a_id);
0143 img_byte img;
0144 if(!m_mgr.find(a_id,img)) return;
0145 m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a_tcs);
0146 }
0147
0148 virtual void draw_vertex_normal_array_texture(gl::mode_t a_mode,
0149 size_t a_xyzn,const float* a_xyzs,const float* /*a_nms*/,
0150 gstoid a_id,const float* a_tcs) {
0151 draw_vertex_array_texture(a_mode,a_xyzn,a_xyzs,a_id,a_tcs);
0152 }
0153
0154 /////////////////////////////////////////////////////////////////
0155 /// VBO /////////////////////////////////////////////////////////
0156 /////////////////////////////////////////////////////////////////
0157 virtual void begin_gsto(gstoid) {}
0158 virtual void draw_gsto_v(gl::mode_t,size_t,bufpos){}
0159 virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) {}
0160 virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) {}
0161 virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) {}
0162 virtual void end_gsto() {}
0163 /////////////////////////////////////////////////////////////////
0164 /////////////////////////////////////////////////////////////////
0165 /////////////////////////////////////////////////////////////////
0166 virtual sg::render_manager& render_manager() {return m_mgr;}
0167 public:
0168 zb_action(zb_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
0169 :parent(a_out,a_ww,a_wh)
0170 ,m_mgr(a_mgr)
0171 ,m_pv(get_me())
0172 ,m_light_color(colorf_white())
0173 ,m_light_ambient(colorf_black())
0174 ,m_light_direction(vec3f(0,0,-1))
0175 ,m_normal(0,0,1)
0176
0177 ,m_ccw(true)
0178 ,m_POLYGON_OFFSET_FILL(false)
0179 ,m_CULL_FACE(true)
0180 ,m_POINT_SMOOTH(false)
0181 ,m_LINE_SMOOTH(false)
0182 ,m_line_width(1)
0183 ,m_point_size(1)
0184 ,m_light_on(false)
0185 ,m_DEPTH_TEST(true)
0186 ,m_blend(false)
0187 {
0188 m_vp_mtx.set_identity();
0189 m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
0190 m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
0191
0192 m_zb.change_size(a_ww,a_wh);
0193 //m_zb.clear_color_buffer(0);
0194 //m_zb.clear_depth_buffer();
0195
0196 m_proj.set_identity();
0197 m_model.set_identity();
0198 m_normal_matrix.set_identity();
0199 }
0200 virtual ~zb_action(){}
0201 protected:
0202 zb_action(const zb_action& a_from)
0203 :parent(a_from)
0204 ,m_mgr(a_from.m_mgr)
0205 ,m_vp_mtx(a_from.m_vp_mtx)
0206 ,m_pv(a_from.m_pv)
0207 ,m_light_color(a_from.m_light_color)
0208 ,m_light_ambient(a_from.m_light_ambient)
0209 ,m_light_direction(a_from.m_light_direction)
0210 ,m_normal(a_from.m_normal)
0211
0212 ,m_proj(a_from.m_proj)
0213 ,m_model(a_from.m_model)
0214 ,m_normal_matrix(a_from.m_normal_matrix)
0215 ,m_rgba(a_from.m_rgba)
0216 ,m_ccw(a_from.m_ccw)
0217 ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFSET_FILL)
0218 ,m_CULL_FACE(a_from.m_CULL_FACE)
0219 ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)
0220 ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)
0221 ,m_line_width(a_from.m_line_width)
0222 ,m_point_size(a_from.m_point_size)
0223 ,m_light_on(a_from.m_light_on)
0224 ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
0225 ,m_blend(a_from.m_blend)
0226 {}
0227 zb_action& operator=(const zb_action& a_from){
0228 parent::operator=(a_from);
0229 m_vp_mtx = a_from.m_vp_mtx;
0230 m_pv = a_from.m_pv;
0231 m_light_color = a_from.m_light_color;
0232 m_light_ambient = a_from.m_light_ambient;
0233 m_light_direction = a_from.m_light_direction;
0234 m_normal = a_from.m_normal;
0235
0236 m_proj = a_from.m_proj;
0237 m_model = a_from.m_model;
0238 m_normal_matrix = a_from.m_normal_matrix;
0239 m_rgba = a_from.m_rgba;
0240 m_ccw = a_from.m_ccw;
0241 m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_OFFSET_FILL;
0242 m_CULL_FACE = a_from.m_CULL_FACE;
0243 m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;
0244 m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;
0245 m_line_width = a_from.m_line_width;
0246 m_point_size = a_from.m_point_size;
0247 m_light_on = a_from.m_light_on;
0248 m_DEPTH_TEST = a_from.m_DEPTH_TEST;
0249 m_blend = a_from.m_blend;
0250 return *this;
0251 }
0252 public:
0253 void clear_color_buffer(float a_r,float a_g,float a_b,float a_a){
0254 clear_color(a_r,a_g,a_b,a_a);
0255 }
0256 void clear_color_buffer(const colorf& a_color){
0257 clear_color(a_color.r(),a_color.g(),a_color.b(),a_color.a());
0258 }
0259
0260 void clear_depth_buffer() {m_zb.clear_depth_buffer();}
0261 protected:
0262 typedef unsigned char uchar;
0263 protected:
0264 static void color2pix(const colorf& a_rgba,zb::buffer::ZPixel& a_pix) {
0265 zb::buffer::rgba2pix(a_rgba.r(),a_rgba.g(),a_rgba.b(),a_rgba.a(),a_pix);
0266 }
0267 public:
0268 zb::buffer::ZPixel* get_color_buffer(unsigned int& a_width,unsigned int& a_height) const {return m_zb.get_color_buffer(a_width,a_height);}
0269
0270 bool get_rgbs(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
0271 a_buffer.clear();
0272 if(!m_ww || !m_wh) return false;
0273 size_t sz = 3 * m_ww * m_wh;
0274 a_buffer.resize(sz);
0275 uchar* pos = vec_data(a_buffer);
0276 zb::buffer::ZPixel pix;
0277 uchar* _pix = 0;
0278 for(unsigned int row=0;row<m_wh;row++) {
0279 for(unsigned int col=0;col<m_ww;col++) {
0280 if(!m_zb.get_clipped_pixel(col,a_top_to_bottom?row:m_wh-1-row,pix)){
0281 m_out << "tools::sg::zb_action::get_rgbs : can't get zbuffer pixel" << std::endl;
0282 *pos = 0xFF;pos++;
0283 *pos = 0x00;pos++;
0284 *pos = 0x00;pos++;
0285 } else {
0286 _pix = (uchar*)&pix;
0287 *pos = *_pix;_pix++;pos++;
0288 *pos = *_pix;_pix++;pos++;
0289 *pos = *_pix;_pix++;pos++;
0290 }
0291 }
0292 }
0293 return true;
0294 }
0295
0296 bool get_rgbas(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
0297 a_buffer.clear();
0298 if(!m_ww || !m_wh) return false;
0299 size_t sz = 4 * m_ww * m_wh;
0300 a_buffer.resize(sz);
0301 if(a_top_to_bottom) {
0302 ::memcpy(vec_data(a_buffer),m_zb.zimage(),sz);
0303 return true;
0304 }
0305 size_t stride = m_ww*4;
0306 uchar* zpos = ((uchar*)m_zb.zimage())+sz-stride;
0307 uchar* pos = vec_data(a_buffer);
0308 for(unsigned int row=0;row<m_wh;row++,pos+=stride,zpos-=stride) ::memcpy(pos,zpos,stride);
0309 return true;
0310 }
0311 bool get_rgbas_cocoa(unsigned int a_factor,std::vector<uchar>& a_buffer) {
0312 a_buffer.clear();
0313 if(!m_ww || !m_wh) return false;
0314 if(!a_factor) return false;
0315 size_t bpp = 4;
0316 a_buffer.resize(a_factor* m_ww * a_factor * m_wh * bpp);
0317 uchar* zbuffer = (uchar*)m_zb.zimage();
0318 uchar* abuffer = vec_data(a_buffer);
0319 size_t zstride = m_ww*bpp;
0320 size_t astride = a_factor*m_ww*bpp;
0321 size_t i,j,ar,ac,ipix;
0322 uchar* zpos;uchar* apos;
0323 for(j=0;j<m_wh;j++) {
0324 for(i=0;i<m_ww;i++) {
0325 //position in the original image.
0326 zpos = zbuffer + (m_wh-1-j) * zstride + i*bpp; //top_to_bottom.
0327
0328 for(ar=0;ar<a_factor;ar++) {
0329 for(ac=0;ac<a_factor;ac++) {
0330 //position in the new image.
0331 apos = abuffer + (j*a_factor+ar) * astride + (i*a_factor+ac)*bpp;
0332 for(ipix=0;ipix<bpp;ipix++) {
0333 *(apos+ipix) = *(zpos+ipix);
0334 }
0335 }
0336 }
0337
0338 }
0339 }
0340
0341 return true;
0342 }
0343
0344 bool get_bgras(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
0345 a_buffer.clear();
0346 if(!m_ww || !m_wh) return false;
0347 size_t sz = 4 * m_ww * m_wh;
0348 a_buffer.resize(sz);
0349 if(a_top_to_bottom) {
0350 uchar* pos = vec_data(a_buffer);
0351 uchar* zpos = ((uchar*)m_zb.zimage());
0352 for(size_t count=0;count<sz;count+=4,pos+=4,zpos+=4) {
0353 *(pos+0) = *(zpos+2);
0354 *(pos+1) = *(zpos+1);
0355 *(pos+2) = *(zpos+0);
0356 *(pos+3) = *(zpos+3);
0357 }
0358 } else {
0359 size_t stride = m_ww*4;
0360 uchar* pos_line = vec_data(a_buffer);
0361 uchar* zpos_line = ((uchar*)m_zb.zimage())+sz-stride;
0362 uchar* pos;
0363 uchar* zpos;
0364 size_t count;
0365 for(unsigned int row=0;row<m_wh;row++,pos_line+=stride,zpos_line-=stride) {
0366 pos = pos_line;
0367 zpos = zpos_line;
0368 for(count=0;count<m_ww;count++,pos+=4,zpos+=4) {
0369 *(pos+0) = *(zpos+2);
0370 *(pos+1) = *(zpos+1);
0371 *(pos+2) = *(zpos+0);
0372 *(pos+3) = *(zpos+3);
0373 }
0374 }
0375 }
0376 return true;
0377 }
0378 public:
0379 static bool get_rgb(void* a_tag,unsigned int a_col,unsigned int a_row,float& a_r,float& a_g,float& a_b){
0380 //used with wps.
0381 zb_action* rzb = (zb_action*)a_tag;
0382 zb::buffer::ZPixel pix;
0383 if(!rzb->m_zb.get_clipped_pixel(a_col,rzb->wh()-1-a_row,pix)){
0384 rzb->out() << "tools::sg;:zb_action::get_rgb: can't get zbuffer pixel" << std::endl;
0385 a_r = 1;
0386 a_g = 0;
0387 a_b = 0;
0388 return false;
0389 }
0390 float a;
0391 zb::buffer::pix2rgba(pix,a_r,a_g,a_b,a);
0392 return true;
0393 }
0394 protected:
0395 void set_normal_matrix() {
0396 mat4f tmp(m_model);
0397 tmp.no_translate();
0398 if(!tmp.invert(m_normal_matrix)) {
0399 m_out << "tools::sg::zb_action::set_normal_matrix : can't invert model matrix." << std::endl;
0400 }
0401 m_normal_matrix.transpose();
0402 }
0403
0404 bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) {
0405 a_w = 1;
0406 m_model.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);
0407 m_proj.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);
0408 if(a_w==0) return false;
0409 a_x /= a_w;
0410 a_y /= a_w;
0411 a_z /= a_w;
0412 return true;
0413 }
0414 // bool project_normal(float& a_x,float& a_y,float& a_z) {
0415 // m_model.mul_dir_3f(a_x,a_y,a_z);
0416 // m_proj.mul_dir_3f(a_x,a_y,a_z);
0417 // return true;
0418 // }
0419
0420 class primvis : public primitive_visitor {
0421 protected:
0422 virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
0423 return m_this.project_point(a_x,a_y,a_z,a_w);
0424 }
0425 virtual bool add_point(float a_x,float a_y,float a_z,float) {
0426 return _add_point(a_x,a_y,a_z,m_this.m_rgba.r(),m_this.m_rgba.g(),m_this.m_rgba.b(),m_this.m_rgba.a());
0427 }
0428
0429 virtual bool add_point(float a_x,float a_y,float a_z,float,
0430 float a_r,float a_g,float a_b,float a_a) {
0431 return _add_point(a_x,a_y,a_z,a_r,a_g,a_b,a_a);
0432 }
0433
0434 virtual bool add_line(float a_bx,float a_by,float a_bz,float,
0435 float a_ex,float a_ey,float a_ez,float) {
0436 m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_bz,m_tmp);
0437 m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_ez,m_tmp);
0438 a_bz *= -1;
0439 a_ez *= -1;
0440
0441 zb::point beg;
0442 zinit(beg,a_bx,a_by,a_bz);
0443
0444 zb::point end;
0445 zinit(end,a_ex,a_ey,a_ez);
0446
0447 m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
0448 m_this.m_zb.set_blend(m_this.m_blend);
0449
0450 zb::buffer::ZPixel pix;
0451 color2pix(m_this.m_rgba,pix);
0452 m_this.m_zb.draw_line(beg,end,pix,npix(m_this.m_line_width));
0453
0454 return true;
0455 }
0456
0457 virtual bool add_line(float a_bx,float a_by,float a_bz,float,
0458 float a_br,float a_bg,float a_bb,float a_ba,
0459 float a_ex,float a_ey,float a_ez,float,
0460 float,float,float,float) {
0461 m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_bz,m_tmp);
0462 m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_ez,m_tmp);
0463 a_bz *= -1;
0464 a_ez *= -1;
0465
0466 zb::point beg;
0467 zinit(beg,a_bx,a_by,a_bz);
0468
0469 zb::point end;
0470 zinit(end,a_ex,a_ey,a_ez);
0471
0472 m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
0473 m_this.m_zb.set_blend(m_this.m_blend);
0474
0475 // interpolate color with beg,end ?
0476 zb::buffer::ZPixel pix;
0477 zb::buffer::rgba2pix(a_br,a_bg,a_bb,a_ba,pix);
0478 m_this.m_zb.draw_line(beg,end,pix,npix(m_this.m_line_width));
0479
0480 return true;
0481 }
0482
0483 virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0484 float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0485 float a_p3x,float a_p3y,float a_p3z,float a_p3w){
0486 return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0487 m_this.m_normal.x(),
0488 m_this.m_normal.y(),
0489 m_this.m_normal.z(),
0490 a_p2x,a_p2y,a_p2z,a_p2w,
0491 m_this.m_normal.x(),
0492 m_this.m_normal.y(),
0493 m_this.m_normal.z(),
0494 a_p3x,a_p3y,a_p3z,a_p3w,
0495 m_this.m_normal.x(),
0496 m_this.m_normal.y(),
0497 m_this.m_normal.z(),
0498 m_this.m_rgba);
0499 }
0500
0501 virtual bool add_triangle(
0502 float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0503 float a_r1,float a_g1,float a_b1,float a_a1,
0504 float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0505 float a_r2,float a_g2,float a_b2,float a_a2,
0506 float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0507 float a_r3,float a_g3,float a_b3,float a_a3){
0508
0509 float r = (a_r1+a_r2+a_r3)/3.0f;
0510 float g = (a_g1+a_g2+a_g3)/3.0f;
0511 float b = (a_b1+a_b2+a_b3)/3.0f;
0512 float a = (a_a1+a_a2+a_a3)/3.0f;
0513 colorf col(r,g,b,a);
0514
0515 return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0516 m_this.m_normal.x(),
0517 m_this.m_normal.y(),
0518 m_this.m_normal.z(),
0519 a_p2x,a_p2y,a_p2z,a_p2w,
0520 m_this.m_normal.x(),
0521 m_this.m_normal.y(),
0522 m_this.m_normal.z(),
0523 a_p3x,a_p3y,a_p3z,a_p3w,
0524 m_this.m_normal.x(),
0525 m_this.m_normal.y(),
0526 m_this.m_normal.z(),
0527 col);
0528 }
0529
0530 virtual bool project_normal(float&,float&,float&) {
0531 //return m_this.project_normal(a_x,a_y,a_z);
0532 return true;
0533 }
0534 virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
0535 float /*a_nx*/,float /*a_ny*/,float /*a_nz*/) {
0536 add_point(a_x,a_y,a_z,a_w);
0537 return true;
0538 }
0539 virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
0540 float /*a_nx*/,float /*a_ny*/,float /*a_nz*/,
0541 float a_r,float a_g,float a_b,float a_a) {
0542 add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_a);
0543 return true;
0544 }
0545 virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
0546 float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
0547 float a_ex,float a_ey,float a_ez,float a_ew,
0548 float /*a_enx*/,float /*a_eny*/,float /*a_enz*/) {
0549 add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,a_ez,a_ew);
0550 return true;
0551 }
0552 virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
0553 float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
0554 float a_br,float a_bg,float a_bb,float a_ba,
0555 float a_ex,float a_ey,float a_ez,float a_ew,
0556 float /*a_enx*/,float /*a_eny*/,float /*a_enz*/,
0557 float a_er,float a_eg,float a_eb,float a_ea){
0558 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);
0559 return true;
0560 }
0561 virtual bool add_triangle_normal(
0562 float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0563 float a_n1x,float a_n1y,float a_n1z,
0564 float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0565 float a_n2x,float a_n2y,float a_n2z,
0566 float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0567 float a_n3x,float a_n3y,float a_n3z) {
0568
0569 return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0570 a_n1x,a_n1y,a_n1z,
0571 a_p2x,a_p2y,a_p2z,a_p2w,
0572 a_n2x,a_n2y,a_n2z,
0573 a_p3x,a_p3y,a_p3z,a_p3w,
0574 a_n3x,a_n3y,a_n3z,
0575 m_this.m_rgba);
0576 return true;
0577 }
0578 virtual bool add_triangle_normal(
0579 float a_p1x,float a_p1y,float a_p1z,float a_p1w,
0580 float a_n1x,float a_n1y,float a_n1z,
0581 float a_r1,float a_g1,float a_b1,float a_a1,
0582 float a_p2x,float a_p2y,float a_p2z,float a_p2w,
0583 float a_n2x,float a_n2y,float a_n2z,
0584 float a_r2,float a_g2,float a_b2,float a_a2,
0585 float a_p3x,float a_p3y,float a_p3z,float a_p3w,
0586 float a_n3x,float a_n3y,float a_n3z,
0587 float a_r3,float a_g3,float a_b3,float a_a3){
0588
0589 float r = (a_r1+a_r2+a_r3)/3.0f;
0590 float g = (a_g1+a_g2+a_g3)/3.0f;
0591 float b = (a_b1+a_b2+a_b3)/3.0f;
0592 float a = (a_a1+a_a2+a_a3)/3.0f;
0593 colorf col(r,g,b,a);
0594
0595 return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
0596 a_n1x,a_n1y,a_n1z,
0597 a_p2x,a_p2y,a_p2z,a_p2w,
0598 a_n2x,a_n2y,a_n2z,
0599 a_p3x,a_p3y,a_p3z,a_p3w,
0600 a_n3x,a_n3y,a_n3z,
0601 col);
0602 return true;
0603 }
0604 public:
0605 primvis(zb_action& a_zb):m_this(a_zb){}
0606 virtual ~primvis(){}
0607 public:
0608 primvis(const primvis& a_from)
0609 :primitive_visitor(a_from)
0610 ,m_this(a_from.m_this)
0611 {}
0612 primvis& operator=(const primvis& a_from){
0613 primitive_visitor::operator=(a_from);
0614 return *this;
0615 }
0616 protected:
0617 static void zinit(zb::point& a_p,float a_x,float a_y,float a_z) {
0618 a_p.x = fround(a_x); //float -> int
0619 a_p.y = fround(a_y); //float -> int
0620 a_p.z = (zb::ZZ)a_z; //float -> double
0621 }
0622
0623 unsigned int npix(float a_size) {
0624 // 0 -> 0
0625 // 1 -> 0
0626 // 2 -> 1 3x3
0627 // 3 -> 1 3x3
0628 // 4 -> 2 5x5
0629 // 5 -> 2 5x5
0630 // 6 -> 3 7x7
0631 unsigned int num = (unsigned int)a_size;
0632 unsigned int num_2 = num/2;
0633 if(2*num_2==num) {num++;num_2 = num/2;}
0634 return num_2;
0635 }
0636
0637 bool _add_point(float a_x,float a_y,float a_z,float a_r,float a_g,float a_b,float a_a){
0638 m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
0639 m_this.m_zb.set_blend(m_this.m_blend);
0640
0641 m_this.m_vp_mtx.mul_3f_opt(a_x,a_y,a_z,m_tmp);
0642 a_z *= -1;
0643
0644 zb::point p;
0645 zinit(p,a_x,a_y,a_z);
0646
0647 zb::buffer::ZPixel pix;
0648 zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix);
0649 m_this.m_zb.draw_point(p,pix,npix(m_this.m_point_size));
0650
0651 return true;
0652 }
0653
0654 bool _add_triangle(float a_p1x,float a_p1y,float a_p1z,float /*a_p1w*/,
0655 float a_n1x,float a_n1y,float a_n1z,
0656 float a_p2x,float a_p2y,float a_p2z,float /*a_p2w*/,
0657 float a_n2x,float a_n2y,float a_n2z,
0658 float a_p3x,float a_p3y,float a_p3z,float /*a_p3w*/,
0659 float a_n3x,float a_n3y,float a_n3z,
0660 const colorf& a_color){
0661
0662 float p1x = a_p1x;float p1y = a_p1y;float p1z = a_p1z;//float p1w = a_p1w;
0663 float p2x = a_p2x;float p2y = a_p2y;float p2z = a_p2z;//float p2w = a_p2w;
0664 float p3x = a_p3x;float p3y = a_p3y;float p3z = a_p3z;//float p3w = a_p3w;
0665
0666 m_this.m_vp_mtx.mul_3f_opt(p1x,p1y,p1z,m_tmp);
0667 m_this.m_vp_mtx.mul_3f_opt(p2x,p2y,p2z,m_tmp);
0668 m_this.m_vp_mtx.mul_3f_opt(p3x,p3y,p3z,m_tmp);
0669 p1z *= -1;
0670 p2z *= -1;
0671 p3z *= -1;
0672
0673 if(m_this.m_POLYGON_OFFSET_FILL){
0674 //note : gopaw pawex9,14,15,21 with "lego" (drawing cubes) are sensitive to the below epsil.
0675 // zs are in [-1,1]
0676 float epsil = 1e-4f;
0677 p1z -= epsil;
0678 p2z -= epsil;
0679 p3z -= epsil;
0680 }
0681
0682 typedef zb::ZZ ZZ; //double
0683
0684 plane<vec3d> pn(
0685 vec3<ZZ>(p1x,p1y,p1z),
0686 vec3<ZZ>(p2x,p2y,p2z),
0687 vec3<ZZ>(p3x,p3y,p3z)
0688 );
0689 if(!pn.is_valid()) return true;
0690
0691 // norm[0]*x+norm[1]*y+norm[2]*z = dist
0692 // A*x+B*y+C*z+D = 0
0693
0694 ZZ C = pn.normal()[2];
0695
0696 if(m_this.m_CULL_FACE){
0697 if(m_this.m_ccw) {
0698 if(C<=0) return true;
0699 } else {
0700 if(C>=0) return true;
0701 }
0702 }
0703
0704 ZZ A = pn.normal()[0];
0705 ZZ B = pn.normal()[1];
0706 ZZ D = -pn.distance_from_origin();
0707
0708 //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);
0709 //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);
0710
0711 zb::point list[3];
0712 zinit(list[0],p1x,p1y,p1z);
0713 zinit(list[1],p2x,p2y,p2z);
0714 zinit(list[2],p3x,p3y,p3z);
0715
0716 m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
0717 m_this.m_zb.set_blend(m_this.m_blend);
0718
0719 colorf frag_color = a_color;
0720
0721 if(m_this.m_light_on) { // same logic as toolx/wasm/webgl.js:
0722
0723 float nx = (a_n1x+a_n2x+a_n3x)/3.0f;
0724 float ny = (a_n1y+a_n2y+a_n3y)/3.0f;
0725 float nz = (a_n1z+a_n2z+a_n3z)/3.0f;
0726
0727 m_this.m_normal_matrix.mul_dir_3f_opt(nx,ny,nz,m_tmp);
0728
0729 vec3f _normal(nx,ny,nz);_normal.normalize();
0730
0731 float _dot = _normal.dot(m_this.m_light_direction);
0732
0733 if(_dot<0.0f) {
0734 _dot *= -1.0f;
0735
0736 colorf _tmp = m_this.m_light_color;
0737 _tmp *= _dot;
0738 // _tmp *= 1.4f; //to have same intensity as GL on desktops.
0739 _tmp += m_this.m_light_ambient;
0740
0741 frag_color *= _tmp;
0742
0743 } else {
0744 frag_color *= m_this.m_light_ambient;
0745 }
0746
0747 frag_color.clamp();
0748 frag_color.set_a(a_color.a());
0749
0750 }
0751
0752 zb::buffer::ZPixel pix;
0753 color2pix(frag_color,pix);
0754 m_this.m_zb.draw_polygon(3,list,A,B,C,D,pix);
0755
0756 return true;
0757 }
0758 protected:
0759 zb_action& m_this;
0760 private: //optimize:
0761 float m_tmp[3];
0762 };
0763
0764 protected:
0765 zb_manager& m_mgr;
0766 mat4f m_vp_mtx;
0767 zb::buffer m_zb;
0768 primvis m_pv;
0769 colorf m_light_color;
0770 colorf m_light_ambient;
0771 vec3f m_light_direction;
0772 vec3f m_normal;
0773
0774 // to be restored in restore_state() :
0775 mat4f m_proj;
0776 mat4f m_model;
0777 mat4f m_normal_matrix;
0778 colorf m_rgba;
0779 bool m_ccw;
0780 bool m_POLYGON_OFFSET_FILL;
0781 bool m_CULL_FACE;
0782 bool m_POINT_SMOOTH;
0783 bool m_LINE_SMOOTH;
0784 float m_line_width;
0785 float m_point_size;
0786 bool m_light_on;
0787 bool m_DEPTH_TEST;
0788 bool m_blend;
0789 private: //optimize:
0790 float m_tmp[4];
0791 };
0792
0793 }}
0794
0795 #endif