#include "solvespace.h" // A public-domain Hershey vector font ("Simplex"). #include "font.table" static bool ColorLocked; #define FONT_SCALE (0.5) double glxStrWidth(char *str) { int w = 0; for(; *str; str++) { int c = *str; if(c < 32 || c > 126) c = 32; c -= 32; w += Font[c].width; } return w*FONT_SCALE/SS.GW.scale; } double glxStrHeight(void) { // The characters have height ~21, as they appear in the table. return 21.0*FONT_SCALE/SS.GW.scale; } void glxWriteTextRefCenter(char *str) { double scale = FONT_SCALE/SS.GW.scale; double fh = glxStrHeight(); double fw = glxStrWidth(str); glPushMatrix(); glTranslated(-fw/2, -fh/2, 0); // Undo the (+5, +5) offset that glxWriteText applies. glTranslated(-5*scale, -5*scale, 0); glxWriteText(str); glPopMatrix(); } void glxWriteText(char *str) { double scale = FONT_SCALE/SS.GW.scale; int xo = 5; int yo = 5; for(; *str; str++) { int c = *str; if(c < 32 || c > 126) c = 32; c -= 32; glBegin(GL_LINE_STRIP); int j; for(j = 0; j < Font[c].points; j++) { int x = Font[c].coord[j*2]; int y = Font[c].coord[j*2+1]; if(x == PEN_UP && y == PEN_UP) { glEnd(); glBegin(GL_LINE_STRIP); } else { glVertex3d((xo + x)*scale, (yo + y)*scale, 0); } } glEnd(); xo += Font[c].width; } } void glxVertex3v(Vector u) { glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z); } void glxTranslatev(Vector u) { glTranslated((GLdouble)u.x, (GLdouble)u.y, (GLdouble)u.z); } void glxOntoWorkplane(Vector u, Vector v) { u = u.WithMagnitude(1); v = v.WithMagnitude(1); double mat[16]; Vector n = u.Cross(v); MakeMatrix(mat, u.x, v.x, n.x, 0, u.y, v.y, n.y, 0, u.z, v.z, n.z, 0, 0, 0, 0, 1); glMultMatrixd(mat); } void glxLockColorTo(double r, double g, double b) { ColorLocked = false; glxColor3d(r, g, b); ColorLocked = true; } void glxUnlockColor(void) { ColorLocked = false; } void glxColor3d(double r, double g, double b) { if(!ColorLocked) glColor3d(r, g, b); } void glxColor4d(double r, double g, double b, double a) { if(!ColorLocked) glColor4d(r, g, b, a); } void glxFillMesh(int specColor, SMesh *m, DWORD h, DWORD s1, DWORD s2) { glEnable(GL_NORMALIZE); int prevColor = -1; glBegin(GL_TRIANGLES); for(int i = 0; i < m->l.n; i++) { STriangle *tr = &(m->l.elem[i]); Vector n = tr->Normal(); glNormal3d(n.x, n.y, n.z); int color; if((s1 != 0 && tr->meta.face == s1) || (s2 != 0 && tr->meta.face == s2)) { color = RGB(200, 0, 0); } else if(h != 0 && tr->meta.face == h) { color = RGB(200, 200, 0); } else if(specColor < 0) { color = tr->meta.color; } else { color = specColor; } if(color != prevColor) { GLfloat mpf[] = { ((color >> 0) & 0xff) / 255.0f, ((color >> 8) & 0xff) / 255.0f, ((color >> 16) & 0xff) / 255.0f, 1.0 }; glEnd(); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf); prevColor = color; glBegin(GL_TRIANGLES); } glxVertex3v(tr->a); glxVertex3v(tr->b); glxVertex3v(tr->c); } glEnd(); } static void GLX_CALLBACK Vertex(Vector *p) { glxVertex3v(*p); } void glxFillPolygon(SPolygon *p) { GLUtesselator *gt = gluNewTess(); gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)glBegin); gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)glEnd); gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)Vertex); glxTesselatePolygon(gt, p); gluDeleteTess(gt); } static void GLX_CALLBACK Combine(double coords[3], void *vertexData[4], float weight[4], void **outData) { Vector *n = (Vector *)AllocTemporary(sizeof(Vector)); n->x = coords[0]; n->y = coords[1]; n->z = coords[2]; *outData = n; } void glxTesselatePolygon(GLUtesselator *gt, SPolygon *p) { int i, j; gluTessCallback(gt, GLU_TESS_COMBINE, (glxCallbackFptr *)Combine); gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD); Vector normal = p->normal; glNormal3d(normal.x, normal.y, normal.z); gluTessNormal(gt, normal.x, normal.y, normal.z); gluTessBeginPolygon(gt, NULL); for(i = 0; i < p->l.n; i++) { SContour *sc = &(p->l.elem[i]); gluTessBeginContour(gt); for(j = 0; j < (sc->l.n-1); j++) { SPoint *sp = &(sc->l.elem[j]); double ap[3]; ap[0] = sp->p.x; ap[1] = sp->p.y; ap[2] = sp->p.z; gluTessVertex(gt, ap, &(sp->p)); } gluTessEndContour(gt); } gluTessEndPolygon(gt); } void glxDebugPolygon(SPolygon *p) { int i, j; glLineWidth(2); glPointSize(7); glDisable(GL_DEPTH_TEST); for(i = 0; i < p->l.n; i++) { SContour *sc = &(p->l.elem[i]); for(j = 0; j < (sc->l.n-1); j++) { Vector a = (sc->l.elem[j]).p; Vector b = (sc->l.elem[j+1]).p; glxLockColorTo(0, 0, 1); Vector d = (a.Minus(b)).WithMagnitude(-0); glBegin(GL_LINES); glxVertex3v(a.Plus(d)); glxVertex3v(b.Minus(d)); glEnd(); glxLockColorTo(1, 0, 0); glBegin(GL_POINTS); glxVertex3v(a.Plus(d)); glxVertex3v(b.Minus(d)); glEnd(); } } } void glxDebugEdgeList(SEdgeList *el) { int i; glLineWidth(2); glPointSize(7); glDisable(GL_DEPTH_TEST); for(i = 0; i < el->l.n; i++) { SEdge *se = &(el->l.elem[i]); if(se->tag) continue; Vector a = se->a, b = se->b; glxLockColorTo(0, 1, 1); Vector d = (a.Minus(b)).WithMagnitude(-0); glBegin(GL_LINES); glxVertex3v(a.Plus(d)); glxVertex3v(b.Minus(d)); glEnd(); glxLockColorTo(0, 0, 1); glBegin(GL_POINTS); glxVertex3v(a.Plus(d)); glxVertex3v(b.Minus(d)); glEnd(); } } void glxDebugMesh(SMesh *m) { int i; glLineWidth(1); glPointSize(7); glxUnlockColor(); for(i = 0; i < m->l.n; i++) { STriangle *t = &(m->l.elem[i]); if(t->tag) continue; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glxColor4d(0, 1, 0, 1.0); glBegin(GL_TRIANGLES); glxVertex3v(t->a); glxVertex3v(t->b); glxVertex3v(t->c); glEnd(); glPolygonOffset(0, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } void glxMarkPolygonNormal(SPolygon *p) { Vector tail = Vector::From(0, 0, 0); int i, j, cnt = 0; // Choose some reasonable center point. for(i = 0; i < p->l.n; i++) { SContour *sc = &(p->l.elem[i]); for(j = 0; j < (sc->l.n-1); j++) { SPoint *sp = &(sc->l.elem[j]); tail = tail.Plus(sp->p); cnt++; } } if(cnt == 0) return; tail = tail.ScaledBy(1.0/cnt); Vector gn = SS.GW.projRight.Cross(SS.GW.projUp); Vector tip = tail.Plus((p->normal).WithMagnitude(40/SS.GW.scale)); Vector arrow = (p->normal).WithMagnitude(15/SS.GW.scale); glColor3d(1, 1, 0); glBegin(GL_LINES); glxVertex3v(tail); glxVertex3v(tip); glxVertex3v(tip); glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, 0.6))); glxVertex3v(tip); glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, -0.6))); glEnd(); glEnable(GL_LIGHTING); }