386 lines
9.6 KiB
C++
386 lines
9.6 KiB
C++
#include "solvespace.h"
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// A public-domain Hershey vector font ("Simplex").
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#include "font.table"
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static bool ColorLocked;
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static bool DepthOffsetLocked;
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#define FONT_SCALE (0.55)
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double glxStrWidth(char *str) {
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int w = 0;
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for(; *str; str++) {
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int c = *str;
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if(c < 32 || c > 126) c = 32;
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c -= 32;
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w += Font[c].width;
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}
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return w*FONT_SCALE/SS.GW.scale;
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}
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double glxStrHeight(void) {
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// The characters have height ~21, as they appear in the table.
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return 21.0*FONT_SCALE/SS.GW.scale;
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}
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void glxWriteTextRefCenter(char *str)
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{
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double scale = FONT_SCALE/SS.GW.scale;
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double fh = glxStrHeight();
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double fw = glxStrWidth(str);
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glPushMatrix();
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glTranslated(-fw/2, -fh/2, 0);
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// Undo the (+5, +5) offset that glxWriteText applies.
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glTranslated(-5*scale, -5*scale, 0);
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glxWriteText(str);
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glPopMatrix();
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}
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void glxWriteText(char *str)
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{
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double scale = FONT_SCALE/SS.GW.scale;
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int xo = 5;
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int yo = 5;
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for(; *str; str++) {
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int c = *str;
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if(c < 32 || c > 126) c = 32;
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c -= 32;
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glBegin(GL_LINE_STRIP);
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int j;
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for(j = 0; j < Font[c].points; j++) {
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int x = Font[c].coord[j*2];
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int y = Font[c].coord[j*2+1];
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if(x == PEN_UP && y == PEN_UP) {
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glEnd();
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glBegin(GL_LINE_STRIP);
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} else {
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glVertex3d((xo + x)*scale, (yo + y)*scale, 0);
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}
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}
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glEnd();
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xo += Font[c].width;
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}
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}
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void glxVertex3v(Vector u)
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{
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glVertex3f((GLfloat)u.x, (GLfloat)u.y, (GLfloat)u.z);
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}
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void glxTranslatev(Vector u)
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{
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glTranslated((GLdouble)u.x, (GLdouble)u.y, (GLdouble)u.z);
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}
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void glxOntoWorkplane(Vector u, Vector v)
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{
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u = u.WithMagnitude(1);
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v = v.WithMagnitude(1);
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double mat[16];
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Vector n = u.Cross(v);
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MakeMatrix(mat, u.x, v.x, n.x, 0,
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u.y, v.y, n.y, 0,
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u.z, v.z, n.z, 0,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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}
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void glxLockColorTo(double r, double g, double b)
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{
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ColorLocked = false;
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glxColor3d(r, g, b);
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ColorLocked = true;
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}
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void glxUnlockColor(void)
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{
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ColorLocked = false;
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}
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void glxColor3d(double r, double g, double b)
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{
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if(!ColorLocked) glColor3d(r, g, b);
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}
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void glxColor4d(double r, double g, double b, double a)
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{
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if(!ColorLocked) glColor4d(r, g, b, a);
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}
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static void Stipple(BOOL forSel)
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{
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static BOOL Init;
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const int BYTES = (32*32)/8;
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static GLubyte HoverMask[BYTES];
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static GLubyte SelMask[BYTES];
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if(!Init) {
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int x, y;
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for(x = 0; x < 32; x++) {
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for(y = 0; y < 32; y++) {
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int i = y*4 + x/8, b = x % 8;
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int ym = y % 4, xm = x % 4;
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for(int k = 0; k < 2; k++) {
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if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) {
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(k == 0 ? SelMask : HoverMask)[i] |= (0x80 >> b);
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}
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ym = (ym + 2) % 4; xm = (xm + 2) % 4;
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}
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}
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}
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Init = TRUE;
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}
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glEnable(GL_POLYGON_STIPPLE);
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if(forSel) {
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glPolygonStipple(SelMask);
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} else {
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glPolygonStipple(HoverMask);
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}
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}
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static void StippleTriangle(STriangle *tr, BOOL s, double r, double g, double b)
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{
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glEnd();
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glDisable(GL_LIGHTING);
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glColor3d(r, g, b);
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Stipple(s);
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glBegin(GL_TRIANGLES);
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glxVertex3v(tr->a);
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glxVertex3v(tr->b);
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glxVertex3v(tr->c);
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glEnd();
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glEnable(GL_LIGHTING);
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glDisable(GL_POLYGON_STIPPLE);
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glBegin(GL_TRIANGLES);
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}
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void glxFillMesh(int specColor, SMesh *m, DWORD h, DWORD s1, DWORD s2)
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{
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glEnable(GL_NORMALIZE);
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int prevColor = -1;
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glBegin(GL_TRIANGLES);
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for(int i = 0; i < m->l.n; i++) {
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STriangle *tr = &(m->l.elem[i]);
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int color;
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if(specColor < 0) {
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color = tr->meta.color;
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} else {
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color = specColor;
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}
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if(color != prevColor) {
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GLfloat mpf[] = { REDf(color), GREENf(color), BLUEf(color), 1.0 };
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glEnd();
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mpf);
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prevColor = color;
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glBegin(GL_TRIANGLES);
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}
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if(tr->an.EqualsExactly(Vector::From(0, 0, 0))) {
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// Compute the normal from the vertices
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Vector n = tr->Normal();
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glNormal3d(n.x, n.y, n.z);
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glxVertex3v(tr->a);
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glxVertex3v(tr->b);
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glxVertex3v(tr->c);
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} else {
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// Use the exact normals that are specified
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glNormal3d((tr->an).x, (tr->an).y, (tr->an).z);
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glxVertex3v(tr->a);
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glNormal3d((tr->bn).x, (tr->bn).y, (tr->bn).z);
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glxVertex3v(tr->b);
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glNormal3d((tr->cn).x, (tr->cn).y, (tr->cn).z);
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glxVertex3v(tr->c);
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}
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if((s1 != 0 && tr->meta.face == s1) ||
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(s2 != 0 && tr->meta.face == s2))
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{
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StippleTriangle(tr, TRUE, 1, 0, 0);
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}
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if(h != 0 && tr->meta.face == h) {
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StippleTriangle(tr, FALSE, 1, 1, 0);
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}
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}
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glEnd();
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}
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static void GLX_CALLBACK Vertex(Vector *p) {
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glxVertex3v(*p);
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}
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void glxFillPolygon(SPolygon *p)
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{
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GLUtesselator *gt = gluNewTess();
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gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)glBegin);
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gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)glEnd);
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gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)Vertex);
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glxTesselatePolygon(gt, p);
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gluDeleteTess(gt);
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}
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static void GLX_CALLBACK Combine(double coords[3], void *vertexData[4],
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float weight[4], void **outData)
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{
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Vector *n = (Vector *)AllocTemporary(sizeof(Vector));
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n->x = coords[0];
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n->y = coords[1];
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n->z = coords[2];
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*outData = n;
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}
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void glxTesselatePolygon(GLUtesselator *gt, SPolygon *p)
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{
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int i, j;
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gluTessCallback(gt, GLU_TESS_COMBINE, (glxCallbackFptr *)Combine);
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gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
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Vector normal = p->normal;
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glNormal3d(normal.x, normal.y, normal.z);
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gluTessNormal(gt, normal.x, normal.y, normal.z);
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gluTessBeginPolygon(gt, NULL);
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for(i = 0; i < p->l.n; i++) {
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SContour *sc = &(p->l.elem[i]);
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gluTessBeginContour(gt);
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for(j = 0; j < (sc->l.n-1); j++) {
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SPoint *sp = &(sc->l.elem[j]);
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double ap[3];
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ap[0] = sp->p.x;
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ap[1] = sp->p.y;
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ap[2] = sp->p.z;
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gluTessVertex(gt, ap, &(sp->p));
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}
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gluTessEndContour(gt);
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}
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gluTessEndPolygon(gt);
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}
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void glxDebugPolygon(SPolygon *p)
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{
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int i, j;
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glLineWidth(2);
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glPointSize(7);
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glDisable(GL_DEPTH_TEST);
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for(i = 0; i < p->l.n; i++) {
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SContour *sc = &(p->l.elem[i]);
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for(j = 0; j < (sc->l.n-1); j++) {
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Vector a = (sc->l.elem[j]).p;
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Vector b = (sc->l.elem[j+1]).p;
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glxLockColorTo(0, 0, 1);
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Vector d = (a.Minus(b)).WithMagnitude(-0);
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glBegin(GL_LINES);
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glxVertex3v(a.Plus(d));
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glxVertex3v(b.Minus(d));
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glEnd();
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glxLockColorTo(1, 0, 0);
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glBegin(GL_POINTS);
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glxVertex3v(a.Plus(d));
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glxVertex3v(b.Minus(d));
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glEnd();
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}
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}
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}
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void glxDrawEdges(SEdgeList *el)
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{
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int i;
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glLineWidth(1);
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glxDepthRangeOffset(2);
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glxColor3d(REDf(SS.edgeColor), GREENf(SS.edgeColor), BLUEf(SS.edgeColor));
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glBegin(GL_LINES);
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for(i = 0; i < el->l.n; i++) {
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SEdge *se = &(el->l.elem[i]);
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glxVertex3v(se->a);
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glxVertex3v(se->b);
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}
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glEnd();
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}
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void glxDebugMesh(SMesh *m)
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{
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int i;
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glLineWidth(1);
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glPointSize(7);
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glxDepthRangeOffset(1);
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glxUnlockColor();
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glxColor4d(0, 1, 0, 1.0);
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glBegin(GL_TRIANGLES);
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for(i = 0; i < m->l.n; i++) {
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STriangle *t = &(m->l.elem[i]);
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if(t->tag) continue;
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glxVertex3v(t->a);
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glxVertex3v(t->b);
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glxVertex3v(t->c);
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}
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glEnd();
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glxDepthRangeOffset(0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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void glxMarkPolygonNormal(SPolygon *p)
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{
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Vector tail = Vector::From(0, 0, 0);
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int i, j, cnt = 0;
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// Choose some reasonable center point.
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for(i = 0; i < p->l.n; i++) {
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SContour *sc = &(p->l.elem[i]);
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for(j = 0; j < (sc->l.n-1); j++) {
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SPoint *sp = &(sc->l.elem[j]);
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tail = tail.Plus(sp->p);
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cnt++;
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}
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}
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if(cnt == 0) return;
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tail = tail.ScaledBy(1.0/cnt);
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Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
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Vector tip = tail.Plus((p->normal).WithMagnitude(40/SS.GW.scale));
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Vector arrow = (p->normal).WithMagnitude(15/SS.GW.scale);
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glColor3d(1, 1, 0);
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glBegin(GL_LINES);
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glxVertex3v(tail);
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glxVertex3v(tip);
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glxVertex3v(tip);
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glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, 0.6)));
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glxVertex3v(tip);
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glxVertex3v(tip.Minus(arrow.RotatedAbout(gn, -0.6)));
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glEnd();
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glEnable(GL_LIGHTING);
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}
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void glxDepthRangeOffset(int units) {
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if(!DepthOffsetLocked) {
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// The size of this step depends on the resolution of the Z buffer; for
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// a 16-bit buffer, this should be fine.
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double d = units/60000.0;
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glDepthRange(0.1-d, 1-d);
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}
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}
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void glxDepthRangeLockToFront(bool yes) {
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if(yes) {
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DepthOffsetLocked = true;
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glDepthRange(0, 0);
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} else {
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DepthOffsetLocked = false;
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glxDepthRangeOffset(0);
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}
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}
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