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geant4/source/analysis/g4tools/include/tools/sg/GL_action
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2020-12-04 12:30:43 +01:00

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// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.
#ifndef tools_sg_GL_action
#define tools_sg_GL_action
#include "GL_manager"
#include <tools/sg/render_action>
//#include <tools/mathf>
//#include <tools/matout>
namespace tools {
namespace sg {
class GL_action : public tools::sg::render_action {
TOOLS_ACTION(GL_action,exlib::sg::GL_action,tools::sg::render_action)
public:
virtual void draw_vertex_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs){
size_t num = a_floatn/3;
if(!num) return;
_draw_v(a_mode,num,a_xyzs);
}
virtual void draw_vertex_array_xy(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xys){
size_t num = a_floatn/2;
if(!num) return;
#ifdef _WIN32
float* vp = new float[num*3];
if(!vp) return;
float* pos = vp;
float* pda = (float*)a_xys;
for(size_t index=0;index<num;index++){
*pos = *pda;pos++;pda++;
*pos = *pda;pos++;pda++;
*pos = 0;pos++; //Windows GL needs a z = 0.
}
::glEnableClientState(GL_VERTEX_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,vp);
::glDrawArrays(a_mode,0,(GLsizei)num);
::glDisableClientState(GL_VERTEX_ARRAY);
delete [] vp;
#else
::glEnableClientState(GL_VERTEX_ARRAY);
::glVertexPointer(2,GL_FLOAT,0,a_xys);
::glDrawArrays(a_mode,0,(GLsizei)num);
::glDisableClientState(GL_VERTEX_ARRAY);
#endif
}
virtual void draw_vertex_color_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_rgbas){
// Used in atb_vertices.
// We expect a_rgbas of size : 4*(a_floatn/3)
// (then one RGBA color per 3D point).
size_t num = a_floatn/3;
if(!num) return;
_draw_vc(a_mode,num,a_xyzs,a_rgbas);
}
virtual void draw_vertex_normal_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_nms){
// We expect a_nms of size : 3*(a_floatn/3)
// (then one normal per 3D point).
size_t num = a_floatn/3;
if(!num) return;
_draw_vn(a_mode,num,a_xyzs,a_nms);
}
virtual void draw_vertex_color_normal_array(tools::gl::mode_t a_mode,
size_t a_floatn,const float* a_xyzs,const float* a_rgbas,const float* a_nms){
// Used in atb_vertices.
// We expect a_nms of size : 3*(a_floatn/3)
// (then one normal per 3D point).
// We expect a_rgbas of size : 4*(a_floatn/3)
// (then one RGBA color per 3D point).
size_t num = a_floatn/3;
if(!num) return;
_draw_vcn(a_mode,num,a_xyzs,a_rgbas,a_nms);
}
/////////////////////////////////////////////////////////////////
/// texture /////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void draw_vertex_array_texture(tools::gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs,
gstoid a_tex,
const float* a_tex_coords) {
size_t num = a_floatn/3;
if(!num) return;
//expect 2*num a_tex_coords.
::glEnable(GL_TEXTURE_2D);
m_mgr.bind_gsto(a_tex);
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_xyzs);
::glTexCoordPointer(2,GL_FLOAT,0,a_tex_coords);
::glDrawArrays(a_mode,0,(GLsizei)num);
::glDisableClientState(GL_VERTEX_ARRAY);
::glDisableClientState(GL_TEXTURE_COORD_ARRAY);
::glBindTexture(GL_TEXTURE_2D,0);
::glDisable(GL_TEXTURE_2D);
}
virtual void draw_vertex_normal_array_texture(tools::gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs,
const float* a_nms,
gstoid a_tex,
const float* a_tex_coords) {
size_t num = a_floatn/3;
if(!num) return;
//expect 2*num a_tex_coords.
::glEnable(GL_TEXTURE_2D);
m_mgr.bind_gsto(a_tex);
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_xyzs);
::glNormalPointer(GL_FLOAT,0,a_nms);
::glTexCoordPointer(2,GL_FLOAT,0,a_tex_coords);
::glDrawArrays(a_mode,0,(GLsizei)num);
::glDisableClientState(GL_NORMAL_ARRAY);
::glDisableClientState(GL_VERTEX_ARRAY);
::glDisableClientState(GL_TEXTURE_COORD_ARRAY);
::glBindTexture(GL_TEXTURE_2D,0);
::glDisable(GL_TEXTURE_2D);
}
/////////////////////////////////////////////////////////////////
/// VBO /////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void begin_gsto(gstoid a_id) {
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
m_mgr.bind_gsto(a_id);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
m_gsto = a_id;
m_created = false;
m_gl_id = m_mgr.gsto_gl_list_id(a_id,m_created);
if(m_gl_id && m_created) {
::glNewList(m_gl_id,GL_COMPILE);
}
#endif
}break;
case tools::sg::gsto_memory:{
m_gsto = a_id;
}break;
}
}
virtual void end_gsto() {
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
::glBindBuffer(GL_ARRAY_BUFFER,0);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
if(m_gl_id && m_created) {
::glEndList();
}
if(m_gl_id) ::glCallList(m_gl_id);
m_created = false;
m_gl_id = 0;
m_gsto = 0;
#endif
}break;
case tools::sg::gsto_memory:{
m_gsto = 0;
}break;
}
}
typedef tools::sg::bufpos bufpos;
virtual void draw_gsto_v(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs){
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
_draw_v(a_mode,a_elems,(char*)NULL+a_pos_xyzs);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
if(m_gl_id && m_created) {
::glBegin(a_mode);
float* pos = (float*)pos_xyzs;
for(size_t index=0;index<a_elems;index++,pos+=3) {
::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
}
::glEnd();
}
#endif
}break;
case tools::sg::gsto_memory:{
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
_draw_v(a_mode,a_elems,pos_xyzs);
}break;
}
}
virtual void draw_gsto_vc(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_rgbas){
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
_draw_vc(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_rgbas);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
void* pos_rgbas = (char*)buffer+a_pos_rgbas;
if(m_gl_id && m_created) {
::glBegin(a_mode);
float* pos = (float*)pos_xyzs;
float* pco = (float*)pos_rgbas;
for(size_t index=0;index<a_elems;index++,pos+=3,pco+=4) {
::glColor4f (*(pco+0),*(pco+1),*(pco+2),*(pco+3));
::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
}
::glEnd();
}
#endif
}break;
case tools::sg::gsto_memory:{
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
void* pos_rgbas = (char*)buffer+a_pos_rgbas;
_draw_vc(a_mode,a_elems,pos_xyzs,pos_rgbas);
}break;
}
}
virtual void draw_gsto_vn(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_nms){
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
_draw_vn(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_nms);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
//void* pos_nms = (char*)buffer+a_pos_nms;
if(m_gl_id && m_created) {
::glBegin(a_mode);
float* pos = (float*)pos_xyzs;
for(size_t index=0;index<a_elems;index++,pos+=3) {
::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
}
::glEnd();
}
#endif
}break;
case tools::sg::gsto_memory:{
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
void* pos_nms = (char*)buffer+a_pos_nms;
_draw_vn(a_mode,a_elems,pos_xyzs,pos_nms);
}break;
}
}
virtual void draw_gsto_vcn(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_rgbas,bufpos a_pos_nms){
switch(m_mgr.get_gsto_mode()){
case tools::sg::gsto_gl_vbo:{
#ifdef TOOLS_HAS_GL_VBO
_draw_vcn(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_rgbas,(char*)NULL+a_pos_nms);
#endif
}break;
case tools::sg::gsto_gl_list:{
#ifdef TOOLS_HAS_GL_LIST
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
void* pos_rgbas = (char*)buffer+a_pos_rgbas;
void* pos_nms = (char*)buffer+a_pos_nms;
if(m_gl_id && m_created) {
::glBegin(a_mode);
float* pos = (float*)pos_xyzs;
float* pco = (float*)pos_rgbas;
float* pnm = (float*)pos_nms;
for(size_t index=0;index<a_elems;
index++,pos+=3,pco+=4,pnm+=3) {
::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
::glColor4f (*(pco+0),*(pco+1),*(pco+2),*(pco+3));
::glNormal3f(*(pnm+0),*(pnm+1),*(pnm+2));
}
::glEnd();
}
#endif
}break;
case tools::sg::gsto_memory:{
float* buffer = m_mgr.gsto_data(m_gsto);
if(!buffer) return;
void* pos_xyzs = (char*)buffer+a_pos_xyzs;
void* pos_rgbas = (char*)buffer+a_pos_rgbas;
void* pos_nms = (char*)buffer+a_pos_nms;
_draw_vcn(a_mode,a_elems,pos_xyzs,pos_rgbas,pos_nms);
}break;
}
}
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void clear_color(float a_r,float a_g,float a_b,float a_a){
::glClearColor(a_r,a_g,a_b,a_a);
::glClear(GL_COLOR_BUFFER_BIT);
}
virtual void color4f(float a_r,float a_g,float a_b,float a_a){
::glColor4f(a_r,a_g,a_b,a_a);
}
virtual void line_width(float a_v){::glLineWidth(a_v);}
virtual void point_size(float a_v){::glPointSize(a_v);}
virtual void set_polygon_offset(bool a_v) {
if(a_v) ::glEnable(GL_POLYGON_OFFSET_FILL);
else ::glDisable(GL_POLYGON_OFFSET_FILL);
::glPolygonOffset(1.,1.);
}
virtual void normal(float a_x,float a_y,float a_z) {
::glNormal3f(a_x,a_y,a_z);
}
virtual void set_winding(tools::sg::winding_type a_v) {
if(a_v==tools::sg::winding_ccw)
::glFrontFace(GL_CCW);
else
::glFrontFace(GL_CW);
}
virtual void set_shade_model(tools::sg::shade_type a_v) {
if(a_v==tools::sg::shade_smooth)
::glShadeModel(GL_SMOOTH);
else
::glShadeModel(GL_FLAT);
}
virtual void set_cull_face(bool a_on) {
if(a_on) ::glEnable(GL_CULL_FACE);
else ::glDisable(GL_CULL_FACE);
}
virtual void set_point_smooth(bool a_on) {
if(a_on) ::glEnable(GL_POINT_SMOOTH);
else ::glDisable(GL_POINT_SMOOTH);
}
virtual void set_line_smooth(bool a_on) {
if(a_on) ::glEnable(GL_LINE_SMOOTH);
else ::glDisable(GL_LINE_SMOOTH);
}
virtual void set_depth_test(bool a_on) {
if(a_on) ::glEnable(GL_DEPTH_TEST);
else ::glDisable(GL_DEPTH_TEST);
}
virtual void load_proj_matrix(const tools::mat4f& a_mtx) {
::glMatrixMode(GL_PROJECTION);
::glLoadMatrixf(a_mtx.data());
}
virtual void load_model_matrix(const tools::mat4f& a_mtx) {
::glMatrixMode(GL_MODELVIEW);
::glLoadMatrixf(a_mtx.data());
/*
tools::mat4f tmp(a_mtx);
tmp.no_translate();
tools::mat4f normal_matrix;
if(!tmp.invert(normal_matrix)) {
m_out << "tools::WebGL::render::load_model_matrix :"
<< " can't invert model matrix."
<< std::endl;
}
normal_matrix.transpose();
tools::mat4f to_check(a_mtx);
to_check.no_translate();
float fepsilon = 1e-10;
if(!normal_matrix.equal_prec(to_check,fepsilon,inlib::ffabs)) {
mat_dump(m_out,"problem with normal_matrix ",normal_matrix);
mat_dump(m_out,"expected",to_check);
}
*/
}
virtual unsigned int max_lights() {return GL_MAX_LIGHTS;}
virtual void enable_light(unsigned int a_light,
float a_dx,float a_dy,float a_dz,
float a_r,float a_g,float a_b,float a_a){
::glEnable(GL_LIGHTING);
GLenum light = GL_LIGHT0+a_light;
//::printf("debug : GL_MAX_LIGHTS %d\n",GL_MAX_LIGHTS);
float params[4];
params[0] = -a_dx;
params[1] = -a_dy;
params[2] = -a_dz;
params[3] = 0; //0 tells that it is a directional light.
::glLightfv(light,GL_POSITION,params);
//params[0] = a_dir[0];
//params[1] = a_dir[1];
//params[2] = a_dir[2];
//::glLightfv(light,GL_SPOT_DIRECTION,params);
params[0] = a_r;
params[1] = a_g;
params[2] = a_b;
params[3] = a_a;
::glLightfv(light,GL_DIFFUSE,params);
::glLightfv(light,GL_SPECULAR,params); //coin/SoDirectionalLight does that.
params[0] = 0;
params[1] = 0;
params[2] = 0;
params[3] = 1;
::glLightfv(light,GL_AMBIENT,params); //coin/SoDirectionalLight does that.
// coin/SoDirectionalLight does the below :
::glLightf(light, GL_SPOT_EXPONENT, 0.0);
::glLightf(light, GL_SPOT_CUTOFF, 180.0);
::glLightf(light, GL_CONSTANT_ATTENUATION, 1);
::glLightf(light, GL_LINEAR_ATTENUATION, 0);
::glLightf(light, GL_QUADRATIC_ATTENUATION, 0);
//::printf("debug : GL_MAX_LIGHTS %d\n",GL_MAX_LIGHTS);
::glEnable(light);
}
virtual void set_lighting(bool a_on) {
if(a_on) ::glEnable(GL_LIGHTING);
else ::glDisable(GL_LIGHTING);
}
virtual void set_blend(bool a_on) {
if(a_on) ::glEnable(GL_BLEND);
else ::glDisable(GL_BLEND);
}
virtual void restore_state(unsigned int a_ret_num_light) {
const tools::sg::state& _state = state();
::glMatrixMode(GL_PROJECTION);
::glLoadMatrixf(_state.m_proj.data());
::glMatrixMode(GL_MODELVIEW);
::glLoadMatrixf(_state.m_model.data());
if(_state.m_GL_LIGHTING) ::glEnable(GL_LIGHTING);
else ::glDisable(GL_LIGHTING);
if(_state.m_GL_DEPTH_TEST) ::glEnable(GL_DEPTH_TEST);
else ::glDisable(GL_DEPTH_TEST);
if(_state.m_GL_CULL_FACE) ::glEnable(GL_CULL_FACE);
else ::glDisable(GL_CULL_FACE);
if(_state.m_GL_POINT_SMOOTH) ::glEnable(GL_POINT_SMOOTH);
else ::glDisable(GL_POINT_SMOOTH);
if(_state.m_GL_LINE_SMOOTH) ::glEnable(GL_LINE_SMOOTH);
else ::glDisable(GL_LINE_SMOOTH);
if(_state.m_GL_POLYGON_OFFSET_FILL) ::glEnable(GL_POLYGON_OFFSET_FILL);
else ::glDisable(GL_POLYGON_OFFSET_FILL);
if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
else ::glDisable(GL_TEXTURE_2D);
if(_state.m_GL_BLEND) ::glEnable(GL_BLEND);
else ::glDisable(GL_BLEND);
if(_state.m_winding==tools::sg::winding_ccw) {
::glFrontFace(GL_CCW);
} else {
::glFrontFace(GL_CW);
}
if(_state.m_shade_model==tools::sg::shade_smooth)
::glShadeModel(GL_SMOOTH);
else
::glShadeModel(GL_FLAT);
::glColor4f(_state.m_color.r(),
_state.m_color.g(),
_state.m_color.b(),
_state.m_color.a());
::glNormal3f(_state.m_normal.x(),
_state.m_normal.y(),
_state.m_normal.z());
// The "return of separator" state had ret_num_light.
// The restored state has m_light.
// We have to glDisable lights with index in [m_light,ret_num_light-1]
for(unsigned int index=_state.m_light;index<a_ret_num_light;index++) {
::glDisable(GL_LIGHT0+index);
}
::glLineWidth(_state.m_line_width);
::glPointSize(_state.m_point_size);
#if TARGET_OS_IPHONE
// GL-ES
#elif defined(ANDROID)
// GL-ES
#else
::glDisable(GL_POLYGON_STIPPLE); //CoinGL : reading a .wrl having Material::transparency may enable GL_POLYGON_STIPPLE.
#endif
}
virtual tools::sg::render_manager& render_manager() {return m_mgr;}
public:
GL_action(GL_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
:parent(a_out,a_ww,a_wh)
,m_mgr(a_mgr)
,m_gsto(0)
#ifdef TOOLS_HAS_GL_LIST
,m_created(false)
,m_gl_id(0)
#endif
{}
virtual ~GL_action(){}
public:
GL_action(const GL_action& a_from)
:parent(a_from)
,m_mgr(a_from.m_mgr)
,m_gsto(0)
#ifdef TOOLS_HAS_GL_LIST
,m_created(false)
,m_gl_id(0)
#endif
{}
GL_action& operator=(const GL_action& a_from){
render_action::operator=(a_from);
m_gsto = 0;
#ifdef TOOLS_HAS_GL_LIST
m_created = false;
m_gl_id = 0;
#endif
return *this;
}
protected:
void _draw_v(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs){
::glEnableClientState(GL_VERTEX_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
::glDisableClientState(GL_VERTEX_ARRAY);
}
void _draw_vc(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_rgbas){
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_COLOR_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
::glColorPointer(4,GL_FLOAT,0,a_pos_rgbas);
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
::glDisableClientState(GL_COLOR_ARRAY);
::glDisableClientState(GL_VERTEX_ARRAY);
}
void _draw_vn(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_nms){
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
::glNormalPointer(GL_FLOAT,0,a_pos_nms);
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
::glDisableClientState(GL_NORMAL_ARRAY);
::glDisableClientState(GL_VERTEX_ARRAY);
}
void _draw_vcn(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_rgbas,const void* a_pos_nms){
::glEnableClientState(GL_VERTEX_ARRAY);
::glEnableClientState(GL_COLOR_ARRAY);
::glEnableClientState(GL_NORMAL_ARRAY);
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
::glColorPointer(4,GL_FLOAT,0,a_pos_rgbas);
::glNormalPointer(GL_FLOAT,0,a_pos_nms);
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
::glDisableClientState(GL_COLOR_ARRAY);
::glDisableClientState(GL_NORMAL_ARRAY);
::glDisableClientState(GL_VERTEX_ARRAY);
}
protected:
GL_manager& m_mgr;
gstoid m_gsto;
#ifdef TOOLS_HAS_GL_LIST
bool m_created;
gstoid m_gl_id;
#endif
};
}}
#endif