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geant4/source/analysis/g4tools/include/tools/sg/gl2ps_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_gl2ps_action
#define tools_sg_gl2ps_action
#include "gl2ps_manager"
#include "../gl2ps"
#include "render_action"
#include "primitive_visitor"
#include "../colorfs"
#include <cstdio> //FILE
namespace tools {
namespace sg {
class gl2ps_action : public render_action {
TOOLS_ACTION(gl2ps_action,tools::sg::gl2ps_action,render_action)
private:
gl2ps_action& get_me() {return *this;}
static unsigned int _GL2PS_POINT() {return 2;}
static unsigned int _GL2PS_LINE() {return 3;}
static unsigned int _GL2PS_TRIANGLE() {return 5;}
public:
virtual void draw_vertex_array(gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs){
m_pv.add_primitive(a_mode,a_floatn,a_xyzs);
}
virtual void draw_vertex_array_xy(gl::mode_t a_mode,
size_t a_floatn,
const float* a_xys){
m_pv.add_primitive_xy(a_mode,a_floatn,a_xys);
}
virtual void draw_vertex_color_array(gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs,
const float* a_rgbas){
m_pv.add_primitive_rgba(a_mode,a_floatn,a_xyzs,a_rgbas);
}
virtual void draw_vertex_normal_array(gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs,
const float* a_nms){
m_pv.add_primitive_normal(a_mode,a_floatn,a_xyzs,a_nms);
}
virtual void draw_vertex_color_normal_array(gl::mode_t a_mode,
size_t a_floatn,
const float* a_xyzs,
const float* a_rgbas,
const float* a_nms){
// We expect a_nms of size : 3*(a_floatn/3)
// (then one normal per 3D point).
m_pv.add_primitive_normal_rgba(a_mode,a_floatn,a_xyzs,a_nms,a_rgbas);
}
virtual void clear_color(float a_r,float a_g,float a_b,float /*a_a*/){
//a_a ?
set_background(a_r,a_g,a_b);
}
virtual void color4f(float a_r,float a_g,float a_b,float a_a){
m_color.set_value(a_r,a_g,a_b,a_a);
}
virtual void line_width(float a_v){m_line_width = a_v;}
virtual void point_size(float a_v) {m_point_size = a_v;}
virtual void set_polygon_offset(bool a_v) {m_POLYGON_OFFSET_FILL = a_v;}
virtual void normal(float a_x,float a_y,float a_z) {
m_normal.set_value(a_x,a_y,a_z);
}
virtual void set_winding(winding_type a_v) {
m_ccw = (a_v==winding_ccw?true:false);
}
virtual void set_shade_model(shade_type a_v) {
if(a_v==shade_smooth) {}
else {}
}
virtual void set_depth_test(bool a_on) {m_DEPTH_TEST = a_on;}
virtual void set_cull_face(bool a_on) {m_CULL_FACE = a_on;}
virtual void set_point_smooth(bool a_on) {m_POINT_SMOOTH = a_on;}
virtual void set_line_smooth(bool a_on) {m_LINE_SMOOTH = a_on;}
virtual void load_proj_matrix(const mat4f& a_mtx) {m_proj = a_mtx;}
virtual void load_model_matrix(const mat4f& a_mtx) {
m_model = a_mtx;
set_normal_matrix();
}
virtual unsigned int max_lights() {return 1000;}
virtual void enable_light(unsigned int,
float a_dx,float a_dy,float a_dz,
float a_r,float a_g,float a_b,float a_a){
m_light_color.set_value(a_r,a_g,a_b,a_a);
m_light_direction.set_value(a_dx,a_dy,a_dz);
m_light_on = true;
}
virtual void set_lighting(bool a_on) {m_light_on = a_on;}
virtual void set_blend(bool) {}
virtual void restore_state(unsigned int /*a_ret_num_light*/) {
const sg::state& _state = state();
m_proj = _state.m_proj;
m_model = _state.m_model;
set_normal_matrix();
m_color = _state.m_color;
m_ccw = (_state.m_winding==winding_ccw?true:false);
m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGON_OFFSET_FILL;
m_CULL_FACE = _state.m_GL_CULL_FACE;
m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;
m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;
m_point_size = _state.m_point_size;
m_line_width = _state.m_line_width;
m_light_on = _state.m_GL_LIGHTING;
m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
}
/////////////////////////////////////////////////////////////////
/// texture /////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void draw_vertex_array_texture(gl::mode_t,size_t a_xyzn,const float* a_xyzs,
gstoid a_id,const float* a_tcs) {
img_byte img;
if(!m_mgr.find(a_id,img)) return;
m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a_tcs);
}
virtual void draw_vertex_normal_array_texture(gl::mode_t a_mode,
size_t a_xyzn,
const float* a_xyzs,
const float* /*a_nms*/,
gstoid a_id,
const float* a_tcs) {
draw_vertex_array_texture(a_mode,a_xyzn,a_xyzs,a_id,a_tcs);
}
/////////////////////////////////////////////////////////////////
/// VBO /////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void begin_gsto(gstoid) {}
virtual void draw_gsto_v(gl::mode_t,size_t,bufpos){}
virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) {}
virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) {}
virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) {}
virtual void end_gsto() {}
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual sg::render_manager& render_manager() {return m_mgr;}
public:
gl2ps_action(gl2ps_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_FILE(0)
,m_pv(get_me())
,m_light_color(colorf_white())
,m_light_direction(vec3f(0,0,-1))
,m_ccw(true)
,m_POLYGON_OFFSET_FILL(false)
,m_CULL_FACE(true)
,m_POINT_SMOOTH(false)
,m_LINE_SMOOTH(false)
,m_point_size(1)
,m_line_width(1)
,m_light_on(false)
,m_DEPTH_TEST(true)
{
m_back[0] = 1;
m_back[1] = 1;
m_back[2] = 1;
m_vp_mtx.set_identity();
m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
//m_zb.change_size(a_ww,a_wh);
// m_zb.clear_color_buffer(0);
// m_zb.clear_depth_buffer();
m_proj.set_identity();
m_model.set_identity();
m_normal_matrix.set_identity();
}
virtual ~gl2ps_action(){}
protected:
gl2ps_action(const gl2ps_action& a_from)
:parent(a_from)
,m_mgr(a_from.m_mgr)
,m_FILE(0)
,m_vp_mtx(a_from.m_vp_mtx)
,m_pv(a_from.m_pv)
,m_light_color(a_from.m_light_color)
,m_light_direction(a_from.m_light_direction)
,m_normal(a_from.m_normal)
,m_proj(a_from.m_proj)
,m_model(a_from.m_model)
,m_normal_matrix(a_from.m_normal_matrix)
,m_color(a_from.m_color)
,m_ccw(a_from.m_ccw)
,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFSET_FILL)
,m_CULL_FACE(a_from.m_CULL_FACE)
,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)
,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)
,m_point_size(a_from.m_point_size)
,m_line_width(a_from.m_line_width)
,m_light_on(a_from.m_light_on)
,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
{
m_back[0] = a_from.m_back[0];
m_back[1] = a_from.m_back[1];
m_back[2] = a_from.m_back[2];
}
gl2ps_action& operator=(const gl2ps_action& a_from){
parent::operator=(a_from);
if(&a_from==this) return *this;
close();
m_back[0] = a_from.m_back[0];
m_back[1] = a_from.m_back[1];
m_back[2] = a_from.m_back[2];
m_vp_mtx = a_from.m_vp_mtx;
m_pv = a_from.m_pv;
m_light_color = a_from.m_light_color;
m_light_direction = a_from.m_light_direction;
m_normal = a_from.m_normal;
m_proj = a_from.m_proj;
m_model = a_from.m_model;
m_normal_matrix = a_from.m_normal_matrix;
m_color = a_from.m_color;
m_ccw = a_from.m_ccw;
m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_OFFSET_FILL;
m_CULL_FACE = a_from.m_CULL_FACE;
m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;
m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;
m_point_size = a_from.m_point_size;
m_line_width = a_from.m_line_width;
m_light_on = a_from.m_light_on;
m_DEPTH_TEST = a_from.m_DEPTH_TEST;
return *this;
}
public:
bool open(const std::string& a_name,int a_format = TOOLS_GL2PS_EPS) {
if(m_FILE) return false;
m_FILE = ::fopen(a_name.c_str(),"w");
if(!m_FILE) {
m_out << "tools::sg::gl2ps_action::open :"
<< " can't open file " << a_name << "."
<< std::endl;
return false;
}
int options = TOOLS_GL2PS_OCCLUSION_CULL
| TOOLS_GL2PS_BEST_ROOT
| TOOLS_GL2PS_SILENT
| TOOLS_GL2PS_DRAW_BACKGROUND;
//int sort = TOOLS_GL2PS_NO_SORT;
//int sort = TOOLS_GL2PS_SIMPLE_SORT;
int sort = TOOLS_GL2PS_BSP_SORT;
tools_GLint vp[4];
vp[0] = 0;
vp[1] = 0;
vp[2] = m_ww;
vp[3] = m_wh;
int bufsize = 0;
::tools_gl2psBeginPage("","tools_sg_write_gl2ps",
vp,a_format,sort,options,
TOOLS_GL_RGBA,0, NULL,0,0,0,bufsize,
m_FILE,a_name.c_str());
::tools_gl2psSetBackgroundColor(m_back[0],m_back[1],m_back[2]);
m_vp_mtx.set_identity();
m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
return true;
}
bool close() {
if(!m_FILE) return false;
::tools_gl2psEndPage();
::fclose(m_FILE);
m_FILE = 0;
return true;
}
void set_background(float a_r,float a_g,float a_b) {
m_back[0] = a_r;
m_back[1] = a_g;
m_back[2] = a_b;
}
protected:
void set_normal_matrix() {
mat4f tmp(m_model);
tmp.no_translate();
if(!tmp.invert(m_normal_matrix)) {
m_out << "mem_action::set_normal_matrix : can't invert model matrix." << std::endl;
}
m_normal_matrix.transpose();
}
bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) {
a_w = 1;
m_model.mul_4f(a_x,a_y,a_z,a_w);
m_proj.mul_4f(a_x,a_y,a_z,a_w);
if(a_w==0) return false;
a_x /= a_w;
a_y /= a_w;
a_z /= a_w;
return true;
}
// bool project_normal(float& a_x,float& a_y,float& a_z) {
// m_normal_matrix.mul_dir_3f(a_x,a_y,a_z);
// //m_proj.mul_dir_3f(a_x,a_y,a_z); //?
// return true;
// }
static void set_vtx(tools_GL2PSvertex* a_vs,unsigned int a_index,
float a_x,float a_y,float a_z,
float a_r,float a_g,float a_b,float a_a){
a_vs[a_index].xyz[0] = a_x;
a_vs[a_index].xyz[1] = a_y;
a_vs[a_index].xyz[2] = a_z;
a_vs[a_index].rgba[0] = a_r;
a_vs[a_index].rgba[1] = a_g;
a_vs[a_index].rgba[2] = a_b;
a_vs[a_index].rgba[3] = a_a;
}
class primvis : public primitive_visitor {
protected:
virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
return m_this.project_point(a_x,a_y,a_z,a_w);
}
virtual bool add_point(float a_x,float a_y,float a_z,float) {
float r = m_this.m_color[0];
float g = m_this.m_color[1];
float b = m_this.m_color[2];
float a = m_this.m_color[3];
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat sz = m_this.m_point_size;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[1];
m_this.m_vp_mtx.mul_3f(a_x,a_y,a_z);
m_this.set_vtx(vertices,0, a_x,a_y,a_z, r,g,b,a);
::tools_gl2psAddPolyPrimitive(_GL2PS_POINT(),1,vertices,offset,ofactor,ounits,pattern,factor,sz,linecap,linejoin,boundary);
return true;
}
virtual bool add_point(float a_x,float a_y,float a_z,float,
float a_r,float a_g,float a_b,float a_a) {
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat sz = m_this.m_point_size;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[1];
m_this.m_vp_mtx.mul_3f(a_x,a_y,a_z);
m_this.set_vtx(vertices,0, a_x,a_y,a_z, a_r,a_g,a_b,a_a);
//::tools_gl2psAddPolyPrimitive(_GL2PS_POINT(),1,vertices,0,pattern,factor,sz,0);
::tools_gl2psAddPolyPrimitive(_GL2PS_POINT(),1,vertices,offset,ofactor,ounits,pattern,factor,sz,linecap,linejoin,boundary);
return true;
}
virtual bool add_line(float a_bx,float a_by,float a_bz,float,
float a_ex,float a_ey,float a_ez,float) {
float r = m_this.m_color[0];
float g = m_this.m_color[1];
float b = m_this.m_color[2];
float a = m_this.m_color[3];
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat lwidth = m_this.m_line_width;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[2];
m_this.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
m_this.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
m_this.set_vtx(vertices,0, a_bx,a_by,a_bz, r,g,b,a);
m_this.set_vtx(vertices,1, a_ex,a_ey,a_ez, r,g,b,a);
//::tools_gl2psAddPolyPrimitive(_GL2PS_LINE(),2,vertices,0,pattern,factor,lwidth,0);
::tools_gl2psAddPolyPrimitive(_GL2PS_LINE(),2,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
return true;
}
virtual bool add_line(float a_bx,float a_by,float a_bz,float,
float a_br,float a_bg,float a_bb,float a_ba,
float a_ex,float a_ey,float a_ez,float,
float a_er,float a_eg,float a_eb,float a_ea){
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat lwidth = m_this.m_line_width;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[2];
m_this.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
m_this.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
m_this.set_vtx(vertices,0, a_bx,a_by,a_bz, a_br,a_bg,a_bb,a_ba);
m_this.set_vtx(vertices,1, a_ex,a_ey,a_ez, a_er,a_eg,a_eb,a_ea);
//tools_gl2psAddPolyPrimitive(_GL2PS_LINE(),2,vertices,0,pattern,factor,lwidth,0);
::tools_gl2psAddPolyPrimitive(_GL2PS_LINE(),2,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
return true;
}
virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float,
float a_p2x,float a_p2y,float a_p2z,float,
float a_p3x,float a_p3y,float a_p3z,float){
float r = m_this.m_color[0];
float g = m_this.m_color[1];
float b = m_this.m_color[2];
float a = m_this.m_color[3];
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat lwidth = m_this.m_line_width;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[3];
m_this.m_vp_mtx.mul_3f(a_p1x,a_p1y,a_p1z);
m_this.m_vp_mtx.mul_3f(a_p2x,a_p2y,a_p2z);
m_this.m_vp_mtx.mul_3f(a_p3x,a_p3y,a_p3z);
m_this.set_vtx(vertices,0, a_p1x,a_p1y,a_p1z, r,g,b,a);
m_this.set_vtx(vertices,1, a_p2x,a_p2y,a_p2z, r,g,b,a);
m_this.set_vtx(vertices,2, a_p3x,a_p3y,a_p3z, r,g,b,a);
//tools_gl2psAddPolyPrimitive(_GL2PS_TRIANGLE(),3,vertices,0,pattern,factor,lwidth,0);
::tools_gl2psAddPolyPrimitive(_GL2PS_TRIANGLE(),3,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
return true;
}
virtual bool add_triangle(
float a_p1x,float a_p1y,float a_p1z,float,
float a_r1,float a_g1,float a_b1,float a_a1,
float a_p2x,float a_p2y,float a_p2z,float,
float a_r2,float a_g2,float a_b2,float a_a2,
float a_p3x,float a_p3y,float a_p3z,float,
float a_r3,float a_g3,float a_b3,float a_a3){
tools_GLint offset = 0;
tools_GLfloat ofactor = 0; //
tools_GLfloat ounits = 0; //
tools_GLushort pattern = 0;
tools_GLint factor = 0;
tools_GLfloat lwidth = m_this.m_line_width;
tools_GLint linecap = 0; //
tools_GLint linejoin = 0; //
char boundary = 0; //
tools_GL2PSvertex vertices[3];
m_this.m_vp_mtx.mul_3f(a_p1x,a_p1y,a_p1z);
m_this.m_vp_mtx.mul_3f(a_p2x,a_p2y,a_p2z);
m_this.m_vp_mtx.mul_3f(a_p3x,a_p3y,a_p3z);
m_this.set_vtx(vertices,0, a_p1x,a_p1y,a_p1z, a_r1,a_g1,a_b1,a_a1);
m_this.set_vtx(vertices,1, a_p2x,a_p2y,a_p2z, a_r2,a_g2,a_b2,a_a2);
m_this.set_vtx(vertices,2, a_p3x,a_p3y,a_p3z, a_r3,a_g3,a_b3,a_a3);
//tools_gl2psAddPolyPrimitive(_GL2PS_TRIANGLE(),3,vertices,0,pattern,factor,lwidth,0);
::tools_gl2psAddPolyPrimitive(_GL2PS_TRIANGLE(),3,vertices,offset,ofactor,ounits,pattern,factor,lwidth,linecap,linejoin,boundary);
return true;
}
virtual bool project_normal(float& /*a_x*/,float& /*a_y*/,float& /*a_z*/) {
//return m_this.project_normal(a_x,a_y,a_z);
return true;
}
virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
float /*a_nx*/,float /*a_ny*/,float /*a_nz*/) {
add_point(a_x,a_y,a_z,a_w);
//m_this.m_points.add_normal(a_nx,a_ny,a_nz);
return true;
}
virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
float /*a_nx*/,float /*a_ny*/,float /*a_nz*/,
float a_r,float a_g,float a_b,float a_a) {
add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_a);
//m_this.m_points.add_normal(a_nx,a_ny,a_nz);
return true;
}
virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
float a_ex,float a_ey,float a_ez,float a_ew,
float /*a_enx*/,float /*a_eny*/,float /*a_enz*/) {
add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,a_ez,a_ew);
//m_this.m_lines.add_normal(a_bnx,a_bny,a_bnz);
//m_this.m_lines.add_normal(a_enx,a_eny,a_enz);
return true;
}
virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
float a_br,float a_bg,float a_bb,float a_ba,
float a_ex,float a_ey,float a_ez,float a_ew,
float /*a_enx*/,float /*a_eny*/,float /*a_enz*/,
float a_er,float a_eg,float a_eb,float a_ea){
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);
//m_this.m_lines.add_normal(a_bnx,a_bny,a_bnz);
//m_this.m_lines.add_normal(a_enx,a_eny,a_enz);
return true;
}
virtual bool add_triangle_normal(
float a_p1x,float a_p1y,float a_p1z,float a_p1w,
float /*a_n1x*/,float /*a_n1y*/,float /*a_n1z*/,
float a_p2x,float a_p2y,float a_p2z,float a_p2w,
float /*a_n2x*/,float /*a_n2y*/,float /*a_n2z*/,
float a_p3x,float a_p3y,float a_p3z,float a_p3w,
float /*a_n3x*/,float /*a_n3y*/,float /*a_n3z*/) {
add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
a_p2x,a_p2y,a_p2z,a_p2w,
a_p3x,a_p3y,a_p3z,a_p3w);
//m_this.m_triangles.add_normal(a_n1x,a_n1y,a_n1z);
//m_this.m_triangles.add_normal(a_n2x,a_n2y,a_n2z);
//m_this.m_triangles.add_normal(a_n3x,a_n3y,a_n3z);
return true;
}
virtual bool add_triangle_normal(
float a_p1x,float a_p1y,float a_p1z,float a_p1w,
float /*a_n1x*/,float /*a_n1y*/,float /*a_n1z*/,
float a_r1,float a_g1,float a_b1,float a_a1,
float a_p2x,float a_p2y,float a_p2z,float a_p2w,
float /*a_n2x*/,float /*a_n2y*/,float /*a_n2z*/,
float a_r2,float a_g2,float a_b2,float a_a2,
float a_p3x,float a_p3y,float a_p3z,float a_p3w,
float /*a_n3x*/,float /*a_n3y*/,float /*a_n3z*/,
float a_r3,float a_g3,float a_b3,float a_a3){
add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
a_r1,a_g1,a_b1,a_a1,
a_p2x,a_p2y,a_p2z,a_p2w,
a_r2,a_g2,a_b2,a_a2,
a_p3x,a_p3y,a_p3z,a_p3w,
a_r3,a_g3,a_b3,a_a3);
//m_this.m_triangles.add_normal(a_n1x,a_n1y,a_n1z);
//m_this.m_triangles.add_normal(a_n2x,a_n2y,a_n2z);
//m_this.m_triangles.add_normal(a_n3x,a_n3y,a_n3z);
return true;
}
public:
primvis(gl2ps_action& a_this):m_this(a_this){}
virtual ~primvis(){}
public:
primvis(const primvis& a_from)
:primitive_visitor(a_from)
,m_this(a_from.m_this)
{}
primvis& operator=(const primvis& a_from){
primitive_visitor::operator=(a_from);
return *this;
}
protected:
gl2ps_action& m_this;
};
protected:
gl2ps_manager& m_mgr;
FILE* m_FILE;
float m_back[3];
mat4f m_vp_mtx;
primvis m_pv;
colorf m_light_color;
vec3f m_light_direction;
vec3f m_normal;
// to be restored in restore_state() :
mat4f m_proj;
mat4f m_model;
mat4f m_normal_matrix;
colorf m_color;
bool m_ccw;
bool m_POLYGON_OFFSET_FILL;
bool m_CULL_FACE;
bool m_POINT_SMOOTH;
bool m_LINE_SMOOTH;
float m_point_size;
float m_line_width;
bool m_light_on;
bool m_DEPTH_TEST;
};
inline bool s2format(const std::string& a_format,int& a_gl2ps_format) {
if(a_format=="gl2ps_eps") {a_gl2ps_format = TOOLS_GL2PS_EPS;return true;}
if(a_format=="gl2ps_ps") {a_gl2ps_format = TOOLS_GL2PS_PS;return true;}
if(a_format=="gl2ps_pdf") {a_gl2ps_format = TOOLS_GL2PS_PDF;return true;}
if(a_format=="gl2ps_svg") {a_gl2ps_format = TOOLS_GL2PS_SVG;return true;}
if(a_format=="gl2ps_tex") {a_gl2ps_format = TOOLS_GL2PS_TEX;return true;}
if(a_format=="gl2ps_pgf") {a_gl2ps_format = TOOLS_GL2PS_PGF;return true;}
return false;
}
}}
#endif