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geant4/source/analysis/g4tools/include/tools/sg/render_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_render_action
#define tools_sg_render_action
#include "matrix_action"
#include "../glprims"
#include "../vdata"
#include "../colorf"
namespace tools {
namespace sg {
class render_manager;
}}
namespace tools {
namespace sg {
typedef size_t bufpos;
class render_action : public matrix_action {
TOOLS_ACTION_NO_COPY(render_action,tools::sg::render_action,matrix_action)
public:
typedef unsigned int gstoid;
public:
virtual void load_proj_matrix(const mat4f&) = 0;
virtual void load_model_matrix(const mat4f&) = 0;
public:
virtual void draw_vertex_array(gl::mode_t,size_t,const float*) = 0;
virtual void draw_vertex_array_xy(gl::mode_t,size_t,const float*) = 0;
virtual void draw_vertex_color_array(gl::mode_t,size_t,const float*,const float*) = 0;
virtual void draw_vertex_normal_array(gl::mode_t,size_t,const float*,const float*) = 0;
virtual void draw_vertex_color_normal_array(gl::mode_t,size_t,const float*,const float*,const float*) = 0;
/////////////////////////////////////////////////////////////////
/// texture /////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void draw_vertex_array_texture(gl::mode_t,size_t,const float*,gstoid,const float*) = 0;
virtual void draw_vertex_normal_array_texture(gl::mode_t,size_t,const float*,const float*,gstoid,const float*) = 0;
/////////////////////////////////////////////////////////////////
/// VBO /////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void begin_gsto(gstoid) = 0;
virtual void draw_gsto_v(gl::mode_t,size_t,bufpos) = 0;
virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) = 0;
virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) = 0;
virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) = 0;
virtual void end_gsto() = 0;
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
virtual void clear_color(float,float,float,float) = 0;
virtual void color4f(float,float,float,float) = 0;
virtual void line_width(float) = 0;
virtual void point_size(float) = 0;
virtual void set_polygon_offset(bool) = 0;
virtual void set_winding(winding_type) = 0;
virtual void set_shade_model(shade_type) = 0;
virtual void set_cull_face(bool) = 0;
virtual void set_point_smooth(bool) = 0;
virtual void set_line_smooth(bool) = 0;
virtual void normal(float,float,float) = 0;
virtual void set_depth_test(bool) = 0;
virtual unsigned int max_lights() = 0;
virtual void enable_light(unsigned int,
float,float,float, //directrion
float,float,float,float) = 0; //RGBA
virtual void set_lighting(bool) = 0;
virtual void set_blend(bool) = 0;
virtual void restore_state(unsigned int) = 0;
virtual sg::render_manager& render_manager() = 0; //sg:: is needed.
public:
render_action(std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
:parent(a_out,a_ww,a_wh){}
virtual ~render_action(){}
public:
render_action(const render_action& a_from)
:parent(a_from)
{}
render_action& operator=(const render_action& a_from){
parent::operator=(a_from);
return *this;
}
public:
void load_matrices_to_identity() {
load_proj_matrix(m_identity);
load_model_matrix(m_identity);
}
void load_matrices_from_state() {
const sg::state& _state = state();
load_proj_matrix(_state.m_proj);
load_model_matrix(_state.m_model);
}
void clear_color(const colorf& a_color){
clear_color(a_color[0],a_color[1],a_color[2],a_color[3]);
}
void color4f(const colorf& a_color){
color4f(a_color[0],a_color[1],a_color[2],a_color[3]);
}
void enable_light(unsigned int a_light,
const vec3f& a_dir,
const colorf& a_col) {
enable_light(a_light,
a_dir[0],a_dir[1],a_dir[2],
a_col[0],a_col[1],a_col[2],1);
}
void draw_vertex_array(gl::mode_t a_mode,const std::vector<float>& a_xyzs){
const float* _xyzs = vec_data<float>(a_xyzs);
draw_vertex_array(a_mode,a_xyzs.size(),_xyzs);
}
void draw_vertex_array_xy(gl::mode_t a_mode,const std::vector<float>& a_xys){
const float* _xys = vec_data<float>(a_xys);
draw_vertex_array_xy(a_mode,a_xys.size(),_xys);
}
void draw_vertex_color_array(gl::mode_t a_mode,
const std::vector<float>& a_xyzs,
const std::vector<float>& a_rgbas){
const float* _xyzs = vec_data<float>(a_xyzs);
const float* _rgbas = vec_data<float>(a_rgbas);
draw_vertex_color_array(a_mode,a_xyzs.size(),_xyzs,_rgbas);
}
void draw_vertex_normal_array(gl::mode_t a_mode,
const std::vector<float>& a_xyzs,
const std::vector<float>& a_nms){
const float* _xyzs = vec_data<float>(a_xyzs);
const float* _nms = vec_data<float>(a_nms);
draw_vertex_normal_array(a_mode,a_xyzs.size(),_xyzs,_nms);
}
void draw_vertex_color_normal_array(gl::mode_t a_mode,
const std::vector<float>& a_xyzs,
const std::vector<float>& a_rgbas,
const std::vector<float>& a_nms){
const float* _xyzs = vec_data<float>(a_xyzs);
const float* _rgbas = vec_data<float>(a_rgbas);
const float* _nms = vec_data<float>(a_nms);
draw_vertex_color_normal_array(a_mode,a_xyzs.size(),_xyzs,_rgbas,_nms);
}
void normal(const vec3f& a_vec) {normal(a_vec[0],a_vec[1],a_vec[2]);}
public:
// for sphere::visit template.
bool add_triangles_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
draw_vertex_normal_array(gl::triangles(),a_floatn,a_xyzs,a_nms);
return true;
}
bool add_triangle_fan_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
draw_vertex_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_nms);
return true;
}
bool add_triangle_fan_normal_rgba(size_t a_floatn,const float* a_xyzs,float* a_nms,const float* a_rgbas) {
draw_vertex_color_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_rgbas,a_nms);
return true;
}
bool add_triangle_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
draw_vertex_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_nms);
return true;
}
bool add_triangle_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas) {
draw_vertex_color_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_rgbas,a_nms);
return true;
}
bool add_lines(size_t a_floatn,const float* a_xyzs) {
draw_vertex_array(gl::lines(),a_floatn,a_xyzs);
return true;
}
bool add_line_loop(size_t a_floatn,const float* a_xyzs) {
draw_vertex_array(gl::line_loop(),a_floatn,a_xyzs);
return true;
}
bool add_line_strip(size_t a_floatn,const float* a_xyzs) {
draw_vertex_array(gl::line_strip(),a_floatn,a_xyzs);
return true;
}
bool add_points(size_t a_floatn,const float* a_xyzs) {
draw_vertex_array(gl::points(),a_floatn,a_xyzs);
return true;
}
/*
bool add_triangles_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
draw_vertex_array_texture(gl::triangles(),a_floatn,a_xyzs,a_tex,a_texs);
return true;
}
bool add_triangle_fan_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
draw_vertex_array_texture(gl::triangle_fan(),a_floatn,a_xyzs,a_tex,a_texs);
return true;
}
bool add_triangle_strip_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
draw_vertex_array_texture(gl::triangle_strip(),a_floatn,a_xyzs,a_tex,a_texs);
return true;
}
*/
bool add_triangle_fan_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
draw_vertex_normal_array_texture(gl::triangle_fan(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
return true;
}
bool add_triangle_strip_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
draw_vertex_normal_array_texture(gl::triangle_strip(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
return true;
}
bool add_line_loop(const std::vector<float>& a_xyzs){
const float* _xyzs = vec_data<float>(a_xyzs);
draw_vertex_array(gl::line_loop(),a_xyzs.size(),_xyzs);
return true;
}
bool add_line_strip(const std::vector<float>& a_xyzs){
const float* _xyzs = vec_data<float>(a_xyzs);
draw_vertex_array(gl::line_strip(),a_xyzs.size(),_xyzs);
return true;
}
/*
/////////////////////////////////////////////////////////
/// for sg::markers and gstos : /////////////////////////
/////////////////////////////////////////////////////////
bool add_lines(const std::vector<float>& a_xyzs){
const float* _xyzs = vec_data<float>(a_xyzs);
draw_vertex_array(gl::lines(),a_xyzs.size(),_xyzs);
return true;
}
bool add_triangles_normal(const std::vector<float>& a_xyzs,const std::vector<float>& a_nms){
if(a_xyzs.size()!=a_nms.size()) return false;
const float* _xyzs = vec_data<float>(a_xyzs);
const float* _nms = vec_data<float>(a_nms);
draw_vertex_normal_array(gl::triangles(),a_xyzs.size(),_xyzs,_nms);
return true;
}
bool project_point(const mat4f& a_model_matrix,const mat4f& a_projection_matrix,
float& a_x,float& a_y,float& a_z,float& a_w) {
//return project_point(a_x,a_y,a_z,a_w);
a_w = 1;
a_model_matrix.mul_4f(a_x,a_y,a_z,a_w);
a_projection_matrix.mul_4f(a_x,a_y,a_z,a_w);
if(a_w==0.0F) return false;
a_x /= a_w;
a_y /= a_w;
a_z /= a_w;
return true;
}
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
*/
bool add_triangle_strip_as_triangles(size_t a_floatn,const float* a_xyzs,const float* a_nms) { //used in sg::sphere, icosahedron_sphere.
// It appears that if glShadeModel is GL_FLAT, triangle strip does not look the same in "gsto mode" where it is rendered as triangles.
// We use this function for immediate rendering, in case we want the same rendering as "gsto mode".
size_t num = a_floatn/3;
if(num<3) return false;
size_t nxyzs = (num-2)*3*3;
std::vector<float> m_xyzs(nxyzs);
std::vector<float> m_nms(nxyzs);
{float* pxyzs = vec_data<float>(m_xyzs);
float* pnms = vec_data<float>(m_nms);
gl::triangle_strip_to_triangles_nms(num,a_xyzs,a_nms,pxyzs,pnms);}
return add_triangles_normal(nxyzs,vec_data<float>(m_xyzs),vec_data<float>(m_nms));
}
void dump_vertex_array_xy(std::ostream& a_out,gl::mode_t /*a_mode*/,size_t a_floatn,const float* a_xys) {
size_t num = a_floatn/2;
if(!num) return;
a_out << "dump_vertex_array_xy : begin : " << num << std::endl;
for(size_t index=0;index<num;index++) {
a_out << "xy : " << index
<< " " << a_xys[2*index]
<< " " << a_xys[2*index+1]
<< std::endl;
}
a_out << "dump_vertex_array_xy : end." << std::endl;
}
};
}}
#endif