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

770 lines
25 KiB
Plaintext

// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.
#ifndef tools_sg_zb_action
#define tools_sg_zb_action
#include "zb_manager"
#include "render_action"
#include "primitive_visitor"
#include "../glprims"
#include "../zb/buffer"
#include "../lina/plane"
#include "../mathf"
#include "../hls"
#include "../colorfs"
#include "../lina/vec2f"
#include "../lina/vec3d" //ZZ=double
#include "../lina/geom2"
namespace tools {
namespace sg {
class zb_action : public render_action {
TOOLS_ACTION(zb_action,tools::sg::zb_action,render_action)
private:
zb_action& get_me() {return *this;}
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){
zb::buffer::ZPixel px = get_pix(colorf(a_r,a_g,a_b,a_a));
m_zb.clear_color_buffer(px);
}
virtual void color4f(float a_r,float a_g,float a_b,float a_a){
m_rgba.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) {}
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;
if(!m_proj.invert(m_proj_1)){}
}
virtual void load_model_matrix(const mat4f& a_mtx) {m_model = a_mtx;}
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;
if(!m_proj.invert(m_proj_1)){}
m_rgba = _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_line_width = _state.m_line_width;
m_point_size = _state.m_point_size;
m_light_on = _state.m_GL_LIGHTING;
m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
/*
if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
else ::glDisable(GL_TEXTURE_2D);
// 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);
}
*/
}
/////////////////////////////////////////////////////////////////
/// 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) {
//::printf("debug : zb_action : 000 : %d\n",a_id);
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:
zb_action(zb_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_pv(get_me())
,m_light_color(colorf_white())
,m_light_direction(vec3f(0,0,-1))
,m_normal(0,0,1)
,m_ccw(true)
,m_POLYGON_OFFSET_FILL(false)
,m_CULL_FACE(true)
,m_POINT_SMOOTH(false)
,m_LINE_SMOOTH(false)
,m_line_width(1)
,m_point_size(1)
,m_light_on(false)
,m_DEPTH_TEST(true)
{
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();
}
virtual ~zb_action(){}
protected:
zb_action(const zb_action& a_from)
:parent(a_from)
,m_mgr(a_from.m_mgr)
,m_vp_mtx(a_from.m_vp_mtx)
//,m_buffer(a_from.m_buffer)
,m_pv(a_from.m_pv)
,m_proj_1(a_from.m_proj_1)
,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_rgba(a_from.m_rgba)
,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_line_width(a_from.m_line_width)
,m_point_size(a_from.m_point_size)
,m_light_on(a_from.m_light_on)
,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
{}
zb_action& operator=(const zb_action& a_from){
parent::operator=(a_from);
m_vp_mtx = a_from.m_vp_mtx;
//m_buffer = a_from.m_buffer;
m_pv = a_from.m_pv;
m_proj_1 = a_from.m_proj_1;
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_rgba = a_from.m_rgba;
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_line_width = a_from.m_line_width;
m_point_size = a_from.m_point_size;
m_light_on = a_from.m_light_on;
m_DEPTH_TEST = a_from.m_DEPTH_TEST;
return *this;
}
public:
void reset() {
m_cmap.clear();
m_rcmap.clear();
}
const zb::buffer& zbuffer() const {return m_zb;}
zb::buffer& zbuffer() {return m_zb;}
protected:
typedef std::map<colorf,zb::buffer::ZPixel,cmp_colorf> cmap_t;
public:
//const cmap_t& colormap() const {return m_cmap;}
//cmap_t& colormap() {return m_cmap;}
zb::buffer::ZPixel add_color(float a_r,float a_g,float a_b,float a_a){
return add_color(colorf(a_r,a_g,a_b,a_a));
}
zb::buffer::ZPixel add_color(float a_r,float a_g,float a_b){
return add_color(a_r,a_g,a_b,1);
}
zb::buffer::ZPixel add_color(const colorf& a_col){
//::printf("debug : zb_action::add_color : %g %g %g %g : %d\n",
// a_col.r(),a_col.g(),a_col.b(),a_col.a(),m_cmap.size());
zb::buffer::ZPixel pix = (zb::buffer::ZPixel)m_cmap.size();
m_cmap[a_col] = pix;
return pix;
}
zb::buffer::ZPixel get_pix(const colorf& a_rgba) {
cmap_t::const_iterator it = m_cmap.find(a_rgba);
if(it!=m_cmap.end()) return (*it).second;
return add_color(a_rgba);
}
bool find_color(zb::buffer::ZPixel a_pix,colorf& a_rgba) const {
cmap_t::const_iterator it;
for(it=m_cmap.begin();it!=m_cmap.end();++it){
if((*it).second==a_pix) {a_rgba = (*it).first;return true;}
}
return false;
}
typedef std::map<zb::buffer::ZPixel,colorf> rcmap_t;
const rcmap_t& rcolormap() const {return m_rcmap;}
rcmap_t& rcolormap() {return m_rcmap;}
protected:
void gen_rcmap() {
m_rcmap.clear();
cmap_t::const_iterator it;
for(it=m_cmap.begin();it!=m_cmap.end();++it){
m_rcmap[(*it).second] = (*it).first;
}
}
public:
//typedef wps::VCol VCol;
typedef float VCol;
static bool get_rgb(void* a_tag,unsigned int a_col,unsigned int a_row,VCol& a_r,VCol& a_g,VCol& a_b){
//used with wps.
zb_action* rzb = (zb_action*)a_tag;
zb::buffer::ZPixel pix;
if(!rzb->zbuffer().get_clipped_pixel(a_col,rzb->wh()-1-a_row,pix)){
rzb->out() << "get_rgb : can't get zbuffer pixel" << std::endl;
a_r = 1;
a_g = 0;
a_b = 0;
return false;
}
if(rzb->rcolormap().empty()) rzb->gen_rcmap();
{rcmap_t::const_iterator it = rzb->rcolormap().find(pix);
if(it==rzb->rcolormap().end()) {
rzb->out() << "can't find pixel " << pix
<< " in cmap (sz " << rzb->rcolormap().size() << ")."
<< std::endl;
a_r = 1;
a_g = 0;
a_b = 0;
return false;
}
a_r = (*it).second.r();
a_g = (*it).second.g();
a_b = (*it).second.b();}
return true;
}
unsigned char* get_rgbas(size_t& a_sz) {
if(!m_ww || !m_wh) {a_sz = 0;return 0;}
a_sz = 4 * m_ww * m_wh;
typedef unsigned char uchar;
uchar* rgbas = new uchar[a_sz];
if(!rgbas) {a_sz = 0;return 0;}
uchar* pos = rgbas;
VCol r,g,b;
VCol a = 1;
for(unsigned int row=0;row<m_wh;row++) {
for(unsigned int col=0;col<m_ww;col++) {
get_rgb(this,col,m_wh-row-1,r,g,b);
*pos = (uchar)(r*255.0F);pos++;
*pos = (uchar)(g*255.0F);pos++;
*pos = (uchar)(b*255.0F);pos++;
*pos = (uchar)(a*255.0F);pos++;
}
}
/*{size_t number = 4 * m_ww * m_wh;
size_t count_not_255 = 0;
for(size_t item=3;item<number;item+=4) {
unsigned char a = rgbas[item];
if(a!=255) {
::printf("%lu : %d\n",item,a);
count_not_255++;
rgbas[item] = 255;
}
}
::printf("zb_action::rgbas : not_255 : %lu\n",count_not_255);}*/
return rgbas;
}
unsigned char* get_rgbs(size_t& a_sz) {
if(!m_ww || !m_wh) {a_sz = 0;return 0;}
a_sz = 3 * m_ww * m_wh;
typedef unsigned char uchar;
uchar* rgbs = new uchar[a_sz];
if(!rgbs) {a_sz = 0;return 0;}
uchar* pos = rgbs;
VCol r,g,b;
for(unsigned int row=0;row<m_wh;row++) {
for(unsigned int col=0;col<m_ww;col++) {
get_rgb(this,col,m_wh-row-1,r,g,b);
*pos = (uchar)(r*255.0F);pos++;
*pos = (uchar)(g*255.0F);pos++;
*pos = (uchar)(b*255.0F);pos++;
}
}
return rgbs;
}
protected:
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_model.mul_dir_3f(a_x,a_y,a_z);
// m_proj.mul_dir_3f(a_x,a_y,a_z);
// return true;
// }
class primvis : public primitive_visitor {
protected:
virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
return m_zb_action.project_point(a_x,a_y,a_z,a_w);
}
virtual bool add_point(float a_x,float a_y,float a_z,float) {
return _add_point(a_x,a_y,a_z,m_zb_action.m_rgba);
}
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) {
colorf c(a_r,a_g,a_b,a_a);
return _add_point(a_x,a_y,a_z,c);
}
virtual bool add_line(float a_bx,float a_by,float a_bz,float,
float a_ex,float a_ey,float a_ez,float) {
m_zb_action.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
m_zb_action.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
a_bz *= -1;
a_ez *= -1;
zb::point beg;
zinit(beg,a_bx,a_by,a_bz);
zb::point end;
zinit(end,a_ex,a_ey,a_ez);
m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
m_zb_action.m_zb.draw_line(beg,end,m_zb_action.get_pix(m_zb_action.m_rgba),npix(m_zb_action.m_line_width));
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,float,float,float) {
m_zb_action.m_vp_mtx.mul_3f(a_bx,a_by,a_bz);
m_zb_action.m_vp_mtx.mul_3f(a_ex,a_ey,a_ez);
a_bz *= -1;
a_ez *= -1;
zb::point beg;
zinit(beg,a_bx,a_by,a_bz);
zb::point end;
zinit(end,a_ex,a_ey,a_ez);
m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
// interpolate color with beg,end ?
m_zb_action.m_zb.draw_line(beg,end,m_zb_action.get_pix(colorf(a_br,a_bg,a_bb,a_ba)),npix(m_zb_action.m_line_width));
return true;
}
virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
float a_p2x,float a_p2y,float a_p2z,float a_p2w,
float a_p3x,float a_p3y,float a_p3z,float a_p3w){
return _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_zb_action.m_rgba);
}
virtual bool add_triangle(
float a_p1x,float a_p1y,float a_p1z,float a_p1w,
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_r2,float a_g2,float a_b2,float a_a2,
float a_p3x,float a_p3y,float a_p3z,float a_p3w,
float a_r3,float a_g3,float a_b3,float a_a3){
float r = (a_r1+a_r2+a_r3)/3.0f;
float g = (a_g1+a_g2+a_g3)/3.0f;
float b = (a_b1+a_b2+a_b3)/3.0f;
float a = (a_a1+a_a2+a_a3)/3.0f;
colorf col(r,g,b,a);
return _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,
col);
}
virtual bool project_normal(float&,float&,float&) {
//return m_zb_action.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(zb_action& a_zb):m_zb_action(a_zb){}
virtual ~primvis(){}
public:
primvis(const primvis& a_from)
:primitive_visitor(a_from)
,m_zb_action(a_from.m_zb_action)
{}
primvis& operator=(const primvis& a_from){
primitive_visitor::operator=(a_from);
return *this;
}
protected:
static void zinit(zb::point& a_p,float a_x,float a_y,float a_z) {
a_p.x = fround(a_x); //float -> int
a_p.y = fround(a_y); //float -> int
a_p.z = (zb::ZZ)a_z; //float -> double
}
unsigned int npix(float a_size) {
// 0 -> 0
// 1 -> 0
// 2 -> 1 3x3
// 3 -> 1 3x3
// 4 -> 2 5x5
// 5 -> 2 5x5
// 6 -> 3 7x7
unsigned int num = (unsigned int)a_size;
unsigned int num_2 = num/2;
if(2*num_2==num) {num++;num_2 = num/2;}
return num_2;
}
bool _add_point(float a_x,float a_y,float a_z,const colorf& a_color){
m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
m_zb_action.m_vp_mtx.mul_3f(a_x,a_y,a_z);
a_z *= -1;
zb::point p;
zinit(p,a_x,a_y,a_z);
float alpha = a_color.a();
zb::buffer::ZPixel px;
if(alpha<1.0f) {
zb::buffer::ZPixel old_px = 0;
if(!m_zb_action.m_zb.get_pixel(p,old_px)) return false;
colorf old_color;
if(!m_zb_action.find_color(old_px,old_color)) return false;
float one_alpha = 1.0f-alpha;
colorf _color;
_color.set_r(a_color.r()*alpha+old_color.r()*one_alpha);
_color.set_g(a_color.g()*alpha+old_color.g()*one_alpha);
_color.set_b(a_color.b()*alpha+old_color.b()*one_alpha);
px = m_zb_action.get_pix(_color);
} else {
px = m_zb_action.get_pix(a_color);
}
m_zb_action.m_zb.draw_point(p,px,npix(m_zb_action.m_point_size));
return true;
}
bool _add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
float a_p2x,float a_p2y,float a_p2z,float a_p2w,
float a_p3x,float a_p3y,float a_p3z,float a_p3w,
const colorf& a_color){
float p1x = a_p1x;float p1y = a_p1y;float p1z = a_p1z;//float p1w = a_p1w;
float p2x = a_p2x;float p2y = a_p2y;float p2z = a_p2z;//float p2w = a_p2w;
float p3x = a_p3x;float p3y = a_p3y;float p3z = a_p3z;//float p3w = a_p3w;
m_zb_action.m_vp_mtx.mul_3f(p1x,p1y,p1z);
m_zb_action.m_vp_mtx.mul_3f(p2x,p2y,p2z);
m_zb_action.m_vp_mtx.mul_3f(p3x,p3y,p3z);
p1z *= -1;
p2z *= -1;
p3z *= -1;
if(m_zb_action.m_POLYGON_OFFSET_FILL){
// zs are in [-1,1]
float epsil = 1e-5f;
//float epsil = 1e-4f;
p1z -= epsil;
p2z -= epsil;
p3z -= epsil;
}
typedef zb::ZZ ZZ; //double
plane<vec3d> pn(
vec3<ZZ>(p1x,p1y,p1z),
vec3<ZZ>(p2x,p2y,p2z),
vec3<ZZ>(p3x,p3y,p3z)
);
if(!pn.is_valid()) return true;
// norm[0]*x+norm[1]*y+norm[2]*z = dist
// A*x+B*y+C*z+D = 0
ZZ C = pn.normal()[2];
if(m_zb_action.m_CULL_FACE){ // check back facing or by the edge :
if(m_zb_action.m_ccw) {
if(C<=0) return true;
} else {
if(C>=0) return true;
}
}
ZZ A = pn.normal()[0];
ZZ B = pn.normal()[1];
ZZ D = -pn.distance_from_origin();
//ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);
//ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);
zb::point list[3];
zinit(list[0],p1x,p1y,p1z);
zinit(list[1],p2x,p2y,p2z);
zinit(list[2],p3x,p3y,p3z);
m_zb_action.m_zb.set_depth_test(m_zb_action.m_DEPTH_TEST);
if(m_zb_action.m_light_on) {
float _p1x = a_p1x;float _p1y = a_p1y;float _p1z = a_p1z;float _p1w = a_p1w;
float _p2x = a_p2x;float _p2y = a_p2y;float _p2z = a_p2z;float _p2w = a_p2w;
float _p3x = a_p3x;float _p3y = a_p3y;float _p3z = a_p3z;float _p3w = a_p3w;
_p1x *= _p1w;_p1y *= _p1w;_p1z *= _p1w;
_p2x *= _p2w;_p2y *= _p2w;_p2z *= _p2w;
_p3x *= _p3w;_p3y *= _p3w;_p3z *= _p3w;
m_zb_action.m_proj_1.mul_4f(_p1x,_p1y,_p1z,_p1w);
m_zb_action.m_proj_1.mul_4f(_p2x,_p2y,_p2z,_p2w);
m_zb_action.m_proj_1.mul_4f(_p3x,_p3y,_p3z,_p3w);
plane<vec3d> _pn(
vec3<ZZ>(_p1x,_p1y,_p1z),
vec3<ZZ>(_p2x,_p2y,_p2z),
vec3<ZZ>(_p3x,_p3y,_p3z)
);
if(_pn.is_valid()) {
vec3f npn(float(_pn.normal().x()),
float(_pn.normal().y()),
float(_pn.normal().z()));
vec3f d = m_zb_action.m_light_direction;
float dx = m_zb_action.m_light_direction.x();
float dy = m_zb_action.m_light_direction.y();
float dz = m_zb_action.m_light_direction.z();
m_zb_action.m_model.mul_3f(dx,dy,dz);
d.set_value(dx,dy,dz);
if(d.normalize()) {
float dot = npn.dot(d);
if((-1<=dot)&&(dot<=0)) {
dot *= -1;
// colorf c
// (a_color.r()*dot,a_color.g()*dot,a_color.b()*dot,a_color.a());
float h,l,s;
rgb_to_hls(a_color.r(),a_color.g(),a_color.b(),h,l,s);
l *= dot;
float r,g,b;
hls_to_rgb(h,l,s,r,g,b);
colorf c(r,g,b,a_color.a());
m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(c));
//m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(a_color));
}
}
}
} else {
m_zb_action.m_zb.draw_polygon(3,list,A,B,C,D,m_zb_action.get_pix(a_color));
}
return true;
}
protected:
zb_action& m_zb_action;
};
protected:
zb_manager& m_mgr;
mat4f m_vp_mtx;
zb::buffer m_zb;
primvis m_pv;
mat4f m_proj_1; //OPTIMIZE : used if m_light_on true.
cmap_t m_cmap;
rcmap_t m_rcmap;
colorf m_light_color;
vec3f m_light_direction;
vec3f m_normal;
// to be restored in restore_state() :
mat4f m_proj;
mat4f m_model;
colorf m_rgba;
bool m_ccw;
bool m_POLYGON_OFFSET_FILL;
bool m_CULL_FACE;
bool m_POINT_SMOOTH;
bool m_LINE_SMOOTH;
float m_line_width;
float m_point_size;
bool m_light_on;
bool m_DEPTH_TEST;
};
}}
#endif