// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2008 Gael Guennebaud // // This Source Code Form is subject to the terms of the Mozilla // Public License v. 2.0. If a copy of the MPL was not distributed // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. #include "gpuhelper.h" #include "icosphere.h" #include // PLEASE don't look at this old code... ;) #include #include GpuHelper gpu; GpuHelper::GpuHelper() { mVpWidth = mVpHeight = 0; mCurrentMatrixTarget = 0; mInitialized = false; } GpuHelper::~GpuHelper() {} void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm) { // switch to 2D projection pushMatrix(Matrix4f::Identity(), GL_PROJECTION); if (pm == PM_Normalized) { // glOrtho(-1., 1., -1., 1., 0., 1.); } else if (pm == PM_Viewport) { GLint vp[4]; glGetIntegerv(GL_VIEWPORT, vp); glOrtho(0., vp[2], 0., vp[3], -1., 1.); } pushMatrix(Matrix4f::Identity(), GL_MODELVIEW); } void GpuHelper::popProjectionMode2D(void) { popMatrix(GL_PROJECTION); popMatrix(GL_MODELVIEW); } void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect /* = 50.*/) { static GLUquadricObj* cylinder = gluNewQuadric(); glColor4fv(color.data()); float length = vec.norm(); pushMatrix(GL_MODELVIEW); glTranslatef(position.x(), position.y(), position.z()); Vector3f ax = Matrix3f::Identity().col(2).cross(vec); ax.normalize(); Vector3f tmp = vec; tmp.normalize(); float angle = 180.f / M_PI * acos(tmp.z()); if (angle > 1e-3) glRotatef(angle, ax.x(), ax.y(), ax.z()); gluCylinder(cylinder, length / aspect, length / aspect, 0.8 * length, 10, 10); glTranslatef(0.0, 0.0, 0.8 * length); gluCylinder(cylinder, 2.0 * length / aspect, 0.0, 0.2 * length, 10, 10); popMatrix(GL_MODELVIEW); } void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect) { static GLUquadricObj* cylinder = gluNewQuadric(); glColor4fv(color.data()); float length = vec.norm(); pushMatrix(GL_MODELVIEW); glTranslatef(position.x(), position.y(), position.z()); Vector3f ax = Matrix3f::Identity().col(2).cross(vec); ax.normalize(); Vector3f tmp = vec; tmp.normalize(); float angle = 180.f / M_PI * acos(tmp.z()); if (angle > 1e-3) glRotatef(angle, ax.x(), ax.y(), ax.z()); gluCylinder(cylinder, length / aspect, length / aspect, 0.8 * length, 10, 10); glTranslatef(0.0, 0.0, 0.8 * length); glScalef(4.0 * length / aspect, 4.0 * length / aspect, 4.0 * length / aspect); drawUnitCube(); popMatrix(GL_MODELVIEW); } void GpuHelper::drawUnitCube(void) { static float vertices[][3] = {{-0.5, -0.5, -0.5}, {0.5, -0.5, -0.5}, {-0.5, 0.5, -0.5}, {0.5, 0.5, -0.5}, {-0.5, -0.5, 0.5}, {0.5, -0.5, 0.5}, {-0.5, 0.5, 0.5}, {0.5, 0.5, 0.5}}; glBegin(GL_QUADS); glNormal3f(0, 0, -1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]); glNormal3f(0, 0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]); glNormal3f(0, -1, 0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]); glNormal3f(0, 1, 0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]); glNormal3f(-1, 0, 0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]); glNormal3f(1, 0, 0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]); glEnd(); } void GpuHelper::drawUnitSphere(int level) { static IcoSphere sphere; sphere.draw(level); }