00a81d6e04
- aggiunta gestione Stipple per GeoPoint3d, GeoVector3d e GeoCurve.
432 lines
14 KiB
C++
432 lines
14 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2014-2023
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//----------------------------------------------------------------------------
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// File : ObjOldGraphics.cpp Data : 08.07.23 Versione : 2.5g1
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// Contenuto : Implementazione della classe grafica di un oggetto geometrico.
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//
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//
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//
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// Modifiche : 10.02.14 DS Creazione modulo.
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// 23.04.14 DS Agg. gestione materiali.
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//
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//----------------------------------------------------------------------------
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//--------------------------- Include ----------------------------------------
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#include "stdafx.h"
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#include "ObjOldGraphics.h"
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#include "Scene.h"
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#include "/EgtDev/Include/EGkColor.h"
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#include "/EgtDev/Include/EGkPolyLine.h"
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#include "/EgtDev/Include/EGkGdbConst.h"
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#include "/EgtDev/Include/EGkTriangle3d.h"
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#include "/EgtDev/Include/EgtNumUtils.h"
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//--------------------------- Macro e Costanti -------------------------------
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const int VECT_HEAP = 20 ;
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//----------------------------------------------------------------------------
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ObjOldGraphics::~ObjOldGraphics( void)
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{
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Clear() ;
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}
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//----------------------------------------------------------------------------
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void
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ObjOldGraphics::Reset( void)
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{
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m_bValid = false ;
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m_nCurrMode = GL_NONE ;
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}
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//----------------------------------------------------------------------------
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void
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ObjOldGraphics::Clear( void)
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{
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m_ogaVect.clear() ;
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m_bValid = false ;
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m_nCurrMode = GL_NONE ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddColor( const Color& colC)
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{
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return AddOgaColor( colC.GetRed(), colC.GetGreen(), colC.GetBlue(), colC.GetAlpha()) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddMaterial( const Color& colAmb, const Color& colDiff,
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const Color& colSpec, float fShin)
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{
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return AddOgaMaterial( OgAtom::MAT_A, colAmb.GetRed(), colAmb.GetGreen(),
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colAmb.GetBlue(), colDiff.GetAlpha()) &&
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AddOgaMaterial( OgAtom::MAT_D, colDiff.GetRed(), colDiff.GetGreen(),
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colDiff.GetBlue(), colDiff.GetAlpha()) &&
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AddOgaMaterial( OgAtom::MAT_S, colSpec.GetRed(), colSpec.GetGreen(),
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colSpec.GetBlue(), colDiff.GetAlpha()) &&
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AddOgaMaterial( OgAtom::MAT_SH, fShin, 0, 0, 0) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddBackMaterial( const Color& colAmbDiff)
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{
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return AddOgaMaterial( OgAtom::MAT_B, colAmbDiff.GetRed(), colAmbDiff.GetGreen(),
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colAmbDiff.GetBlue(), colAmbDiff.GetAlpha()) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddLineStipple( int nFactor, int nPattern)
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{
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return AddOgaLineStipple( nFactor, nPattern) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddPoint( const Point3d& ptP, bool bAux)
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{
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// start
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AddOgaStart( GL_POINTS, bAux) ;
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// inserisco il nuovo vertice
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AddOgaVert3f( ptP) ;
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// aggiorno bbox
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m_b3Loc.Add( ptP) ;
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// fine
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AddOgaEnd() ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddPoints( const PNTVECTOR& vPnt, bool bAux)
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{
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// start
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AddOgaStart( GL_POINTS, bAux) ;
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// inserisco i vertici + aggiorno bbox
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for ( int i = 0 ; i < int( vPnt.size()) ; ++ i) {
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AddOgaVert3f( vPnt[i]) ;
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m_b3Loc.Add( vPnt[i]) ;
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}
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// fine
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AddOgaEnd() ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddLines( const PNTVECTOR& vPnt, bool bAux)
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{
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// riservo memoria per vettore
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m_ogaVect.reserve( VECT_HEAP + vPnt.size()) ;
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// start
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AddOgaStart( GL_LINES, bAux) ;
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// inserisco i vertici + aggiorno bbox
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for ( int i = 0 ; i < int( vPnt.size()) ; ++ i) {
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AddOgaVert3f( vPnt[i]) ;
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m_b3Loc.Add( vPnt[i]) ;
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}
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// fine
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AddOgaEnd() ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddPolyLine( const PolyLine& PL, bool bAux)
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{
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// riservo memoria per vettore
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m_ogaVect.reserve( VECT_HEAP + PL.GetPointNbr()) ;
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// start
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AddOgaStart( GL_LINE_STRIP, bAux) ;
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// inserisco i nuovi vertici + aggiorno bbox
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Point3d ptP ;
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for ( bool bFound = PL.GetFirstPoint( ptP) ; bFound ; bFound = PL.GetNextPoint( ptP)) {
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AddOgaVert3f( ptP) ;
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m_b3Loc.Add( ptP) ;
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}
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// fine
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AddOgaEnd() ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::StartTriangles( int nNum, bool bAux)
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{
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// riservo memoria per vettore
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m_ogaVect.reserve( VECT_HEAP + 3 * nNum) ;
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// inizio emissione triangoli
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AddOgaStart( GL_TRIANGLES, bAux) ;
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m_nCurrMode = GL_TRIANGLES ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::AddTriangle( const Triangle3d& Tria, const TriFlags3d& TFlags, const TriNormals3d& TNrms)
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{
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// modo corrente deve essere triangoli
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if ( m_nCurrMode != GL_TRIANGLES)
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return false ;
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// emetto i flag, le normali e i vertici del triangolo + aggiorno bbox
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for ( int i = 0 ; i < 3 ; ++ i) {
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AddOgaBndFlag( TFlags.bFlag[i]) ;
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AddOgaNormal3f( TNrms.vtN[i]) ;
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AddOgaVert3f( Tria.GetP( i)) ;
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m_b3Loc.Add( Tria.GetP( i)) ;
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}
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::EndTriangles( void)
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{
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// modo corrente deve essere triangoli
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if ( m_nCurrMode != GL_TRIANGLES)
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return false ;
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// termino il modo triangoli
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AddOgaEnd() ;
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m_nCurrMode = GL_NONE ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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static const float*
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AdjustColor( const float fCol[4], bool bDark)
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{
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if ( ! bDark) {
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return fCol ;
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}
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else {
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static float fDarkCol[4] = { fCol[0], fCol[1], fCol[2], fCol[3]} ;
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fDarkCol[0] = fCol[0] * 0.6f ;
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fDarkCol[1] = fCol[1] * 0.6f ;
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fDarkCol[2] = fCol[2] * 0.6f ;
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fDarkCol[3] = fCol[3] * 0.6f ;
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return fDarkCol ;
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}
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}
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//----------------------------------------------------------------------------
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bool
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ObjOldGraphics::Draw( int nStat, int nMark, bool bSurfSha, bool bSurf, int nAlpha, bool bShowAux)
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{
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// se vuoto non faccio alcunché
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if ( m_ogaVect.size() == 0)
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return true ;
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// gestione stato di visualizzazione
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if ( nStat == GDB_ST_OFF)
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return true ;
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if ( nStat == GDB_ST_SEL) {
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glPointSize( (float) m_pScene->GetSelPointSize()) ;
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glLineWidth( (float) m_pScene->GetSelLineWidth()) ;
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}
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// colore speciale per superficie shading selezionata o marcata
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bool bStdCol = true ;
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float fSelMarkCol[4] = { 1, 1, 1, 1} ;
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float fSelMarkBackCol[4] = { 0.75, 0.75, 0.75, 1} ;
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if ( bSurfSha) {
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if ( nMark == GDB_MK_ON) {
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bStdCol = false ;
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Color colMark = ( ( GetScene() != nullptr) ? GetScene()->GetMark() : Color( 255, 255, 0)) ;
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colMark.SetAlpha( nAlpha) ;
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colMark.GetFloat( fSelMarkCol) ;
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Color colMarkBack = GetSurfBackColor( colMark) ;
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colMarkBack.SetAlpha( nAlpha) ;
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colMarkBack.GetFloat( fSelMarkBackCol) ;
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}
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else if ( nStat == GDB_ST_SEL) {
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bStdCol = false ;
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Color colSelSurf = ( ( GetScene() != nullptr) ? GetScene()->GetSelSurf() : Color( 255, 255, 192)) ;
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colSelSurf.SetAlpha( nAlpha) ;
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colSelSurf.GetFloat( fSelMarkCol) ;
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Color colSelSurfBack = GetSurfBackColor( colSelSurf) ;
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colSelSurfBack.SetAlpha( nAlpha) ;
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colSelSurfBack.GetFloat( fSelMarkBackCol) ;
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}
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}
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// determino se devo scurire il colore wireframe
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bool bDark = false ;
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if ( bStdCol && bSurf && ! bSurfSha) {
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Color colBT, colBB ;
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m_pScene->GetBackground( colBT, colBB) ;
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int nColMid = ( colBT.GetIntIntensity() + colBB.GetIntIntensity()) / 2 ;
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bDark = ( nColMid > 127) ;
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}
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// ciclo di disegno
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bool bStartA = false ;
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bool bLineStipple = false ;
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for ( const auto& Oga : m_ogaVect) {
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switch ( Oga.m_nType) {
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case OgAtom::START :
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glBegin( Oga.m_nMode) ;
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bStartA = false ;
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break ;
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case OgAtom::START_A :
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if ( bShowAux)
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glBegin( Oga.m_nMode) ;
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bStartA = true ;
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break ;
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case OgAtom::END :
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if ( ! bStartA || bShowAux)
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glEnd() ;
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bStartA = false ;
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break ;
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case OgAtom::VERT :
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if ( ! bStartA || bShowAux)
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glVertex3fv( Oga.m_fVal) ;
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break ;
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case OgAtom::BND_FLAG :
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if ( ! bStartA || bShowAux)
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glEdgeFlag( Oga.m_nFlag) ;
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break ;
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case OgAtom::NORMAL :
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if ( ! bStartA || bShowAux)
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glNormal3fv( Oga.m_fVal) ;
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break ;
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case OgAtom::COLOR :
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glColor4fv( ( bStdCol ? AdjustColor( Oga.m_fVal, bDark) : fSelMarkCol)) ;
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break ;
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case OgAtom::MAT_A :
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glMaterialfv( GL_FRONT, GL_AMBIENT, ( bStdCol ? Oga.m_fVal : fSelMarkCol)) ;
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break ;
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case OgAtom::MAT_D :
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glMaterialfv( GL_FRONT, GL_DIFFUSE, ( bStdCol ? Oga.m_fVal : fSelMarkCol)) ;
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break ;
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case OgAtom::MAT_S :
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glMaterialfv( GL_FRONT, GL_SPECULAR, ( bStdCol ? Oga.m_fVal : fSelMarkCol)) ;
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break ;
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case OgAtom::MAT_SH :
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glMaterialf( GL_FRONT, GL_SHININESS, Oga.m_fVal[0]) ;
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break ;
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case OgAtom::MAT_B :
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glMaterialfv( GL_BACK, GL_AMBIENT_AND_DIFFUSE, ( bStdCol ? Oga.m_fVal : fSelMarkBackCol)) ;
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break ;
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case OgAtom::LINE_STIPPLE :
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if ( Oga.m_nMode > 0) {
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bLineStipple = true ;
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glLineStipple( Clamp( Oga.m_nFactor, 1, 256), Clamp( Oga.m_nPattern, 0, 65535)) ;
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glEnable( GL_LINE_STIPPLE) ;
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}
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else {
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bLineStipple = false ;
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glDisable( GL_LINE_STIPPLE) ;
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}
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break ;
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}
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}
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if ( bLineStipple) {
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bLineStipple = false ;
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glDisable( GL_LINE_STIPPLE) ;
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}
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// se marcato e non superficie in shading, disegno halo
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if ( nMark == GDB_MK_ON && ! bSurfSha) {
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// cambio test di depth per non sovrascrivere il disegno appena fatto
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glDepthFunc( GL_LESS) ;
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// dimensioni per halo
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glPointSize( (float) m_pScene->GetMarkPointSize()) ;
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glLineWidth( (float) m_pScene->GetMarkLineWidth()) ;
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// colore di marcatura
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Color colMark = ( ( GetScene() != nullptr) ? GetScene()->GetMark() : Color( 192, 192, 0)) ;
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glColor4f( colMark.GetRed(), colMark.GetGreen(), colMark.GetBlue(), colMark.GetAlpha()) ;
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// ciclo di disegno
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bool bStartA = false ;
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bool bLineStipple = false ;
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for ( const auto& Oga : m_ogaVect) {
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switch ( Oga.m_nType) {
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case OgAtom::START :
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glBegin( Oga.m_nMode) ;
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bStartA = false ;
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break ;
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case OgAtom::START_A :
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if ( bShowAux)
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glBegin( Oga.m_nMode) ;
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bStartA = true ;
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break ;
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case OgAtom::END :
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if ( ! bStartA || bShowAux)
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glEnd() ;
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bStartA = false ;
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break ;
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case OgAtom::VERT :
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if ( ! bStartA || bShowAux)
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glVertex3fv( Oga.m_fVal) ;
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break ;
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case OgAtom::BND_FLAG :
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if ( ! bStartA || bShowAux)
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glEdgeFlag( Oga.m_nFlag) ;
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break ;
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// non si imposta la normale sono solo curve
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// non si impostano i colori, si usa quello di marcatura
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case OgAtom::LINE_STIPPLE :
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if ( Oga.m_nMode > 0) {
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bLineStipple = true ;
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glLineStipple( Clamp( Oga.m_nFactor, 1, 256), Clamp( Oga.m_nPattern, 0, 65535)) ;
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glEnable( GL_LINE_STIPPLE) ;
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}
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else {
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bLineStipple = false ;
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glDisable( GL_LINE_STIPPLE) ;
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}
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break ;
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}
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}
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if ( bLineStipple) {
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bLineStipple = false ;
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glDisable( GL_LINE_STIPPLE) ;
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}
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// ripristino test di depth
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glDepthFunc( GL_LEQUAL) ;
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}
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// se necessario, ripristino la normale visualizzazione
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if ( nStat == GDB_ST_SEL || nMark == GDB_MK_ON) {
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glPointSize( (float) m_pScene->GetPointSize()) ;
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glLineWidth( (float) m_pScene->GetLineWidth()) ;
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}
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return true ;
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}
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