Files
EgtGraphics/ObjNewGraphics.cpp
Dario Sassi 076c74488f EgtGraphics :
- migliorata gestione oggetti senza visualizzazione
- migliorata gestione errori di visualizzazione.
2024-08-23 19:00:57 +02:00

561 lines
19 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2014-2023
//----------------------------------------------------------------------------
// File : ObjNewGraphics.cpp Data : 08.07.23 Versione : 2.5g1
// Contenuto : Implementazione della classe grafica di un oggetto geometrico.
//
//
//
// Modifiche : 10.02.14 DS Creazione modulo.
// 23.04.14 DS Agg. gestione materiali.
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "ObjNewGraphics.h"
#include "Scene.h"
#include "GraphObjs.h"
#include "/EgtDev/Include/EGkPolyLine.h"
#include "/EgtDev/Include/EGkGdbConst.h"
#include "/EgtDev/Include/EGkTriangle3d.h"
#include "/EgtDev/Include/EgtNumUtils.h"
//--------------------------- Macro e Costanti -------------------------------
// Dimensioni flag per edge di triangoli
const size_t SIZEFLAG = sizeof( unsigned char) ;
// Dimensioni record del buffer ( vertice + normale + flag)
const size_t SIZEVNF = ( 2 * SIZEV3F + SIZEFLAG) ;
//----------------------------------------------------------------------------
ObjNewGraphics::~ObjNewGraphics( void)
{
Clear() ;
}
//----------------------------------------------------------------------------
void
ObjNewGraphics::Reset( void)
{
m_bValid = false ;
m_nCurrMode = GL_NONE ;
}
//----------------------------------------------------------------------------
void
ObjNewGraphics::Clear( void)
{
DeleteVaoVbo() ;
m_ngaVect.clear() ;
m_bValid = false ;
m_nCurrMode = GL_NONE ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::Validate( void)
{
if ( ! m_bValid)
m_bValid = m_ngaVect.empty() ;
return m_bValid ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddColor( const Color& colC)
{
return AddNgaColor( colC.GetRed(), colC.GetGreen(), colC.GetBlue(), colC.GetAlpha()) ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddMaterial( const Color& colAmb, const Color& colDiff,
const Color& colSpec, float fShin)
{
return AddNgaMaterial( NgAtom::MAT_A, colAmb.GetRed(), colAmb.GetGreen(),
colAmb.GetBlue(), colDiff.GetAlpha()) &&
AddNgaMaterial( NgAtom::MAT_D, colDiff.GetRed(), colDiff.GetGreen(),
colDiff.GetBlue(), colDiff.GetAlpha()) &&
AddNgaMaterial( NgAtom::MAT_S, colSpec.GetRed(), colSpec.GetGreen(),
colSpec.GetBlue(), colDiff.GetAlpha()) &&
AddNgaMaterial( NgAtom::MAT_SH, fShin, 0, 0, 0) ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddBackMaterial( const Color& colAmbDiff)
{
return AddNgaMaterial( NgAtom::MAT_B, colAmbDiff.GetRed(), colAmbDiff.GetGreen(),
colAmbDiff.GetBlue(), colAmbDiff.GetAlpha()) ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddLineStipple( int nFactor, int nPattern)
{
return AddNgaLineStipple( nFactor, nPattern) ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddPoint( const Point3d& ptP, bool bAux)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
glBufferData( GL_ARRAY_BUFFER, 1 * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Vert3f v3V( ptP) ;
glBufferSubData( GL_ARRAY_BUFFER, 0, SIZEV3F, &v3V) ;
m_b3Loc.Add( ptP) ;
int nCount = 1 ;
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddNgaVerts( GL_POINTS, nCount, nVaoId, nVboId, bAux) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddPoints( const PNTVECTOR& vPnt, bool bAux)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
int nCount = int( vPnt.size()) ;
glBufferData( GL_ARRAY_BUFFER, nCount * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Vert3f v3V ;
for ( int i = 0 ; i < nCount ; ++ i) {
v3V.Set( vPnt[i]) ;
glBufferSubData( GL_ARRAY_BUFFER, i * SIZEV3F, SIZEV3F, &v3V) ;
m_b3Loc.Add( vPnt[i]) ;
}
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddNgaVerts( GL_POINTS, nCount, nVaoId, nVboId, bAux) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddLines( const PNTVECTOR& vPnt, bool bAux, bool bSurfSha)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
int nCount = int( vPnt.size()) ;
glBufferData( GL_ARRAY_BUFFER, nCount * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Vert3f v3V ;
for ( int i = 0 ; i < nCount ; ++ i) {
v3V.Set( vPnt[i]) ;
glBufferSubData( GL_ARRAY_BUFFER, i * SIZEV3F, SIZEV3F, &v3V) ;
m_b3Loc.Add( vPnt[i]) ;
}
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddNgaVerts( GL_LINES, nCount, nVaoId, nVboId, bAux, bSurfSha) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddPolyLine( const PolyLine& PL, bool bAux, bool bSurfSha)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
glBufferData( GL_ARRAY_BUFFER, PL.GetPointNbr() * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Point3d ptP ;
Vert3f v3V ;
int nCount = 0 ;
for ( bool bFound = PL.GetFirstPoint( ptP) ; bFound ; bFound = PL.GetNextPoint( ptP)) {
v3V.Set( ptP) ;
glBufferSubData( GL_ARRAY_BUFFER, nCount * SIZEV3F, SIZEV3F, &v3V) ;
m_b3Loc.Add( ptP) ;
++ nCount ;
}
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddNgaVerts( GL_LINE_STRIP, nCount, nVaoId, nVboId, bAux, bSurfSha) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::StartTriangles( int nNum, bool bAux)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// modo corrente deve essere nullo
if ( m_nCurrMode != GL_NONE)
return false ;
// inizializzo emissione triangoli
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
// NumTria * 3 * dimensione( vertice+normale+flag)
glBufferData( GL_ARRAY_BUFFER, nNum * 3 * SIZEVNF, NULL, GL_STATIC_DRAW) ;
// aggiungo i dati in lista
AddNgaVerts( GL_TRIANGLES, 0, nVaoId, nVboId, bAux) ;
// dichiaro modo triangoli
m_nCurrMode = GL_TRIANGLES ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddTriangle( const Triangle3d& Tria, const TriFlags3d& TFlags, const TriNormals3d& TNrms)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// modo corrente deve essere triangoli
if ( m_nCurrMode != GL_TRIANGLES)
return false ;
// recupero il conteggio dei vertici
int nCount = m_ngaVect.back().m_nCount ;
// emetto i vertici, le normali e i flag del triangolo
#pragma pack( push, 1)
struct VnfBuf {
Vert3f v3V ;
Vert3f v3N ;
unsigned char cFlag ;
} ;
#pragma pack( pop)
VnfBuf Buffer[3] ;
for ( int i = 0 ; i < 3 ; ++ i) {
Buffer[i].v3V = Tria.GetP( i) ;
Buffer[i].v3N = TNrms.vtN[i] ;
Buffer[i].cFlag = ( TFlags.bFlag[i] ? 1 : 0) ;
}
glBufferSubData( GL_ARRAY_BUFFER, nCount * SIZEVNF, 3 * SIZEVNF, Buffer) ;
// aggiorno il conteggio
nCount += 3 ;
m_ngaVect.back().m_nCount = nCount ;
// aggiorno bbox
for ( int i = 0 ; i < 3 ; ++ i)
m_b3Loc.Add( Tria.GetP( i)) ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::EndTriangles( void)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// modo corrente deve essere triangoli
if ( m_nCurrMode != GL_TRIANGLES)
return false ;
// termino il modo triangoli
glVertexPointer( 3, GL_FLOAT, SIZEVNF, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glNormalPointer( GL_FLOAT, SIZEVNF, ((void*)( 1 * SIZEV3F))) ;
glEnableClientState( GL_NORMAL_ARRAY) ;
glEdgeFlagPointer( SIZEVNF, ((void*)( 2 * SIZEV3F))) ;
glEnableClientState( GL_EDGE_FLAG_ARRAY) ;
glBindVertexArray( 0) ;
// dichiaro modalità standard
m_nCurrMode = GL_NONE ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
static const float*
AdjustColor( const float fCol[4], bool bDark)
{
if ( ! bDark) {
return fCol ;
}
else {
static float fDarkCol[4] = { fCol[0], fCol[1], fCol[2], fCol[3]} ;
fDarkCol[0] = fCol[0] * 0.6f ;
fDarkCol[1] = fCol[1] * 0.6f ;
fDarkCol[2] = fCol[2] * 0.6f ;
fDarkCol[3] = fCol[3] * 0.6f ;
return fDarkCol ;
}
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::Draw( int nStat, int nMark, bool bSurfSha, bool bSurf, int nAlpha, bool bShowAux)
{
if ( ! m_bValid || m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// se vuoto non faccio alcunché
if ( m_ngaVect.size() == 0)
return true ;
// gestione stato di visualizzazione
if ( nStat == GDB_ST_OFF)
return true ;
if ( nStat == GDB_ST_SEL) {
glPointSize( (float) m_pScene->GetSelPointSize()) ;
glLineWidth( (float) m_pScene->GetSelLineWidth()) ;
}
// colori speciali per superficie shading selezionata o marcata
bool bStdCol = true ;
float fSelMarkCol[4] = { 1, 1, 1, 1} ;
float fSelMarkBackCol[4] = { 0.75, 0.75, 0.75, 1} ;
if ( bSurfSha) {
if ( nMark == GDB_MK_ON || nMark == GDB_MK_ON_2) {
bStdCol = false ;
Color colMark = m_pScene->GetMark( nMark) ;
colMark.SetAlpha( nAlpha) ;
colMark.GetFloat( fSelMarkCol) ;
Color colMarkBack = GetSurfBackColor( colMark) ;
colMarkBack.SetAlpha( nAlpha) ;
colMarkBack.GetFloat( fSelMarkBackCol) ;
}
else if ( nStat == GDB_ST_SEL) {
bStdCol = false ;
Color colSelSurf = m_pScene->GetSelSurf() ;
colSelSurf.SetAlpha( nAlpha) ;
colSelSurf.GetFloat( fSelMarkCol) ;
Color colSelSurfBack = GetSurfBackColor( colSelSurf) ;
colSelSurfBack.SetAlpha( nAlpha) ;
colSelSurfBack.GetFloat( fSelMarkBackCol) ;
}
}
// determino se devo scurire il colore wireframe
bool bDark = false ;
if ( bStdCol && bSurf && ! bSurfSha) {
Color colBT, colBB ;
m_pScene->GetBackground( colBT, colBB) ;
int nColMid = ( colBT.GetIntIntensity() + colBB.GetIntIntensity()) / 2 ;
bDark = ( nColMid > 127) ;
}
// ciclo di disegno
bool bLineStipple = false ;
for ( const auto& Nga : m_ngaVect) {
switch ( Nga.m_nType) {
case NgAtom::VERTS :
if ( Nga.m_nCount > 0 && Nga.m_nVaoId != 0) {
glBindVertexArray( Nga.m_nVaoId) ;
glDrawArrays( Nga.m_nMode, 0, Nga.m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
case NgAtom::VERTS_A :
if ( bShowAux && Nga.m_nCount > 0 && Nga.m_nVaoId != 0) {
glBindVertexArray( Nga.m_nVaoId) ;
glDrawArrays( Nga.m_nMode, 0, Nga.m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
case NgAtom::VERTS_S :
if ( bSurfSha && Nga.m_nCount > 0 && Nga.m_nVaoId != 0) {
glBindVertexArray( Nga.m_nVaoId) ;
glDrawArrays( Nga.m_nMode, 0, Nga.m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
case NgAtom::COLOR :
glColor4fv( ( bStdCol ? AdjustColor( Nga.m_fCol, bDark) : fSelMarkCol)) ;
break ;
case NgAtom::MAT_A :
glMaterialfv( GL_FRONT, GL_AMBIENT, ( bStdCol ? Nga.m_fCol : fSelMarkCol)) ;
break ;
case NgAtom::MAT_D :
glMaterialfv( GL_FRONT, GL_DIFFUSE, ( bStdCol ? Nga.m_fCol : fSelMarkCol)) ;
break ;
case NgAtom::MAT_S :
glMaterialfv( GL_FRONT, GL_SPECULAR, ( bStdCol ? Nga.m_fCol : fSelMarkCol)) ;
break ;
case NgAtom::MAT_SH :
glMaterialf( GL_FRONT, GL_SHININESS, Nga.m_fCol[0]) ;
break ;
case NgAtom::MAT_B :
glMaterialfv( GL_BACK, GL_AMBIENT_AND_DIFFUSE, ( bStdCol ? Nga.m_fCol : fSelMarkBackCol)) ;
break ;
case NgAtom::LINE_STIPPLE :
if ( Nga.m_nMode > 0) {
bLineStipple = true ;
glLineStipple( Clamp( Nga.m_nFactor, 1, 256), Clamp( Nga.m_nPattern, 0, 65535)) ;
glEnable( GL_LINE_STIPPLE) ;
}
else {
bLineStipple = false ;
glDisable( GL_LINE_STIPPLE) ;
}
break ;
}
}
if ( bLineStipple) {
bLineStipple = false ;
glDisable( GL_LINE_STIPPLE) ;
}
// se marcato e non superficie in shading, disegno halo
if ( ( nMark == GDB_MK_ON || nMark == GDB_MK_ON_2) && ! bSurfSha) {
// cambio test di depth per non sovrascrivere il disegno appena fatto
glDepthFunc( GL_LESS) ;
// dimensioni per halo
glPointSize( (float) m_pScene->GetMarkPointSize()) ;
glLineWidth( (float) m_pScene->GetMarkLineWidth()) ;
// colore di marcatura
Color colMark = m_pScene->GetMark( nMark) ;
glColor4f( colMark.GetRed(), colMark.GetGreen(), colMark.GetBlue(), colMark.GetAlpha()) ;
// ciclo di disegno
bool bLineStipple = false ;
for ( const auto& Nga : m_ngaVect) {
switch ( Nga.m_nType) {
case NgAtom::VERTS :
if ( Nga.m_nCount > 0 && Nga.m_nVaoId != 0) {
glBindVertexArray( Nga.m_nVaoId) ;
glDrawArrays( Nga.m_nMode, 0, Nga.m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
case NgAtom::VERTS_A :
if ( bShowAux && Nga.m_nCount > 0 && Nga.m_nVaoId != 0) {
glBindVertexArray( Nga.m_nVaoId) ;
glDrawArrays( Nga.m_nMode, 0, Nga.m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
// non si impostano i colori, si usa quello di marcatura
case NgAtom::LINE_STIPPLE :
if ( Nga.m_nMode > 0) {
bLineStipple = true ;
glLineStipple( Clamp( Nga.m_nFactor, 1, 256), Clamp( Nga.m_nPattern, 0, 65535)) ;
glEnable( GL_LINE_STIPPLE) ;
}
else {
bLineStipple = false ;
glDisable( GL_LINE_STIPPLE) ;
}
break ;
}
}
if ( bLineStipple) {
bLineStipple = false ;
glDisable( GL_LINE_STIPPLE) ;
}
// ripristino test di depth
glDepthFunc( GL_LEQUAL) ;
}
// se necessario, ripristino la normale visualizzazione
if ( nStat == GDB_ST_SEL || nMark == GDB_MK_ON || nMark == GDB_MK_ON_2) {
glPointSize( (float) m_pScene->GetPointSize()) ;
glLineWidth( (float) m_pScene->GetLineWidth()) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::DeleteVaoVbo( void)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// ciclo di cancellazione VAO/VBO
for ( auto& Nga : m_ngaVect) {
if ( Nga.m_nType == NgAtom::VERTS && Nga.m_nCount > 0) {
glBindBuffer( GL_ARRAY_BUFFER, 0) ;
glDeleteBuffers( 1, &Nga.m_nVboId) ;
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &Nga.m_nVaoId) ;
Nga.m_nCount = 0 ;
}
}
return true ;
}