source: pacpussensors/trunk/Vislab/lib3dv-1.2.0/lib3dv/eigen/demos/opengl/gpuhelper.cpp

Last change on this file was 136, checked in by ldecherf, 8 years ago

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1// This file is part of Eigen, a lightweight C++ template library
2// for linear algebra.
3//
4// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
5//
6// This Source Code Form is subject to the terms of the Mozilla
7// Public License v. 2.0. If a copy of the MPL was not distributed
8// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
9
10#include "gpuhelper.h"
11#include "icosphere.h"
12#include <GL/glu.h>
13// PLEASE don't look at this old code... ;)
14
15#include <fstream>
16#include <algorithm>
17
18GpuHelper gpu;
19
20GpuHelper::GpuHelper()
21{
22 mVpWidth = mVpHeight = 0;
23 mCurrentMatrixTarget = 0;
24 mInitialized = false;
25}
26
27GpuHelper::~GpuHelper()
28{
29}
30
31void GpuHelper::pushProjectionMode2D(ProjectionMode2D pm)
32{
33 // switch to 2D projection
34 pushMatrix(Matrix4f::Identity(),GL_PROJECTION);
35
36 if(pm==PM_Normalized)
37 {
38 //glOrtho(-1., 1., -1., 1., 0., 1.);
39 }
40 else if(pm==PM_Viewport)
41 {
42 GLint vp[4];
43 glGetIntegerv(GL_VIEWPORT, vp);
44 glOrtho(0., vp[2], 0., vp[3], -1., 1.);
45 }
46
47 pushMatrix(Matrix4f::Identity(),GL_MODELVIEW);
48}
49
50void GpuHelper::popProjectionMode2D(void)
51{
52 popMatrix(GL_PROJECTION);
53 popMatrix(GL_MODELVIEW);
54}
55
56void GpuHelper::drawVector(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect /* = 50.*/)
57{
58 static GLUquadricObj *cylindre = gluNewQuadric();
59 glColor4fv(color.data());
60 float length = vec.norm();
61 pushMatrix(GL_MODELVIEW);
62 glTranslatef(position.x(), position.y(), position.z());
63 Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
64 ax.normalize();
65 Vector3f tmp = vec;
66 tmp.normalize();
67 float angle = 180.f/M_PI * acos(tmp.z());
68 if (angle>1e-3)
69 glRotatef(angle, ax.x(), ax.y(), ax.z());
70 gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
71 glTranslatef(0.0,0.0,0.8*length);
72 gluCylinder(cylindre, 2.0*length/aspect, 0.0, 0.2*length, 10, 10);
73
74 popMatrix(GL_MODELVIEW);
75}
76
77void GpuHelper::drawVectorBox(const Vector3f& position, const Vector3f& vec, const Color& color, float aspect)
78{
79 static GLUquadricObj *cylindre = gluNewQuadric();
80 glColor4fv(color.data());
81 float length = vec.norm();
82 pushMatrix(GL_MODELVIEW);
83 glTranslatef(position.x(), position.y(), position.z());
84 Vector3f ax = Matrix3f::Identity().col(2).cross(vec);
85 ax.normalize();
86 Vector3f tmp = vec;
87 tmp.normalize();
88 float angle = 180.f/M_PI * acos(tmp.z());
89 if (angle>1e-3)
90 glRotatef(angle, ax.x(), ax.y(), ax.z());
91 gluCylinder(cylindre, length/aspect, length/aspect, 0.8*length, 10, 10);
92 glTranslatef(0.0,0.0,0.8*length);
93 glScalef(4.0*length/aspect,4.0*length/aspect,4.0*length/aspect);
94 drawUnitCube();
95 popMatrix(GL_MODELVIEW);
96}
97
98void GpuHelper::drawUnitCube(void)
99{
100 static float vertices[][3] = {
101 {-0.5,-0.5,-0.5},
102 { 0.5,-0.5,-0.5},
103 {-0.5, 0.5,-0.5},
104 { 0.5, 0.5,-0.5},
105 {-0.5,-0.5, 0.5},
106 { 0.5,-0.5, 0.5},
107 {-0.5, 0.5, 0.5},
108 { 0.5, 0.5, 0.5}};
109
110 glBegin(GL_QUADS);
111 glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]);
112 glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]);
113 glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4]);
114 glNormal3f(0, 1,0); glVertex3fv(vertices[2]); glVertex3fv(vertices[6]); glVertex3fv(vertices[7]); glVertex3fv(vertices[3]);
115 glNormal3f(-1,0,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[4]); glVertex3fv(vertices[6]); glVertex3fv(vertices[2]);
116 glNormal3f( 1,0,0); glVertex3fv(vertices[1]); glVertex3fv(vertices[3]); glVertex3fv(vertices[7]); glVertex3fv(vertices[5]);
117 glEnd();
118}
119
120void GpuHelper::drawUnitSphere(int level)
121{
122 static IcoSphere sphere;
123 sphere.draw(level);
124}
125
126
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