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#include <glos.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "glimport.h"
#include "glrender.h"
GLUnurbs::GLUnurbs(void) : NurbsTessellator(curveEvaluator, surfaceEvaluator) { redefineMaps(); defineMap(GL_MAP2_NORMAL, 0, 3); defineMap(GL_MAP1_NORMAL, 0, 3); defineMap(GL_MAP2_TEXTURE_COORD_1, 0, 1); defineMap(GL_MAP1_TEXTURE_COORD_1, 0, 1); defineMap(GL_MAP2_TEXTURE_COORD_2, 0, 2); defineMap(GL_MAP1_TEXTURE_COORD_2, 0, 2); defineMap(GL_MAP2_TEXTURE_COORD_3, 0, 3); defineMap(GL_MAP1_TEXTURE_COORD_3, 0, 3); defineMap(GL_MAP2_TEXTURE_COORD_4, 1, 4); defineMap(GL_MAP1_TEXTURE_COORD_4, 1, 4); defineMap(GL_MAP2_VERTEX_4, 1, 4); defineMap(GL_MAP1_VERTEX_4, 1, 4); defineMap(GL_MAP2_VERTEX_3, 0, 3); defineMap(GL_MAP1_VERTEX_3, 0, 3); defineMap(GL_MAP2_COLOR_4, 0, 4); defineMap(GL_MAP1_COLOR_4, 0, 4); defineMap(GL_MAP2_INDEX, 0, 1); defineMap(GL_MAP1_INDEX, 0, 1);
setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH); setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH); setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMETHOD, (float) N_PATHLENGTH); setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMETHOD, (float) N_PATHLENGTH);
setnurbsproperty(GL_MAP1_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0); setnurbsproperty(GL_MAP1_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0); setnurbsproperty(GL_MAP2_VERTEX_3, N_PIXEL_TOLERANCE, (float) 50.0); setnurbsproperty(GL_MAP2_VERTEX_4, N_PIXEL_TOLERANCE, (float) 50.0);
setnurbsproperty(GL_MAP1_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50); setnurbsproperty(GL_MAP1_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50); setnurbsproperty(GL_MAP2_VERTEX_3, N_ERROR_TOLERANCE, (float) 0.50); setnurbsproperty(GL_MAP2_VERTEX_4, N_ERROR_TOLERANCE, (float) 0.50);
setnurbsproperty(GL_MAP1_VERTEX_3, N_S_STEPS, (float) 100.0); setnurbsproperty(GL_MAP1_VERTEX_4, N_S_STEPS, (float) 100.0); setnurbsproperty(GL_MAP2_VERTEX_3, N_S_STEPS, (float) 100.0); setnurbsproperty(GL_MAP2_VERTEX_4, N_S_STEPS, (float) 100.0);
setnurbsproperty(GL_MAP1_VERTEX_3, N_T_STEPS, (float) 100.0); setnurbsproperty(GL_MAP1_VERTEX_4, N_T_STEPS, (float) 100.0); setnurbsproperty(GL_MAP2_VERTEX_3, N_T_STEPS, (float) 100.0); setnurbsproperty(GL_MAP2_VERTEX_4, N_T_STEPS, (float) 100.0);
autoloadmode = 1; errorCallback = NULL; }
void GLUnurbs::bgnrender(void) { if (autoloadmode) { loadGLMatrices(); } }
void GLUnurbs::endrender(void) { }
void GLUnurbs::errorHandler(int i) { GLenum gluError;
gluError = i + (GLU_NURBS_ERROR1 - 1); postError( gluError ); }
void GLUnurbs::loadGLMatrices(void) { GLfloat vmat[4][4]; GLint viewport[4];
grabGLMatrix((GLfloat (*)[4]) vmat); loadCullingMatrix((GLfloat (*)[4]) vmat); ::glGetIntegerv((GLenum) GL_VIEWPORT, (GLint *) viewport); loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport); }
#ifdef NT
void GLUnurbs::useGLMatrices( const GLfloat modelMatrix[4][4], const GLfloat projMatrix[4][4], const GLint viewport[4]) { GLfloat vmat[4][4];
multmatrix4d(vmat, modelMatrix, projMatrix); loadCullingMatrix(vmat); loadSamplingMatrix(vmat, viewport); } #else
void GLUnurbs::useGLMatrices(const GLfloat modelMatrix[16], const GLfloat projMatrix[16], const GLint viewport[4]) { GLfloat vmat[4][4];
multmatrix4d((GLfloat (*)[4]) vmat, (GLfloat (*)[4]) modelMatrix, (GLfloat (*)[4]) projMatrix); loadCullingMatrix((GLfloat (*)[4]) vmat); loadSamplingMatrix((const GLfloat (*)[4]) vmat, (const GLint *) viewport); } #endif
/*--------------------------------------------------------------------------
* grabGLMatrix *-------------------------------------------------------------------------- */
void GLUnurbs::grabGLMatrix(GLfloat vmat[4][4]) { GLfloat m1[4][4], m2[4][4];
::glGetFloatv((GLenum) GL_MODELVIEW_MATRIX, (GLfloat *) &(m1[0][0])); ::glGetFloatv((GLenum) GL_PROJECTION_MATRIX, (GLfloat *) &(m2[0][0])); multmatrix4d((GLfloat (*)[4]) vmat, (GLfloat (*)[4]) m1, (GLfloat (*)[4]) m2); }
void GLUnurbs::loadSamplingMatrix(const GLfloat vmat[4][4], const GLint viewport[4]) {
/* rescale the mapping to correspond to pixels in x/y */ REAL xsize = 0.5 * (REAL) (viewport[2]); REAL ysize = 0.5 * (REAL) (viewport[3]); INREAL smat[4][4]; smat[0][0] = vmat[0][0] * xsize; smat[1][0] = vmat[1][0] * xsize; smat[2][0] = vmat[2][0] * xsize; smat[3][0] = vmat[3][0] * xsize;
smat[0][1] = vmat[0][1] * ysize; smat[1][1] = vmat[1][1] * ysize; smat[2][1] = vmat[2][1] * ysize; smat[3][1] = vmat[3][1] * ysize;
smat[0][2] = 0.0; smat[1][2] = 0.0; smat[2][2] = 0.0; smat[3][2] = 0.0;
smat[0][3] = vmat[0][3]; smat[1][3] = vmat[1][3]; smat[2][3] = vmat[2][3]; smat[3][3] = vmat[3][3];
const long rstride = sizeof(smat[0]) / sizeof(smat[0][0]); const long cstride = 1;
setnurbsproperty(GL_MAP1_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride, cstride); setnurbsproperty(GL_MAP1_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride, cstride); setnurbsproperty(GL_MAP2_VERTEX_3, N_SAMPLINGMATRIX, &smat[0][0], rstride, cstride); setnurbsproperty(GL_MAP2_VERTEX_4, N_SAMPLINGMATRIX, &smat[0][0], rstride, cstride); }
void GLUnurbs::loadCullingMatrix(GLfloat vmat[4][4]) { INREAL cmat[4][4];
cmat[0][0] = vmat[0][0]; cmat[0][1] = vmat[0][1]; cmat[0][2] = vmat[0][2]; cmat[0][3] = vmat[0][3];
cmat[1][0] = vmat[1][0]; cmat[1][1] = vmat[1][1]; cmat[1][2] = vmat[1][2]; cmat[1][3] = vmat[1][3];
cmat[2][0] = vmat[2][0]; cmat[2][1] = vmat[2][1]; cmat[2][2] = vmat[2][2]; cmat[2][3] = vmat[2][3];
cmat[3][0] = vmat[3][0]; cmat[3][1] = vmat[3][1]; cmat[3][2] = vmat[3][2]; cmat[3][3] = vmat[3][3];
const long rstride = sizeof(cmat[0]) / sizeof(cmat[0][0]); const long cstride = 1;
setnurbsproperty(GL_MAP2_VERTEX_3, N_CULLINGMATRIX, &cmat[0][0], rstride, cstride); setnurbsproperty(GL_MAP2_VERTEX_4, N_CULLINGMATRIX, &cmat[0][0], rstride, cstride); }
/*---------------------------------------------------------------------
* A = B * MAT ; transform a 4d vector through a 4x4 matrix *--------------------------------------------------------------------- */ void GLUnurbs::transform4d(GLfloat A[4], GLfloat B[4], GLfloat mat[4][4]) {
A[0] = B[0]*mat[0][0] + B[1]*mat[1][0] + B[2]*mat[2][0] + B[3]*mat[3][0]; A[1] = B[0]*mat[0][1] + B[1]*mat[1][1] + B[2]*mat[2][1] + B[3]*mat[3][1]; A[2] = B[0]*mat[0][2] + B[1]*mat[1][2] + B[2]*mat[2][2] + B[3]*mat[3][2]; A[3] = B[0]*mat[0][3] + B[1]*mat[1][3] + B[2]*mat[2][3] + B[3]*mat[3][3]; }
/*---------------------------------------------------------------------
* new = [left][right] ; multiply two matrices together *--------------------------------------------------------------------- */ void GLUnurbs::multmatrix4d (GLfloat n[4][4], GLfloat left[4][4], GLfloat right[4][4]) { transform4d ((GLfloat *) n[0],(GLfloat *) left[0],(GLfloat (*)[4]) right); transform4d ((GLfloat *) n[1],(GLfloat *) left[1],(GLfloat (*)[4]) right); transform4d ((GLfloat *) n[2],(GLfloat *) left[2],(GLfloat (*)[4]) right); transform4d ((GLfloat *) n[3],(GLfloat *) left[3],(GLfloat (*)[4]) right); }
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