/// LSU EE 4702-1 (Fall 2009), GPU Programming -*- c++ -*-
//
/// Quick-and-Dirty Routines for Drawing some OpenGL Shapes
// $Id:$
#ifndef SHAPES_H
#define SHAPES_H
class Sphere {
public:
Sphere(){};
void init(int slices);
void render();
void render(pVect position){ center = position; render(); }
void render(pVect position, pVect axisp, double anglep)
{
center = position; axis = axisp; angle = anglep;
rotation_matrix_compute();
render();
}
void rotation_matrix_compute();
int slices;
pBuffer_Object<pVect> points_bo;
pBuffer_Object<float> tex_coord_bo;
PStack<int> strip_starts;
PStack<int> strip_sizes;
pCoor center;
pVect axis, axis_prepared;
double angle, angle_prepared;
float radius;
pMatrix rotation_matrix;
bool default_orientation;
};
void
Sphere::init(int slicesp)
{
slices = slicesp;
axis = pVect(0,1,0);
angle = 0;
radius = 2;
default_orientation = true;
const double two_pi = 2.0 * M_PI;
const double delta_theta = two_pi / slices;
const double epsilon = 0.001 * delta_theta;
const double pi_me = M_PI - epsilon;
const double two_pi_me = two_pi - epsilon;
PStack<pVect> points;
PStack<float> tex_coord;
for ( double theta = 0; theta < two_pi_me; theta += delta_theta )
{
const int point_count = points.occ();
strip_starts += point_count;
const double theta1 = theta + delta_theta;
const double cos_th0 = cos(theta);
const double sin_th0 = sin(theta);
const double cos_th1 = cos(theta1);
const double sin_th1 = sin(theta1);
const float tc_s0 = theta / two_pi;
const float tc_s1 = theta1 / two_pi;
points += pVect(0,1,0);
tex_coord += 1-(tc_s0 + tc_s1) * 0.5; tex_coord += 0;
for ( double eta = delta_theta; eta < pi_me; eta += delta_theta )
{
const float y = cos(eta);
const double slice_r = sin(eta);
const float x0 = slice_r * cos_th0;
const float z0 = slice_r * sin_th0;
const float tc_t = eta / M_PI;
points += pVect(slice_r * cos_th1, y, slice_r * sin_th1);
tex_coord += 1-tc_s1; tex_coord += tc_t;
points += pVect(x0,y,z0);
tex_coord += 1-tc_s0; tex_coord += tc_t;
}
points += pVect(0,-1,0);
tex_coord += 1-(tc_s0 + tc_s1) * 0.5; tex_coord += 1;
strip_sizes += points.occ() - point_count;
}
points_bo.take(points);
points_bo.to_gpu();
tex_coord_bo.take(tex_coord);
tex_coord_bo.to_gpu();
}
void
Sphere::rotation_matrix_compute()
{
pVect up(0,1,0);
default_orientation = axis == up && angle == 0;
if ( default_orientation ) return;
if ( angle == angle_prepared && axis == axis_prepared ) return;
pMatrix_Rotation orient_axis(up,axis);
pMatrix_Rotation rotate(up,angle);
rotation_matrix = orient_axis * rotate;
angle_prepared = angle; axis_prepared = axis;
}
void
Sphere::render()
{
const pColor lsu_spirit_gold(0xf9b237);
glColor3fv(lsu_spirit_gold);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(center.x,center.y,center.z);
glScalef(radius,radius,radius);
if ( !default_orientation ) glMultTransposeMatrixf(rotation_matrix);
points_bo.bind();
glVertexPointer(3,GL_FLOAT,0,0);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT,0,0);
glEnableClientState(GL_NORMAL_ARRAY);
tex_coord_bo.bind();
glTexCoordPointer(2,GL_FLOAT,0,0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMultiDrawArrays
(GL_TRIANGLE_STRIP,
strip_starts.get_storage(), strip_sizes.get_storage(), slices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopMatrix();
}
class Cone {
public:
Cone(){};
void render(pCoor base, float radius, pVect to_apex)
{
const int sides = 10;
const double delta_theta = 2 * M_PI / sides;
const double base_radius = 1;
const double apex_radius = 0.1;
const double apex_height = 1;
const double alpha = atan2(apex_height,base_radius-apex_radius);
const double vec_z = sin(alpha);
const float to_height = to_apex.mag();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
pVect from_apex(0,0,1);
pVect rn(from_apex,to_apex);
const float rot_angle = pangle(from_apex,to_apex);
glTranslatef(base.x,base.y,base.z);
glRotatef(rot_angle * 180.0 / M_PI,rn.x,rn.y,rn.z);
glScalef(radius,radius,to_height);
glBegin(GL_QUAD_STRIP);
for ( int i=0; i<=sides; i++ )
{
const double theta = delta_theta * i;
const double cos_t = cos(theta);
const double sin_t = sin(theta);
glNormal3f( cos_t, sin_t, vec_z );
glVertex3f( apex_radius * cos_t, apex_radius * sin_t, apex_height);
glVertex3f( base_radius * cos_t, base_radius * sin_t, 0);
}
glEnd();
glPopMatrix();
}
};
// Display a tetrahedron, used to indicate light position.
//
inline void
insert_tetrahedron(pCoor& loc, float size)
{
pCoor v0(loc.x,loc.y,loc.z);
pCoor v1(loc.x,loc.y-size,loc.z+size);
pCoor v2(loc.x-.866*size,loc.y-size,loc.z-0.5*size);
pCoor v3(loc.x+.866*size,loc.y-size,loc.z-0.5*size);
static pColor c1(0xffffff);
static pColor c2(0xff00);
glDisable(GL_LIGHTING);
#define TRI(va,vb,vc) \
{ \
pVect n = cross(va,vb,vc); \
glNormal3fv(n); \
glColor3fv(c1); glVertex3fv(va); \
glColor3fv(c2); glVertex3fv(vb); \
glVertex3fv(vc); \
}
glBegin(GL_TRIANGLES);
TRI(v0,v1,v2); TRI(v0,v2,v3); TRI(v0,v3,v1);
glEnd();
# undef TRI
glEnable(GL_LIGHTING);
}
#endif