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/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui_rotation - GLUI_Rotation control class
--------------------------------------------------
Copyright (c) 1998 Paul Rademacher
WWW: http://sourceforge.net/projects/glui/
Forums: http://sourceforge.net/forum/?group_id=92496
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
#include "glui.h"
#include "arcball.h"
#include "algebra3.h"
/*************************** GLUI_Rotation::iaction_mouse_down_handler() ***/
int GLUI_Rotation::iaction_mouse_down_handler( int local_x, int local_y )
{
copy_float_array_to_ball();
init_ball();
local_y = (int) floor(2.0 * ball->center[1] - local_y);
ball->mouse_down( local_x, local_y );
/* printf( "%d %d - %f %f\n", local_x, local_y, ball->center[0], ball->center[1] ); */
copy_ball_to_float_array();
spinning = false;
return false;
}
/*********************** GLUI_Rotation::iaction_mouse_up_handler() **********/
int GLUI_Rotation::iaction_mouse_up_handler( int local_x, int local_y,
bool inside )
{
copy_float_array_to_ball();
ball->mouse_up();
return false;
}
/******************* GLUI_Rotation::iaction_mouse_held_down_handler() ******/
int GLUI_Rotation::iaction_mouse_held_down_handler( int local_x, int local_y,
bool inside)
{
if ( NOT glui )
return 0;
copy_float_array_to_ball();
local_y = (int) floor(2.0 * ball->center[1] - local_y);
/* printf( "%d %d\n", local_x, local_y ); */
ball->mouse_motion( local_x, local_y, 0,
(glui->curr_modifiers & GLUT_ACTIVE_ALT) != 0,
(glui->curr_modifiers & GLUT_ACTIVE_CTRL) != 0 );
copy_ball_to_float_array();
if ( can_spin )
spinning = true;
return false;
}
/******************** GLUI_Rotation::iaction_draw_active_area_persp() **************/
void GLUI_Rotation::iaction_draw_active_area_persp( void )
{
/********** arcball *******/
copy_float_array_to_ball();
setup_texture();
setup_lights();
glEnable(GL_CULL_FACE );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
mat4 tmp_rot = *ball->rot_ptr;
glMultMatrixf( (float*) &tmp_rot[0][0] );
/*** Draw the checkered box ***/
/*glDisable( GL_TEXTURE_2D ); */
draw_ball(1.35); // 1.96 );
glPopMatrix();
glBindTexture(GL_TEXTURE_2D,0); /* unhook our checkerboard texture */
glDisable( GL_TEXTURE_2D );
glDisable( GL_LIGHTING );
glDisable( GL_CULL_FACE );
}
/******************** GLUI_Rotation::iaction_draw_active_area_ortho() **********/
void GLUI_Rotation::iaction_draw_active_area_ortho( void )
{
float radius;
radius = (float)(h-22)/2.0; /*MIN((float)w/2.0, (float)h/2.0); */
/********* Draw emboss circles around arcball control *********/
int k;
glLineWidth( 1.0 );
glBegin( GL_LINE_LOOP);
for( k=0; k<60; k++ ) {
float phi = 2*M_PI*(float)k/60.0;
vec2 p( cos(phi) * (2.0 + radius), sin(phi) * (2.0 + radius));
if ( p[1] < -p[0] ) glColor3ub( 128,128,128 );
else glColor3ub( 255,255,255 );
glVertex2fv((float*)&p[0]);
}
glEnd();
glBegin( GL_LINE_LOOP);
for( k=0; k<60; k++ ) {
float phi = 2*M_PI*(float)k/60.0;
vec2 p( cos(phi) * (1.0 + radius), sin(phi) * (1.0 + radius));
if ( enabled ) {
if ( p[1] < -p[0] ) glColor3ub( 0,0,0);
else glColor3ub( 192,192,192);
}
else
{
if ( p[1] < -p[0] ) glColor3ub( 180,180,180);
else glColor3ub( 192,192,192);
}
glVertex2fv((float*)&p[0]);
}
glEnd();
}
/******************************** GLUI_Rotation::iaction_dump() **********/
void GLUI_Rotation::iaction_dump( FILE *output )
{
}
/******************** GLUI_Rotation::iaction_special_handler() **********/
int GLUI_Rotation::iaction_special_handler( int key,int modifiers )
{
return false;
}
/********************************** GLUI_Rotation::init_ball() **********/
void GLUI_Rotation::init_ball( void )
{
/*printf( "%f %f %f", float( MIN(w/2,h/2)), (float) w/2, (float) h/2 ); */
ball->set_params( vec2( (float)(w/2), (float)((h-18)/2)),
(float) 2.0*(h-18) );
/*ball->set_damping( .05 ); */
/*float( MIN(w/2,h/2))*2.0 ); */
/* ball->reset_mouse(); */
}
/****************************** GLUI_Rotation::setup_texture() *********/
void GLUI_Rotation::setup_texture( void )
{
static GLuint tex=0u;
GLenum t=GL_TEXTURE_2D;
glEnable(t);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor3f( 1.0, 1.0, 1.0 );
if (tex!=0u) {
/* (OSL 2006/06) Just use glBindTexture to avoid having to re-upload the whole checkerboard every frame. */
glBindTexture(t,tex);
return;
} /* Else need to make a new checkerboard texture */
glGenTextures(1,&tex);
glBindTexture(t,tex);
glEnable(t);
unsigned int i, j;
int dark, light; /*** Dark and light colors for ball checkerboard ***/
/* Note: you can change the number of checkers across there sphere in draw_ball */
#define CHECKBOARD_SIZE 64 /* pixels across whole texture */
#define CHECKBOARD_REPEAT 32u /* pixels across one black/white sector */
unsigned char texture_image[CHECKBOARD_SIZE] [CHECKBOARD_SIZE] [3];
unsigned char c;
for( i=0; i<CHECKBOARD_SIZE; i++ )
{
for( j=0; j<CHECKBOARD_SIZE; j++ )
{
dark = 110;
light = 220;
if ((((i/CHECKBOARD_REPEAT)&0x1)==0) ^ (((j/CHECKBOARD_REPEAT)&0x1)==0))
c = light;
else
c = dark;
texture_image[i][j][0] = c;
texture_image[i][j][1] = c;
texture_image[i][j][2] = c;
}
}
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glTexParameteri( t, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( t, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( t, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( t, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
gluBuild2DMipmaps(t, GL_RGB, CHECKBOARD_SIZE, CHECKBOARD_SIZE,
GL_RGB, GL_UNSIGNED_BYTE, texture_image);
/* Add some mipmapping LOD bias, to keep sphere texture sharp */
float bias=-0.5;
/* glTexEnvf(TEXTURE_FILTER_CONTROL_EXT,TEXTURE_LOD_BIAS_EXT,bias); */
/* glTexParameteri( t, GL_TEXTURE_MAX_LEVEL,1);*/
glTexEnvf(0x8500,0x8501,bias); /* <- numeric version for older OpenGL headers */
/* Cap out the mipmap level, to prevent blurring on horizon */
glTexParameteri(t, 0x813D, 1);
if (glGetError()) {
/* Ignore errors in setting funky texture state-- go with defaults.
If somebody knows how to check OpenGL 1.2 before doing this, please do!
*/
}
}
/****************************** GLUI_Rotation::setup_lights() ***********/
void GLUI_Rotation::setup_lights( void )
{
glEnable( GL_LIGHTING );
/* if ( enabled )
glEnable( GL_LIGHTING );
else
glDisable( GL_LIGHTING );*/
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE );
glEnable(GL_COLOR_MATERIAL);
GLfloat light0_position[] = {-1.f, 1.f, 1.0f, 0.0f};
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
if (enabled) { /* enabled colors */
GLfloat light0_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat light0_diffuse[] = {1.f, 1.f, 1.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
}
else { /* disabled colors */
GLfloat light0_ambient[] = {0.6f, 0.6f, 0.6f, 1.0f};
GLfloat light0_diffuse[] = {0.2f, 0.2f, 0.2f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
}
}
/****************************** GLUI_Rotation::draw_ball() **************/
void GLUI_Rotation::draw_ball( float radius )
{
if ( NOT can_draw() )
return;
if (quadObj == NULL) quadObj = gluNewQuadric();
if (quadObj) {
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
gluQuadricTexture(quadObj, true );
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
double checkerTiles=2.0; /* black-white checker tiles across whole sphere */
glScalef(checkerTiles,checkerTiles,1.0);
gluSphere(quadObj, radius, 32, 16);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
/****************************** GLUI_Rotation::reset() **********/
void GLUI_Rotation::reset( void )
{
ball->init(); /** reset quaternion, etc. **/
ball->set_params( vec2( (float)(w/2), (float)((h-18)/2)),
(float) 2.0*(h-18) );
set_spin( this->damping );
copy_ball_to_float_array();
translate_and_draw_front();
output_live(true); /*** Output live and draw main grx window ***/
}
/****************************** GLUI_Rotation::needs_idle() *********/
bool GLUI_Rotation::needs_idle( void ) const
{
return can_spin;
}
/****************************** GLUI_Rotation::idle() ***************/
void GLUI_Rotation::idle( void )
{
spinning = ball->is_spinning?true:false;
if ( can_spin AND spinning ) {
copy_float_array_to_ball();
ball->idle();
*ball->rot_ptr = *ball->rot_ptr * ball->rot_increment;
mat4 tmp_rot;
tmp_rot = *ball->rot_ptr;
copy_ball_to_float_array();
draw_active_area_only = true;
translate_and_draw_front();
draw_active_area_only = false;
output_live(true); /** output live and update gfx **/
}
else {
}
}
/********************** GLUI_Rotation::copy_float_array_to_ball() *********/
void GLUI_Rotation::copy_float_array_to_ball( void )
{
int i;
float *fp_src, *fp_dst;
fp_src = &float_array_val[0];
fp_dst = &((*ball->rot_ptr)[0][0]);
for( i=0; i<16; i++ ) {
*fp_dst = *fp_src;
fp_src++;
fp_dst++;
}
}
/********************** GLUI_Rotation::copy_ball_to_float_array() *********/
void GLUI_Rotation::copy_ball_to_float_array( void )
{
mat4 tmp_rot;
tmp_rot = *ball->rot_ptr;
set_float_array_val( (float*) &tmp_rot[0][0] );
}
/************************ GLUI_Rotation::set_spin() **********************/
void GLUI_Rotation::set_spin( float damp_factor )
{
if ( damp_factor == 0.0 )
can_spin = false;
else
can_spin = true;
ball->set_damping( 1.0 - damp_factor );
this->damping = damp_factor;
}
/************** GLUI_Rotation::GLUI_Rotation() ********************/
GLUI_Rotation::GLUI_Rotation( GLUI_Node *parent,
const char *name, float *value_ptr,
int id,
GLUI_CB cb )
{
common_init();
set_ptr_val( value_ptr );
user_id = id;
set_name( name );
callback = cb;
parent->add_control( this );
init_live();
/*** Init the live 4x4 matrix. This is different than the standard
live variable behavior, since the original value of the 4x4 matrix
is ignored and reset to Identity ***/
/*
NO! WVB
if ( value_ptr != NULL ) {
int i, j, index;
for( i=0; i<4; i++ ) {
for( j=0; j<4; j++ ) {
index = i*4+j;
if ( i==j )
value_ptr[index] = 1.0;
else
value_ptr[index] = 0.0;
}
}
}
*/
/*init_ball(); */
}
/************** GLUI_Rotation::common_init() ********************/
void GLUI_Rotation::common_init( void )
{
glui_format_str( name, "Rotation: %p", this );
// type = GLUI_CONTROL_ROTATION;
w = GLUI_ROTATION_WIDTH;
h = GLUI_ROTATION_HEIGHT;
can_activate = true;
live_type = GLUI_LIVE_FLOAT_ARRAY;
float_array_size = 16;
quadObj = NULL;
alignment = GLUI_ALIGN_CENTER;
can_spin = false;
spinning = false;
damping = 0.0;
ball = new Arcball;
reset();
}