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/* | |
Copyright (C) 2001-2006, William Joseph. | |
All Rights Reserved. | |
This file is part of GtkRadiant. | |
GtkRadiant is free software; you can redistribute it and/or modify | |
it under the terms of the GNU General Public License as published by | |
the Free Software Foundation; either version 2 of the License, or | |
(at your option) any later version. | |
GtkRadiant 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 General Public License for more details. | |
You should have received a copy of the GNU General Public License | |
along with GtkRadiant; if not, write to the Free Software | |
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA | |
*/ | |
#if !defined(INCLUDED_PIVOT_H) | |
#define INCLUDED_PIVOT_H | |
#include "math/matrix.h" | |
inline void billboard_viewplaneOriented(Matrix4& rotation, const Matrix4& world2screen) | |
{ | |
#if 1 | |
rotation = g_matrix4_identity; | |
Vector3 x(vector3_normalised(vector4_to_vector3(world2screen.x()))); | |
Vector3 y(vector3_normalised(vector4_to_vector3(world2screen.y()))); | |
Vector3 z(vector3_normalised(vector4_to_vector3(world2screen.z()))); | |
vector4_to_vector3(rotation.y()) = Vector3(x.y(), y.y(), z.y()); | |
vector4_to_vector3(rotation.z()) = vector3_negated(Vector3(x.z(), y.z(), z.z())); | |
vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z()))); | |
vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x())); | |
#else | |
Matrix4 screen2world(matrix4_full_inverse(world2screen)); | |
Vector3 near_( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(0, 0, -1, 1) | |
) | |
) | |
); | |
Vector3 far_( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(0, 0, 1, 1) | |
) | |
) | |
); | |
Vector3 up( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(0, 1, -1, 1) | |
) | |
) | |
); | |
rotation = g_matrix4_identity; | |
vector4_to_vector3(rotation.y()) = vector3_normalised(vector3_subtracted(up, near_)); | |
vector4_to_vector3(rotation.z()) = vector3_normalised(vector3_subtracted(near_, far_)); | |
vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z()))); | |
vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x())); | |
#endif | |
} | |
inline void billboard_viewpointOriented(Matrix4& rotation, const Matrix4& world2screen) | |
{ | |
Matrix4 screen2world(matrix4_full_inverse(world2screen)); | |
#if 1 | |
rotation = g_matrix4_identity; | |
vector4_to_vector3(rotation.y()) = vector3_normalised(vector4_to_vector3(screen2world.y())); | |
vector4_to_vector3(rotation.z()) = vector3_negated(vector3_normalised(vector4_to_vector3(screen2world.z()))); | |
vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z()))); | |
vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x())); | |
#else | |
Vector3 near_( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], -1, 1) | |
) | |
) | |
); | |
Vector3 far_( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], 1, 1) | |
) | |
) | |
); | |
Vector3 up( | |
vector4_projected( | |
matrix4_transformed_vector4( | |
screen2world, | |
Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15] + 1, -1, 1) | |
) | |
) | |
); | |
rotation = g_matrix4_identity; | |
vector4_to_vector3(rotation.y()) = vector3_normalised(vector3_subtracted(up, near_)); | |
vector4_to_vector3(rotation.z()) = vector3_normalised(vector3_subtracted(near_, far_)); | |
vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z()))); | |
vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x())); | |
#endif | |
} | |
inline void ConstructObject2Screen(Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen) | |
{ | |
object2screen = device2screen; | |
matrix4_multiply_by_matrix4(object2screen, view2device); | |
matrix4_multiply_by_matrix4(object2screen, world2view); | |
matrix4_multiply_by_matrix4(object2screen, object2world); | |
} | |
inline void ConstructObject2Device(Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device) | |
{ | |
object2screen = view2device; | |
matrix4_multiply_by_matrix4(object2screen, world2view); | |
matrix4_multiply_by_matrix4(object2screen, object2world); | |
} | |
inline void ConstructDevice2Object(Matrix4& device2object, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device) | |
{ | |
ConstructObject2Device(device2object, object2world, world2view, view2device); | |
matrix4_full_invert(device2object); | |
} | |
//! S = ( Inverse(Object2Screen *post ScaleOf(Object2Screen) ) *post Object2Screen | |
inline void pivot_scale(Matrix4& scale, const Matrix4& pivot2screen) | |
{ | |
Matrix4 pre_scale(g_matrix4_identity); | |
pre_scale[0] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.x()))); | |
pre_scale[5] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.y()))); | |
pre_scale[10] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.z()))); | |
scale = pivot2screen; | |
matrix4_multiply_by_matrix4(scale, pre_scale); | |
matrix4_full_invert(scale); | |
matrix4_multiply_by_matrix4(scale, pivot2screen); | |
} | |
// scale by (inverse) W | |
inline void pivot_perspective(Matrix4& scale, const Matrix4& pivot2screen) | |
{ | |
scale = g_matrix4_identity; | |
scale[0] = scale[5] = scale[10] = pivot2screen[15]; | |
} | |
inline void ConstructDevice2Manip(Matrix4& device2manip, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen) | |
{ | |
Matrix4 pivot2screen; | |
ConstructObject2Screen(pivot2screen, object2world, world2view, view2device, device2screen); | |
ConstructObject2Device(device2manip, object2world, world2view, view2device); | |
Matrix4 scale; | |
pivot_scale(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(device2manip, scale); | |
pivot_perspective(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(device2manip, scale); | |
matrix4_full_invert(device2manip); | |
} | |
inline void Pivot2World_worldSpace(Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport) | |
{ | |
manip2world = pivot2world; | |
Matrix4 pivot2screen; | |
ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport); | |
Matrix4 scale; | |
pivot_scale(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
pivot_perspective(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
} | |
inline void Pivot2World_viewpointSpace(Matrix4& manip2world, Vector3& axis, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport) | |
{ | |
manip2world = pivot2world; | |
Matrix4 pivot2screen; | |
ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport); | |
Matrix4 scale; | |
pivot_scale(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
billboard_viewpointOriented(scale, pivot2screen); | |
axis = vector4_to_vector3(scale.z()); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
pivot_perspective(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
} | |
inline void Pivot2World_viewplaneSpace(Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport) | |
{ | |
manip2world = pivot2world; | |
Matrix4 pivot2screen; | |
ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport); | |
Matrix4 scale; | |
pivot_scale(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
billboard_viewplaneOriented(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
pivot_perspective(scale, pivot2screen); | |
matrix4_multiply_by_matrix4(manip2world, scale); | |
} | |
#include "renderable.h" | |
#include "cullable.h" | |
#include "render.h" | |
const Colour4b g_colour_x(255, 0, 0, 255); | |
const Colour4b g_colour_y(0, 255, 0, 255); | |
const Colour4b g_colour_z(0, 0, 255, 255); | |
class Shader; | |
class RenderablePivot : public OpenGLRenderable | |
{ | |
VertexBuffer<PointVertex> m_vertices; | |
public: | |
mutable Matrix4 m_localToWorld; | |
typedef Static<Shader*> StaticShader; | |
static Shader* getShader() | |
{ | |
return StaticShader::instance(); | |
} | |
RenderablePivot() | |
{ | |
m_vertices.reserve(6); | |
m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_x)); | |
m_vertices.push_back(PointVertex(Vertex3f(16, 0, 0), g_colour_x)); | |
m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_y)); | |
m_vertices.push_back(PointVertex(Vertex3f(0, 16, 0), g_colour_y)); | |
m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_z)); | |
m_vertices.push_back(PointVertex(Vertex3f(0, 0, 16), g_colour_z)); | |
} | |
void render(RenderStateFlags state) const | |
{ | |
if(m_vertices.size() == 0) return; | |
if(m_vertices.data() == 0) return; | |
glVertexPointer(3, GL_FLOAT, sizeof(PointVertex), &m_vertices.data()->vertex); | |
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(PointVertex), &m_vertices.data()->colour); | |
glDrawArrays(GL_LINES, 0, m_vertices.size()); | |
} | |
void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const | |
{ | |
renderer.PushState(); | |
Pivot2World_worldSpace(m_localToWorld, localToWorld, volume.GetModelview(), volume.GetProjection(), volume.GetViewport()); | |
renderer.Highlight(Renderer::ePrimitive, false); | |
renderer.SetState(getShader(), Renderer::eWireframeOnly); | |
renderer.SetState(getShader(), Renderer::eFullMaterials); | |
renderer.addRenderable(*this, m_localToWorld); | |
renderer.PopState(); | |
} | |
}; | |
#endif |