// This program 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.
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// Copyright 2007, Daniel Fontijne, University of Amsterdam -- fontijne@science.uva.nl
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <string>
#include <libgasandbox/common.h>
#include <libgasandbox/c3ga.h>
#include <libgasandbox/c3ga_util.h>
#include <libgasandbox/c3ga_draw.h>
#include <libgasandbox/gl_util.h>
#include <libgasandbox/glut_util.h>
using namespace c3ga;
using namespace mv_draw;
const char *WINDOW_TITLE = "Geometric Algebra, Chapter 16, Example 1: Homogeneous 4x4 Matrices to Conformal Versors";
// GLUT state information
int g_viewportWidth = 800;
int g_viewportHeight = 600;
int g_GLUTmenu;
// mouse position on last call to MouseButton() / MouseMotion()
vectorE3GA g_prevMousePos;
#define MODE_ROTATE 2
#define MODE_TRANSLATE 3
#define MODE_TRANSLATE_PAR 4
#define MODE_SCALE 5
int g_mode = MODE_ROTATE;
bool g_rotateModelOutOfPlane = false;
// the following specify the transformation of the model (translation, scale, rotation)
vectorE3GA g_modelTranslation = _vectorE3GA(-12.0f * e3);
float g_modelScale = -1.0f;
rotor g_modelRotor(_rotor(1.0f));
// model info:
bool g_initModelRequired = true;
const char *g_modelName = "dodecahedron";
// vertex positions: points
std::vector<c3ga::normalizedPoint> g_vertices3D;
// indices into the g_vertices3D vector:
std::vector<std::vector<int> > g_polygons3D;
std::string g_prevStatisticsModelName = "";
// model names:
const char *g_modelNames[] = {
"teapot",
"cube",
"sphere",
"cone",
"torus",
"dodecahedron",
"octahedron",
"tetrahedron",
"icosahedron",
NULL
};
// use OpenGL to transform the vertices?
#define MODE_GL_GA_TOGGLE 10
bool g_useOpenGL = false;
void getGLUTmodel3D(const std::string &modelName);
void display() {
doIntelWarning(); // warn for possible problems with pciking on Intel graphics chipsets
// get model, if required:
if (g_initModelRequired) {
g_initModelRequired = false;
getGLUTmodel3D(g_modelName);
}
// setup projection & transform for the vectors:
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
const float screenWidth = 1600.0f;
glLoadIdentity();
GLpick::g_frustumWidth = 2.0 * (double)g_viewportWidth / screenWidth;
GLpick::g_frustumHeight = 2.0 * (double)g_viewportHeight / screenWidth;
glFrustum(
-GLpick::g_frustumWidth / 2.0, GLpick::g_frustumWidth / 2.0,
-GLpick::g_frustumHeight / 2.0, GLpick::g_frustumHeight / 2.0,
GLpick::g_frustumNear, GLpick::g_frustumFar);
// clear viewport
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// setup modelview transformation
glMatrixMode(GL_MODELVIEW);
// one button = scale, the other translate, the other scale!
glTranslatef(g_modelTranslation.e1(), g_modelTranslation.e2(), g_modelTranslation.e3());
glScalef(g_modelScale, g_modelScale, g_modelScale);
rotorGLMult(g_modelRotor);
TRSversor V(_TRSversor(1.0f));
TRSversor Vi(_TRSversor(1.0f));
if (g_useOpenGL) {
// nothing to do . . .
}
else {
// get modelview matrix
GLfloat modelViewMatrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelViewMatrix);
// Convert to versor.
bool transpose = true;
V = matrix4x4ToVersor(modelViewMatrix, transpose);
Vi = inverse(V);
// -> The versor is applied below, before points are sent to OpenGL
// reset modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// setup other GL stuff
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_LIGHTING);
glLineWidth(1.0f);
// render model
for (unsigned int i = 0; i < g_polygons3D.size(); i++) {
// draw polygon
glColor3fm(0.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON);
for (unsigned int j = 0; j < g_polygons3D[i].size(); j++) {
// apply versor to vertex:
point v = _point(V * g_vertices3D[g_polygons3D[i][j]] * Vi);
// send it to OpenGL
glVertex3f(v.e1() / v.no(), v.e2() / v.no(), v.e3() / v.no());
}
glEnd();
}
{
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, g_viewportWidth, 0, g_viewportHeight, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glColor3f(0.0f, 0.0f, 0.0f);
void *font = GLUT_BITMAP_HELVETICA_12;
{
const char *transformUIModeStr = NULL;
const char *transformApplyStr = NULL;
if (g_mode == MODE_ROTATE) transformUIModeStr = "rotate";
else if (g_mode == MODE_TRANSLATE) transformUIModeStr = "translate orthogonal to viewport";
else if (g_mode == MODE_TRANSLATE_PAR) transformUIModeStr = "translate parallel to viewport";
else if (g_mode == MODE_SCALE) transformUIModeStr = "scale";
transformApplyStr = (g_useOpenGL) ? "OpenGL" : "GA";
char modeStr[1024];
sprintf(modeStr, "UI mode: %s", transformUIModeStr);
renderBitmapString(20, g_viewportHeight - 20, font, modeStr);
sprintf(modeStr, "Transform mode: %s", transformApplyStr);
renderBitmapString(20, g_viewportHeight - 40, font, modeStr);
}
renderBitmapString(20, 60, font, "This example demonstrates converting OpenGL matrices into conformal versors (see source code).");
renderBitmapString(20, 40, font, "Use left mouse button to translate/rotate/scale.");
renderBitmapString(20, 20, font, "Use the other mouse buttons to access the popup menu.");
}
glutSwapBuffers();
}
void reshape(GLint width, GLint height) {
g_viewportWidth = width;
g_viewportHeight = height;
glViewport(0, 0, g_viewportWidth, g_viewportHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-g_viewportWidth/2, g_viewportWidth - g_viewportWidth/2,
-g_viewportHeight/2, g_viewportHeight - g_viewportHeight/2,
-100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// refresh model on next redraw
// g_initModelRequired = true;
// redraw viewport
glutPostRedisplay();
}
vectorE3GA mousePosToVector(int x, int y) {
x -= g_viewportWidth / 2;
y -= g_viewportHeight / 2;
return c3ga::_vectorE3GA((mv::Float)x * e1 - (mv::Float)y * e2);
}
void MouseMotion(int x, int y) {
// get mouse position, motion
vectorE3GA mousePos = mousePosToVector(x, y);
vectorE3GA motion = _vectorE3GA(mousePos - g_prevMousePos);
if (g_mode == MODE_ROTATE) {
// update rotor
if (g_rotateModelOutOfPlane)
g_modelRotor = _rotor(c3ga::exp(0.005f * (motion ^ e3)) * g_modelRotor);
else g_modelRotor = _rotor(c3ga::exp(0.00001f * (motion ^ mousePos)) * g_modelRotor);
}
else if (g_mode == MODE_TRANSLATE) {
g_modelTranslation = g_modelTranslation + _vectorE3GA(motion.e2() * 0.03f * e3);
}
else if (g_mode == MODE_TRANSLATE_PAR) {
g_modelTranslation = g_modelTranslation + _vectorE3GA(motion * 0.03f);
}
else if (g_mode == MODE_SCALE) {
g_modelScale += motion.e2() * 0.01f;
}
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
void MouseButton(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON) {
g_prevMousePos = mousePosToVector(x, y);
vectorE3GA mousePos = mousePosToVector(x, y);
if ((_Float(norm_e(mousePos)) / _Float(norm_e(g_viewportWidth * e1 + g_viewportHeight * e2))) < 0.2)
g_rotateModelOutOfPlane = true;
else g_rotateModelOutOfPlane = false;
}
}
/*
void Keyboard(unsigned char key, int x, int y) {
if (key == 'o') g_useOpenGL = true;
else if (key == 'g') g_useOpenGL = false;
else if (key == 't') {g_mode = MODE_TRANSLATE;} // translate
else if (key == 'y') {g_mode = MODE_TRANSLATE_PAR;} // translate parallel
else if (key == 'r') {g_mode = MODE_ROTATE;} // rotate
else if (key == 's') {g_mode = MODE_SCALE;} // scale
// redraw viewport
glutPostRedisplay();
}
*/
void menuCallback(int value) {
if (value >= 0) {
g_modelName = g_modelNames[value];
g_initModelRequired = true;
}
else {
if (value == -MODE_ROTATE) g_mode = MODE_ROTATE;
else if (value == -MODE_TRANSLATE) g_mode = MODE_TRANSLATE;
else if (value == -MODE_TRANSLATE_PAR) g_mode = MODE_TRANSLATE_PAR;
else if (value == -MODE_SCALE) g_mode = MODE_SCALE;
else if (value == -MODE_GL_GA_TOGGLE) g_useOpenGL ^= true;
}
glutPostRedisplay();
}
int main(int argc, char*argv[]) {
// profiling for Gaigen 2:
c3ga::g2Profiling::init();
// GLUT Window Initialization:
glutInit (&argc, argv);
glutInitWindowSize(g_viewportWidth, g_viewportHeight);
glutInitDisplayMode( GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(WINDOW_TITLE);
// Register callbacks:
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(MouseButton);
glutMotionFunc(MouseMotion);
g_GLUTmenu = glutCreateMenu(menuCallback);
for (int i = 0; g_modelNames[i]; i++)
glutAddMenuEntry(g_modelNames[i], i);
glutAddMenuEntry("-------------------", -1);
glutAddMenuEntry("UI Mode: rotate", -MODE_ROTATE);
glutAddMenuEntry("UI Mode: translate ortho", -MODE_TRANSLATE);
glutAddMenuEntry("UI Mode: translate parallel", -MODE_TRANSLATE_PAR);
glutAddMenuEntry("UI Mode: scale", -MODE_SCALE);
glutAddMenuEntry("UI Mode: toggle GL/GA", -MODE_GL_GA_TOGGLE);
glutAttachMenu(GLUT_MIDDLE_BUTTON);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
void renderModel(const std::string &modelName) {
// render model
if (modelName == "teapot")
glutSolidTeapot(1.0);
else if (modelName == "cube")
glutSolidCube(1.0);
else if (modelName == "sphere")
glutSolidSphere(1.0, 12, 6);
else if (modelName == "cone")
glutSolidCone(1.0, 2.0, 12, 4);
else if (modelName == "torus")
glutSolidTorus(0.5, 1.0, 6, 12);
else if (modelName == "dodecahedron")
glutSolidDodecahedron();
else if (modelName == "octahedron")
glutSolidOctahedron();
else if (modelName == "tetrahedron")
glutSolidTetrahedron();
else if (modelName == "icosahedron")
glutSolidIcosahedron();
}
void getGLUTmodel3D(const std::string &modelName) {
// DONT cull faces
glDisable(GL_CULL_FACE);
// fill all polygons (otherwise they get turned into LINES
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// setup projection & transform for the model:
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-g_viewportWidth/2, g_viewportWidth - g_viewportWidth/2,
-g_viewportHeight/2, g_viewportHeight - g_viewportHeight/2,
-100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3f(1.0f, 1.0f, 1.0f);
// buffer for OpenGL feedback.
// Format will be:
// GL_POLYGON_TOKEN
// n (= 3)
// vertex 0 x, vertex 0 y
// vertex 1 x, vertex 1 y
// vertex 2 x, vertex 2 y
// GL_POLYGON_TOKEN etc etc
std::vector<GLfloat> bufferXY(300000); // more than enough for the GLUT primitives
std::vector<GLfloat> bufferZY(bufferXY.size()); // more than enough for the GLUT primitives
// switch into feedback mode:
glFeedbackBuffer((GLsizei)bufferXY.size(), GL_2D, &(bufferXY[0]));
glRenderMode(GL_FEEDBACK);
renderModel(modelName);
int nbFeedbackXY = glRenderMode(GL_RENDER);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f); // rotate 90 degrees to get a different viewport
glFeedbackBuffer((GLsizei)bufferZY.size(), GL_2D, &(bufferZY[0]));
glRenderMode(GL_FEEDBACK);
renderModel(modelName);
int nbFeedbackZY = glRenderMode(GL_RENDER);
// parse the buffer:
g_polygons3D.clear();
g_vertices3D.clear();
if (nbFeedbackZY != nbFeedbackXY) {
printf("Error extracting model from GLUT!\n");
return;
}
int idx = 0;
while (idx < nbFeedbackXY) {
// check for polygon:
if (bufferXY[idx] != GL_POLYGON_TOKEN) {
fprintf(stderr, "Error parsing the feedback buffer!");
break;
}
idx++;
// number of vertices (3)
int n = (int)bufferXY[idx];
idx++;
std::vector<int> vtxIdx(n);
// get vertices:
// Maybe todo later: don't duplicate identical vertices . . .
for (int i = 0; i < n; i++) {
vtxIdx[i] = (int)g_vertices3D.size();
mv::Float x = bufferXY[idx];
mv::Float y = bufferXY[idx+1];
mv::Float z = bufferZY[idx+0];
x -= (mv::Float)g_viewportWidth / 2;
y -= (mv::Float)g_viewportHeight / 2;
z -= (mv::Float)g_viewportWidth / 2;
g_vertices3D.push_back(c3gaPoint(x, y, z));
idx += 2;
}
g_polygons3D.push_back(vtxIdx);
}
if (g_prevStatisticsModelName != modelName) {
printf("Model: %s, #polygons: %d, #vertices: %d\n", modelName.c_str(), g_polygons3D.size(), g_vertices3D.size());
g_prevStatisticsModelName = modelName;
}
// restore transform & projection:
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}