// 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/e3ga.h>
#include <libgasandbox/e3ga_util.h>
#include <libgasandbox/gl_util.h>
#include <libgasandbox/glut_util.h>
using namespace e3ga;
const char *WINDOW_TITLE = "Geometric Algebra, Chapter 4, Example 3: Transforming Normals Vectors";
// GLUT state information
int g_viewportWidth = 800;
int g_viewportHeight = 600;
int g_GLUTmenu;
// mouse position on last call to MouseButton() / MouseMotion()
e3ga::vector g_prevMousePos;
// when true, MouseMotion() will rotate the model
bool g_rotateModel = false;
bool g_rotateModelOutOfPlane = false;
// model info:
bool g_initModelRequired = true;
const char *g_modelName = "dodecahedron";
// vertex positions: 3d vectors
std::vector<e3ga::vector> g_vertices3D;
// indices into the g_vertices3D vector:
std::vector<std::vector<int> > g_polygons3D;
// normal of each polygon:
std::vector<e3ga::vector> g_normals3D;
// bivector attitude of each polygon:
std::vector<e3ga::bivector> g_attitude3D;
// draw the 'bad' normals? (red)
bool g_drawBadNormal = true;
// draw the 'good' normals? (green)
bool g_drawGoodNormal = true;
e3ga::rotor g_modelRotor(e3ga::_rotor(1.0f));
std::string g_prevStatisticsModelName = "";
// model names:
const char *g_modelNames[] = {
"teapot",
"cube",
"sphere",
"cone",
"torus",
"dodecahedron",
"octahedron",
"tetrahedron",
"icosahedron",
NULL
};
// the scaling in the e1-, e2-, e3-directions
mv::Float g_scale[3] = {2.0f, 1.0f, 1.0f};
const mv::Float g_maxScale = 2.5f;
// locations of the ad hoc slider widgets:
int g_scaleSliderLeft[3];
int g_scaleSliderRight[3];
int g_scaleSliderTop[3];
int g_scaleSliderBottom[3];
bool g_scaleSlide[3] = {false, false, 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();
pickLoadMatrix();
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);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0f, 0.0f, -12.0f);
rotorGLMult(g_modelRotor);
// clear viewport
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// setup other GL stuff
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLineWidth(2.0f);
// initialize the outermorphism
om M(
_vector(g_scale[0] * e1),
_vector(g_scale[1] * e2),
_vector(g_scale[2] * e3));
// render model
for (unsigned int i = 0; i < g_polygons3D.size(); i++) {
// set the normal of the polygon (required for correct lighting)
e3ga::vector normal = _vector(unit_e(dual(apply_om(M, g_attitude3D[i]))));
glNormal3fv(normal.getC(vector_e1_e2_e3));
// the approx. center of the polygon
e3ga::vector center;
// draw polygon & compute center of polygon
// glColor3fm(1.0f, 1.0f, 1.0f);
glColor3fm(0.8f, 0.8f, 0.8f);
glEnable(GL_LIGHTING);
glBegin(GL_POLYGON);
for (unsigned int j = 0; j < g_polygons3D[i].size(); j++) {
// get vertex, apply transform:
e3ga::vector v = g_vertices3D[g_polygons3D[i][j]];
v = _vector(apply_om(M, v));
center += v; // also compute center
glVertex3fv(v.getC(vector_e1_e2_e3));
}
glEnd();
center *= 1.0f / (mv::Float)g_polygons3D[i].size();
// draw normal vector only if 'visible'
// (this test for visibility is not 100% correct, but good enough for this example)
// if (_vector(g_modelRotor * g_normals3D[i] * inverse(g_modelRotor)).e3() > 0) {
glDisable(GL_LIGHTING);
// compute the normals
e3ga::vector badNormal, goodNormal;
badNormal = unit_e(apply_om(M, g_normals3D[i]));
goodNormal = unit_e(dual(apply_om(M, g_attitude3D[i])));
// get center of polygon + bad / good normal
e3ga::vector centerPlusBadNormal = _vector(center + 0.4f * badNormal);
e3ga::vector centerPlusGoodNormal = _vector(center + 0.4f * goodNormal);
// draw a little 'spike' that signifies the normal
if (g_drawGoodNormal) {
glColor3f(0.0f, 1.0f, 0.0f); // green = good normal
glBegin(GL_LINES);
glVertex3fv(center.getC(vector_e1_e2_e3));
glVertex3fv(centerPlusGoodNormal.getC(vector_e1_e2_e3));
glEnd();
}
if (g_drawBadNormal &&
(_Float(norm_e(centerPlusBadNormal - centerPlusGoodNormal)) > 0.01f)) {
glColor3f(1.0f, 0.0f, 0.0f); // red = bad normal
glBegin(GL_LINES);
glVertex3fv(center.getC(vector_e1_e2_e3));
glVertex3fv(centerPlusBadNormal.getC(vector_e1_e2_e3));
glEnd();
}
}
glLineWidth(1.0f);
// draw the instructions and the sliders:
{
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_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor3f(0.0f, 0.0f, 0.0f);
void *font = GLUT_BITMAP_HELVETICA_12;
renderBitmapString(20, 100, font, "-use left mouse button to orbit scene");
renderBitmapString(20, 80, font, "-use other mouse buttons to select model and normal visibility");
renderBitmapString(5, 45, font, "Scale e1:");
renderBitmapString(5, 25, font, "Scale e2:");
renderBitmapString(5, 5, font, "Scale e3:");
const int height = 20;
const int baseY = 40;
glBegin(GL_QUADS);
for (int i = 0; i < 3; i++) {
int left = 65;
glColor3f(0.8f, 0.8f, 0.8f);
g_scaleSliderLeft[i] = left;
g_scaleSliderRight[i] = g_viewportWidth-1;
g_scaleSliderTop[i] = baseY - i * height + 1 + height - 2;
g_scaleSliderBottom[i] = baseY - i * height + 1;
glVertex2i(g_scaleSliderLeft[i], g_scaleSliderBottom[i]);
glVertex2i(g_scaleSliderRight[i], g_scaleSliderBottom[i]);
glVertex2i(g_scaleSliderRight[i], g_scaleSliderTop[i]);
glVertex2i(g_scaleSliderLeft[i], g_scaleSliderTop[i]);
left++;
glColor3f(0.2f, 0.2f, 0.8f);
glVertex2i(left, baseY - i * height + 2);
glVertex2i(left + (int)(g_scale[i] * (g_viewportWidth-1-left) / g_maxScale), baseY - i * height + 2);
glVertex2i(left + (int)(g_scale[i] * (g_viewportWidth-1-left) / g_maxScale), baseY - i * height + 2 + height - 4);
glVertex2i(left, baseY - i * height + 2 + height - 4);
}
glEnd();
}
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();
}
e3ga::vector mousePosToVector(int x, int y) {
x -= g_viewportWidth / 2;
y -= g_viewportHeight / 2;
return e3ga::_vector((mv::Float)x * e3ga::e1 - (mv::Float)y * e3ga::e2);
}
void MouseMotion(int x, int y) {
if (g_rotateModel) {
// get mouse position, motion
e3ga::vector mousePos = mousePosToVector(x, y);
e3ga::vector motion = _vector(mousePos - g_prevMousePos);
// update rotor
if (g_rotateModelOutOfPlane)
g_modelRotor = _rotor(e3ga::exp(0.005f * (motion ^ e3ga::e3)) * g_modelRotor);
else g_modelRotor = _rotor(e3ga::exp(0.00001f * (motion ^ mousePos)) * g_modelRotor);
// remember mouse pos for next motion:
g_prevMousePos = mousePos;
// redraw viewport
glutPostRedisplay();
}
else {
for (int i = 0; i < 3; i++) {
if (g_scaleSlide[i]) {
g_scale[i] = g_maxScale * (mv::Float)(x - g_scaleSliderLeft[i]) / (mv::Float)(g_scaleSliderRight[i] - g_scaleSliderLeft[i]);
if (g_scale[i] < 0.01f) g_scale[i] = 0.01f;
if (g_scale[i] > g_maxScale) g_scale[i] = g_maxScale;
// redraw viewport
glutPostRedisplay();
}
}
}
}
void MouseButton(int button, int state, int x, int y) {
g_scaleSlide[0] = g_scaleSlide[1] = g_scaleSlide[2] = false;
g_rotateModel = false;
// first check sliders:
for (int i = 0; i < 3; i++) {
int _y = g_viewportHeight - y;
if ((x >= g_scaleSliderLeft[i]) && (x <= g_scaleSliderRight[i]) &&
(_y >= g_scaleSliderBottom[i]) && (_y <= g_scaleSliderTop[i])) {
g_scaleSlide[i] = true;
MouseMotion(x, y); // to immediately set the slider position
return;
}
}
if (button == GLUT_LEFT_BUTTON) {
e3ga::vector mousePos = mousePosToVector(x, y);
g_prevMousePos = mousePosToVector(x, y);
g_rotateModel = true;
if ((_Float(norm_e(mousePos)) / _Float(norm_e(g_viewportWidth * e1 + g_viewportHeight * e2))) < 0.2)
g_rotateModelOutOfPlane = true;
else g_rotateModelOutOfPlane = false;
}
else g_rotateModel = false;
}
void menuCallback(int value) {
if (value == -1) {
g_drawBadNormal = !g_drawBadNormal;
}
else if (value == -2) {
g_drawGoodNormal = !g_drawGoodNormal;
}
else {
g_modelName = g_modelNames[value];
g_initModelRequired = true;
}
glutPostRedisplay();
}
int main(int argc, char*argv[]) {
// profiling for Gaigen 2:
e3ga::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("Draw bad normals (red)", -1);
glutAddMenuEntry("Draw good normals (green)", -2);
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(e3ga::vector(vector_e1_e2_e3, x, y, z));
idx += 2;
}
g_polygons3D.push_back(vtxIdx);
}
// compute normals & attitudes of all polygons
g_attitude3D.resize(g_polygons3D.size());
g_normals3D.resize(g_polygons3D.size());
for (unsigned int i = 0; i < g_polygons3D.size(); i++) {
// get 3D vertices of the polygon:
const e3ga::vector &v1 = g_vertices3D[g_polygons3D[i][0]];
const e3ga::vector &v2 = g_vertices3D[g_polygons3D[i][1]];
const e3ga::vector &v3 = g_vertices3D[g_polygons3D[i][2]];
// compute bivector attitude & normalize if non-null
g_attitude3D[i] = (v2 - v1) ^ (v3 - v1);
if (_Float(norm_e2(g_attitude3D[i])) != 0.0)
g_attitude3D[i] = unit_e(g_attitude3D[i]);
// compute normal vector:
g_normals3D[i] = dual(g_attitude3D[i]);
}
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);
}