Developer Documentation
GLPrimitives.hh
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44 
45 
46 //=============================================================================
47 //
48 // CLASS GLPrimitive
49 //
50 //=============================================================================
51 
52 #ifndef ACG_GLPRIMITIVES_HH
53 #define ACG_GLPRIMITIVES_HH
54 
55 
56 //== INCLUDES =================================================================
57 
58 
59 #include <ACG/Config/ACGDefines.hh>
60 #include <ACG/GL/GLState.hh>
61 #include <ACG/Math/VectorT.hh>
62 #include <ACG/GL/VertexDeclaration.hh>
63 
64 
65 //== NAMESPACES ===============================================================
66 
67 namespace ACG {
68 
69 //== CLASS DEFINITION =========================================================
70 
71 
72 class ACGDLLEXPORT GLPrimitive {
73 public:
74  GLPrimitive();
75  virtual ~GLPrimitive();
76 
77  // bind vbo + gl draw call (fixed function mode)
78  // use this function in compatibility profile
79  void draw_primitive();
80 
81  // activate vertex declaration + gl draw call (shader mode)
82  // _program may be nullptr, in that case the attribute locations are as follows.
83  // 0 : float3 position
84  // 1 : float3 normal
85  // 2 : float2 texcoord
86  void draw_primitive(GLSL::Program* _program);
87 
88  // add to deferred draw call to renderer
89  void addToRenderer_primitive(class IRenderer* _renderer, struct RenderObject* _ro);
90 
91  // Triangle or line count must be known before updateVBO.
92  // A GLPrimitive can consist of either only lines or only triangles.
93  // If getNumTriangles returns nonzero, its assumed to consist of tris only.
94  // Otherwise, getNumLines has to return nonzero and GLPrimitive is treated as a line-list.
95  virtual int getNumTriangles() = 0;
96  virtual int getNumLines() {return 0;}
97 
98  // get opengl vbo id
99  unsigned int getVBO();
100 
101  const VertexDeclaration* getVertexDecl() const;
102 
103  enum NormalOrientation {OUTSIDE, INSIDE};
104 
105 protected:
106 
107  // calls addTriangleToVBO to fill vertex buffer
108  virtual void updateVBO() = 0;
109 
110  void addTriangleToVBO(const ACG::Vec3f* _p, const ACG::Vec3f* _n, const ACG::Vec2f* _tex);
111  void addLineToVBO(const ACG::Vec3f* _p, const ACG::Vec3f* _n, const ACG::Vec2f* _tex);
112 
113  void bindVBO();
114 
115  bool checkVBO();
116 
117  void unBindVBO();
118 
119  bool vboDataInvalid_;
120 
121  NormalOrientation normalOrientation_;
122 
123 private:
124 
125  void updateVBOData();
126 
127  int numTris_;
128  int numLines_;
129  float* vboData_;
130  int curTriPtr_;
131 
132  VertexDeclaration vertexDecl_;
133 
134  unsigned int vbo_;
135 };
136 
137 //------------------------------------------------------------------------
138 
139 class ACGDLLEXPORT GLSphere: public GLPrimitive {
140 public:
141 
142  GLSphere(int _slices, int _stacks);
143  ~GLSphere();
144 
145  void draw(GLState& _state, float _radius, const ACG::Vec3f& _center = ACG::Vec3f(0.0f, 0.0f, 0.0f));
146 
147  void addToRenderer(class IRenderer* _renderer, const struct RenderObject* _base, float _radius, const ACG::Vec3f& _center = ACG::Vec3f(0.0f, 0.0f, 0.0f));
148 
149  int getNumTriangles();
150 
151 private:
152 
153  void updateVBO();
154 
155  void addTriangle(int sl0, int st0, int sl1, int st1, int sl2, int st2);
156 
157  ACG::Vec3f positionOnSphere(int _sliceNumber, int _stackNumber);
158  ACG::Vec2f texCoordOnSphere(int _sliceNumber, int _stackNumber);
159 
160 private:
161 
162  int slices_;
163  int stacks_;
164 
165 };
166 
167 //------------------------------------------------------------------------
168 
169 class ACGDLLEXPORT GLCone: public GLPrimitive {
170 public:
171 
172  GLCone(int _slices, int _stacks, float _bottomRadius, float _topRadius, bool _bottomCap_, bool _topCap);
173  ~GLCone();
174 
175  void draw(
176  GLState& _state,
177  float _height,
178  const ACG::Vec3f& _center = ACG::Vec3f(0.0f, 0.0f, 0.0f),
179  ACG::Vec3f _upDir = ACG::Vec3f(0.0f, 0.0f, 1.0f));
180 
181 
182  void addToRenderer(class IRenderer* _renderer, const struct RenderObject* _base,
183  float _height,
184  const ACG::Vec3f& _center = ACG::Vec3f(0.0f, 0.0f, 0.0f),
185  ACG::Vec3f _upDir = ACG::Vec3f(0.0f, 0.0f, 1.0f),
186  float _radiusScale = 1.0f);
187 
188  int getNumTriangles();
189 
190  void updateVBO();
191  void setBottomRadius(float _bottomRadius);
192  void setTopRadius(float _topRadius);
193  void setNormalOrientation(NormalOrientation orienation);
194 
195 private:
196 
197  void addTriangle(int sl0, int st0, int sl1, int st1, int sl2, int st2);
198 
199  ACG::Vec3f positionOnCone(int _sliceNumber, int _stackNumber);
200  ACG::Vec2f texCoordOnCone(int _sliceNumber, int _stackNumber);
201  ACG::Vec3f normalOnCone(int _sliceNumber, int _stackNumber);
202 
203 private:
204 
205  int slices_;
206  int stacks_;
207 
208  float bottomRadius_;
209  float topRadius_;
210 
211  bool bottomCap_;
212  bool topCap_;
213 
214 };
215 
216 //------------------------------------------------------------------------
217 
218 class ACGDLLEXPORT GLCylinder: public GLCone {
219 public:
220  GLCylinder(int _slices, int _stacks, float _radius, bool _bottomCap, bool _topCap);
221 };
222 
223 //------------------------------------------------------------------------
224 
225 class ACGDLLEXPORT GLPartialDisk: public GLPrimitive {
226 public:
227  GLPartialDisk(int _slices, int _loops, float _innerRadius, float _outerRadius, float _startAngle, float _sweepAngle);
228 
229  void setInnerRadius(float _innerRadius);
230  void setOuterRadius(float _outerRadius);
231  int getNumTriangles();
232 
233  void draw(
234  GLState& _state,
235  const ACG::Vec3f& _center = ACG::Vec3f(0.0f, 0.0f, 0.0f),
236  ACG::Vec3f _upDir = ACG::Vec3f(0.0f, 0.0f, 1.0f));
237 
238 protected:
239  void updateVBO();
240 
241 private:
242  int slices_;
243  int loops_;
244  float innerRadius_;
245  float outerRadius_;
246  float startAngle_;
247  float sweepAngle_;
248 };
249 
250 //------------------------------------------------------------------------
251 
252 class ACGDLLEXPORT GLDisk: public GLPartialDisk {
253 public:
254  GLDisk(int _slices, int _loops, float _innerRadius, float _outerRadius);
255 };
256 
257 //------------------------------------------------------------------------
258 
259 // axis-aligned unit cube centered at origin
260 class ACGDLLEXPORT GLBox: public GLPrimitive {
261 public:
262 
263  GLBox();
264  ~GLBox();
265 
266  int getNumTriangles();
267 
268 private:
269 
270  void updateVBO();
271 };
272 
273 //------------------------------------------------------------------------
274 
275 // axis-aligned unit cube centered at origin, only lines
276 class ACGDLLEXPORT GLLineBox: public GLPrimitive {
277 public:
278 
279  GLLineBox();
280  ~GLLineBox();
281 
282  int getNumTriangles();
283  int getNumLines();
284 
285 private:
286 
287  void updateVBO();
288 };
289 
290 //------------------------------------------------------------------------
291 
292 // axis-aligned Dodecahedron centered at origin
293 class ACGDLLEXPORT GLDodecahedron: public GLPrimitive {
294 public:
295 
296  GLDodecahedron();
297  ~GLDodecahedron();
298 
299  int getNumTriangles();
300 
301 private:
302 
303  void updateVBO();
304 };
305 
306 //------------------------------------------------------------------------
307 
308 // axis-aligned Icosahedron centered at origin
309 class ACGDLLEXPORT GLIcosahedron: public GLPrimitive {
310 public:
311 
312  GLIcosahedron();
313  ~GLIcosahedron();
314 
315  int getNumTriangles();
316 
317 private:
318 
319  void updateVBO();
320 };
321 
322 //------------------------------------------------------------------------
323 
324 // axis-aligned Icosahedron centered at origin
325 class ACGDLLEXPORT GLOctahedron: public GLPrimitive {
326 public:
327 
328  GLOctahedron();
329  ~GLOctahedron();
330 
331  int getNumTriangles();
332 
333 private:
334 
335  void updateVBO();
336 };
337 
338 //------------------------------------------------------------------------
339 
340 // axis-aligned Icosahedron centered at origin
341 class ACGDLLEXPORT GLTetrahedron: public GLPrimitive {
342 public:
343 
344  GLTetrahedron();
345  ~GLTetrahedron();
346 
347  int getNumTriangles();
348 
349 private:
350 
351  void updateVBO();
352 };
353 
354 //------------------------------------------------------------------------
355 
356 // axis-aligned Torus centered at origin
357 class ACGDLLEXPORT GLTorus: public GLPrimitive {
358 public:
359 
360  GLTorus(GLdouble innerRadius,
361  GLdouble outerRadius,
362  GLint nsides, GLint rings);
363  ~GLTorus();
364 
365  int getNumTriangles();
366 
367 private:
368 
369  void updateVBO();
370 
371  int rings_;
372  int nsides_;
373  float innerRadius_;
374  float outerRadius_;
375 
376 };
377 
378 //------------------------------------------------------------------------
379 
380 } // namespace ACG
381 
382 #endif // ACG_GLPRIMITIVES_HH defined
Namespace providing different geometric functions concerning angles.
Class to define the vertex input layout.
Interface class between scenegraph and renderer.
Definition: RenderObject.hh:98
GLSL program class.
Definition: GLSLShader.hh:211