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Geant4/externals/g4tools/include/tools/sg/zb_action

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Diff markup

Differences between /externals/g4tools/include/tools/sg/zb_action (Version 11.3.0) and /externals/g4tools/include/tools/sg/zb_action (Version 10.7.p3)


  1 // Copyright (C) 2010, Guy Barrand. All rights    
  2 // See the file tools.license for terms.          
  3                                                   
  4 #ifndef tools_sg_zb_action                        
  5 #define tools_sg_zb_action                        
  6                                                   
  7 #include "zb_manager"                             
  8                                                   
  9 #include "render_action"                          
 10 #include "primitive_visitor"                      
 11 #include "../glprims"                             
 12                                                   
 13 #include "../zb/buffer"                           
 14                                                   
 15 #include "../colorfs"                             
 16 #include "../lina/plane"                          
 17 #include "../mathf"                               
 18 #include "../lina/vec3d" //ZZ=double              
 19                                                   
 20 namespace tools {                                 
 21 namespace sg {                                    
 22                                                   
 23 class zb_action : public render_action {          
 24   TOOLS_ACTION(zb_action,tools::sg::zb_action,    
 25 private:                                          
 26   zb_action& get_me() {return *this;}             
 27 public:                                           
 28   virtual void draw_vertex_array(gl::mode_t a_    
 29     m_pv.add_primitive(a_mode,a_floatn,a_xyzs)    
 30   }                                               
 31                                                   
 32   virtual void draw_vertex_array_xy(gl::mode_t    
 33     m_pv.add_primitive_xy(a_mode,a_floatn,a_xy    
 34   }                                               
 35                                                   
 36   virtual void draw_vertex_color_array(gl::mod    
 37                                        const f    
 38     m_pv.add_primitive_rgba(a_mode,a_floatn,a_    
 39   }                                               
 40                                                   
 41   virtual void draw_vertex_normal_array(gl::mo    
 42                                         const     
 43     m_pv.add_primitive_normal(a_mode,a_floatn,    
 44   }                                               
 45                                                   
 46   virtual void draw_vertex_color_normal_array(    
 47                                                   
 48     // We expect a_nms of size : 3*(a_floatn/3    
 49     // (then one normal per 3D point).            
 50     m_pv.add_primitive_normal_rgba(a_mode,a_fl    
 51   }                                               
 52                                                   
 53   virtual void clear_color(float a_r,float a_g    
 54     zb::buffer::ZPixel pix;                       
 55     zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix);    
 56     m_zb.clear_color_buffer(pix);                 
 57   }                                               
 58   virtual void color4f(float a_r,float a_g,flo    
 59     m_rgba.set_value(a_r,a_g,a_b,a_a);            
 60   }                                               
 61   virtual void line_width(float a_v){m_line_wi    
 62   virtual void point_size(float a_v) {m_point_    
 63   virtual void set_polygon_offset(bool a_v) {m    
 64   virtual void normal(float a_x,float a_y,floa    
 65     m_normal.set_value(a_x,a_y,a_z);              
 66   }                                               
 67                                                   
 68   virtual void set_winding(winding_type a_v) {    
 69     m_ccw = (a_v==winding_ccw?true:false);        
 70   }                                               
 71   virtual void set_shade_model(shade_type) {}     
 72                                                   
 73   virtual void set_depth_test(bool a_on) {m_DE    
 74                                                   
 75   virtual void set_cull_face(bool a_on) {m_CUL    
 76   virtual void set_point_smooth(bool a_on) {m_    
 77   virtual void set_line_smooth(bool a_on) {m_L    
 78                                                   
 79   virtual void load_proj_matrix(const mat4f& a    
 80     m_proj = a_mtx;                               
 81   }                                               
 82                                                   
 83   virtual void load_model_matrix(const mat4f&     
 84     m_model = a_mtx;                              
 85     set_normal_matrix();                          
 86   }                                               
 87                                                   
 88   virtual unsigned int max_lights() {return 10    
 89                                                   
 90   virtual void enable_light(unsigned int,         
 91                             float a_dx,float a    
 92                             float a_r,float a_    
 93                             float a_ar,float a    
 94     m_light_color.set_value(a_r,a_g,a_b,a_a);     
 95     m_light_ambient.set_value(a_ar,a_ag,a_ab,a    
 96     m_light_direction.set_value(a_dx,a_dy,a_dz    
 97     m_light_direction.normalize();                
 98     m_light_on = true;                            
 99   }                                               
100                                                   
101   virtual void set_lighting(bool a_value) {m_l    
102   virtual void set_blend(bool a_value) {m_blen    
103                                                   
104   virtual void restore_state(unsigned int /*a_    
105     const sg::state& _state = state();            
106     m_proj = _state.m_proj;                       
107     m_model = _state.m_model;                     
108     set_normal_matrix();                          
109                                                   
110     m_rgba = _state.m_color;                      
111     m_normal = _state.m_normal;                   
112                                                   
113     m_ccw = (_state.m_winding==winding_ccw?tru    
114     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGO    
115     m_CULL_FACE = _state.m_GL_CULL_FACE;          
116     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;    
117     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;      
118     m_line_width = _state.m_line_width;           
119     m_point_size = _state.m_point_size;           
120     m_light_on = _state.m_GL_LIGHTING;            
121     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;        
122     m_blend = _state.m_GL_BLEND;                  
123                                                   
124 /*                                                
125     if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_T    
126     else                       ::glDisable(GL_    
127                                                   
128     // The "return of separator" state had ret    
129     // The restored state has m_light.            
130     // We have to glDisable lights with index     
131     for(unsigned int index=_state.m_light;inde    
132       ::glDisable(GL_LIGHT0+index);               
133     }                                             
134 */                                                
135   }                                               
136                                                   
137   ////////////////////////////////////////////    
138   /// texture ////////////////////////////////    
139   ////////////////////////////////////////////    
140   virtual void draw_vertex_array_texture(gl::m    
141                                          gstoi    
142     //::printf("debug : zb_action : 000 : %d\n    
143     img_byte img;                                 
144     if(!m_mgr.find(a_id,img)) return;             
145     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a    
146   }                                               
147                                                   
148   virtual void draw_vertex_normal_array_textur    
149                                                   
150                                                   
151     draw_vertex_array_texture(a_mode,a_xyzn,a_    
152   }                                               
153                                                   
154   ////////////////////////////////////////////    
155   /// VBO ////////////////////////////////////    
156   ////////////////////////////////////////////    
157   virtual void begin_gsto(gstoid) {}              
158   virtual void draw_gsto_v(gl::mode_t,size_t,b    
159   virtual void draw_gsto_vc(gl::mode_t,size_t,    
160   virtual void draw_gsto_vn(gl::mode_t,size_t,    
161   virtual void draw_gsto_vcn(gl::mode_t,size_t    
162   virtual void end_gsto() {}                      
163   ////////////////////////////////////////////    
164   ////////////////////////////////////////////    
165   ////////////////////////////////////////////    
166   virtual sg::render_manager& render_manager()    
167 public:                                           
168   zb_action(zb_manager& a_mgr,std::ostream& a_    
169   :parent(a_out,a_ww,a_wh)                        
170   ,m_mgr(a_mgr)                                   
171   ,m_pv(get_me())                                 
172   ,m_light_color(colorf_white())                  
173   ,m_light_ambient(colorf_black())                
174   ,m_light_direction(vec3f(0,0,-1))               
175   ,m_normal(0,0,1)                                
176                                                   
177   ,m_ccw(true)                                    
178   ,m_POLYGON_OFFSET_FILL(false)                   
179   ,m_CULL_FACE(true)                              
180   ,m_POINT_SMOOTH(false)                          
181   ,m_LINE_SMOOTH(false)                           
182   ,m_line_width(1)                                
183   ,m_point_size(1)                                
184   ,m_light_on(false)                              
185   ,m_DEPTH_TEST(true)                             
186   ,m_blend(false)                                 
187   {                                               
188     m_vp_mtx.set_identity();                      
189     m_vp_mtx.mul_translate(float(m_ww)/2,float    
190     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_w    
191                                                   
192     m_zb.change_size(a_ww,a_wh);                  
193   //m_zb.clear_color_buffer(0);                   
194   //m_zb.clear_depth_buffer();                    
195                                                   
196     m_proj.set_identity();                        
197     m_model.set_identity();                       
198     m_normal_matrix.set_identity();               
199   }                                               
200   virtual ~zb_action(){}                          
201 protected:                                        
202   zb_action(const zb_action& a_from)              
203   :parent(a_from)                                 
204   ,m_mgr(a_from.m_mgr)                            
205   ,m_vp_mtx(a_from.m_vp_mtx)                      
206   ,m_pv(a_from.m_pv)                              
207   ,m_light_color(a_from.m_light_color)            
208   ,m_light_ambient(a_from.m_light_ambient)        
209   ,m_light_direction(a_from.m_light_direction)    
210   ,m_normal(a_from.m_normal)                      
211                                                   
212   ,m_proj(a_from.m_proj)                          
213   ,m_model(a_from.m_model)                        
214   ,m_normal_matrix(a_from.m_normal_matrix)        
215   ,m_rgba(a_from.m_rgba)                          
216   ,m_ccw(a_from.m_ccw)                            
217   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFS    
218   ,m_CULL_FACE(a_from.m_CULL_FACE)                
219   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)          
220   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)            
221   ,m_line_width(a_from.m_line_width)              
222   ,m_point_size(a_from.m_point_size)              
223   ,m_light_on(a_from.m_light_on)                  
224   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)              
225   ,m_blend(a_from.m_blend)                        
226   {}                                              
227   zb_action& operator=(const zb_action& a_from    
228     parent::operator=(a_from);                    
229     m_vp_mtx = a_from.m_vp_mtx;                   
230     m_pv = a_from.m_pv;                           
231     m_light_color = a_from.m_light_color;         
232     m_light_ambient = a_from.m_light_ambient;     
233     m_light_direction = a_from.m_light_directi    
234     m_normal = a_from.m_normal;                   
235                                                   
236     m_proj = a_from.m_proj;                       
237     m_model = a_from.m_model;                     
238     m_normal_matrix = a_from.m_normal_matrix;     
239     m_rgba = a_from.m_rgba;                       
240     m_ccw = a_from.m_ccw;                         
241     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_O    
242     m_CULL_FACE = a_from.m_CULL_FACE;             
243     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;       
244     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;         
245     m_line_width = a_from.m_line_width;           
246     m_point_size = a_from.m_point_size;           
247     m_light_on = a_from.m_light_on;               
248     m_DEPTH_TEST = a_from.m_DEPTH_TEST;           
249     m_blend = a_from.m_blend;                     
250     return *this;                                 
251   }                                               
252 public:                                           
253   void clear_color_buffer(float a_r,float a_g,    
254     clear_color(a_r,a_g,a_b,a_a);                 
255   }                                               
256   void clear_color_buffer(const colorf& a_colo    
257     clear_color(a_color.r(),a_color.g(),a_colo    
258   }                                               
259                                                   
260   void clear_depth_buffer() {m_zb.clear_depth_    
261 protected:                                        
262   typedef unsigned char uchar;                    
263 protected:                                        
264   static void color2pix(const colorf& a_rgba,z    
265     zb::buffer::rgba2pix(a_rgba.r(),a_rgba.g()    
266   }                                               
267 public:                                           
268   zb::buffer::ZPixel* get_color_buffer(unsigne    
269                                                   
270   bool get_rgbs(bool a_top_to_bottom,std::vect    
271     a_buffer.clear();                             
272     if(!m_ww || !m_wh) return false;              
273     size_t sz = 3 * m_ww * m_wh;                  
274     a_buffer.resize(sz);                          
275     uchar* pos = vec_data(a_buffer);              
276     zb::buffer::ZPixel pix;                       
277     uchar* _pix = 0;                              
278     for(unsigned int row=0;row<m_wh;row++) {      
279       for(unsigned int col=0;col<m_ww;col++) {    
280         if(!m_zb.get_clipped_pixel(col,a_top_t    
281           m_out << "tools::sg::zb_action::get_    
282           *pos = 0xFF;pos++;                      
283           *pos = 0x00;pos++;                      
284           *pos = 0x00;pos++;                      
285         } else {                                  
286           _pix = (uchar*)&pix;                    
287           *pos = *_pix;_pix++;pos++;              
288           *pos = *_pix;_pix++;pos++;              
289           *pos = *_pix;_pix++;pos++;              
290         }                                         
291       }                                           
292     }                                             
293     return true;                                  
294   }                                               
295                                                   
296   bool get_rgbas(bool a_top_to_bottom,std::vec    
297     a_buffer.clear();                             
298     if(!m_ww || !m_wh) return false;              
299     size_t sz = 4 * m_ww * m_wh;                  
300     a_buffer.resize(sz);                          
301     if(a_top_to_bottom) {                         
302       ::memcpy(vec_data(a_buffer),m_zb.zimage(    
303       return true;                                
304     }                                             
305     size_t stride = m_ww*4;                       
306     uchar* zpos = ((uchar*)m_zb.zimage())+sz-s    
307     uchar* pos = vec_data(a_buffer);              
308     for(unsigned int row=0;row<m_wh;row++,pos+    
309     return true;                                  
310   }                                               
311   bool get_rgbas_cocoa(unsigned int a_factor,s    
312     a_buffer.clear();                             
313     if(!m_ww || !m_wh) return false;              
314     if(!a_factor) return false;                   
315     size_t bpp = 4;                               
316     a_buffer.resize(a_factor* m_ww * a_factor     
317     uchar* zbuffer = (uchar*)m_zb.zimage();       
318     uchar* abuffer = vec_data(a_buffer);          
319     size_t zstride = m_ww*bpp;                    
320     size_t astride = a_factor*m_ww*bpp;           
321     size_t i,j,ar,ac,ipix;                        
322     uchar* zpos;uchar* apos;                      
323     for(j=0;j<m_wh;j++) {                         
324       for(i=0;i<m_ww;i++) {                       
325         //position in the original image.         
326         zpos = zbuffer + (m_wh-1-j) * zstride     
327                                                   
328         for(ar=0;ar<a_factor;ar++) {              
329           for(ac=0;ac<a_factor;ac++) {            
330             //position in the new image.          
331             apos = abuffer + (j*a_factor+ar) *    
332             for(ipix=0;ipix<bpp;ipix++) {         
333               *(apos+ipix) = *(zpos+ipix);        
334             }                                     
335           }                                       
336         }                                         
337                                                   
338       }                                           
339     }                                             
340                                                   
341     return true;                                  
342   }                                               
343                                                   
344   bool get_bgras(bool a_top_to_bottom,std::vec    
345     a_buffer.clear();                             
346     if(!m_ww || !m_wh) return false;              
347     size_t sz = 4 * m_ww * m_wh;                  
348     a_buffer.resize(sz);                          
349     if(a_top_to_bottom) {                         
350       uchar* pos = vec_data(a_buffer);            
351       uchar* zpos = ((uchar*)m_zb.zimage());      
352       for(size_t count=0;count<sz;count+=4,pos    
353         *(pos+0) = *(zpos+2);                     
354         *(pos+1) = *(zpos+1);                     
355         *(pos+2) = *(zpos+0);                     
356         *(pos+3) = *(zpos+3);                     
357       }                                           
358     } else {                                      
359       size_t stride = m_ww*4;                     
360       uchar* pos_line = vec_data(a_buffer);       
361       uchar* zpos_line = ((uchar*)m_zb.zimage(    
362       uchar* pos;                                 
363       uchar* zpos;                                
364       size_t count;                               
365       for(unsigned int row=0;row<m_wh;row++,po    
366         pos = pos_line;                           
367         zpos = zpos_line;                         
368         for(count=0;count<m_ww;count++,pos+=4,    
369           *(pos+0) = *(zpos+2);                   
370           *(pos+1) = *(zpos+1);                   
371           *(pos+2) = *(zpos+0);                   
372           *(pos+3) = *(zpos+3);                   
373         }                                         
374       }                                           
375     }                                             
376     return true;                                  
377   }                                               
378 public:                                           
379   static bool get_rgb(void* a_tag,unsigned int    
380     //used with wps.                              
381     zb_action* rzb = (zb_action*)a_tag;           
382     zb::buffer::ZPixel pix;                       
383     if(!rzb->m_zb.get_clipped_pixel(a_col,rzb-    
384       rzb->out() << "tools::sg;:zb_action::get    
385       a_r = 1;                                    
386       a_g = 0;                                    
387       a_b = 0;                                    
388       return false;                               
389     }                                             
390     float a;                                      
391     zb::buffer::pix2rgba(pix,a_r,a_g,a_b,a);      
392     return true;                                  
393   }                                               
394 protected:                                        
395   void set_normal_matrix() {                      
396     mat4f tmp(m_model);                           
397     tmp.no_translate();                           
398     if(!tmp.invert(m_normal_matrix)) {            
399       m_out << "tools::sg::zb_action::set_norm    
400     }                                             
401     m_normal_matrix.transpose();                  
402   }                                               
403                                                   
404   bool project_point(float& a_x,float& a_y,flo    
405     a_w = 1;                                      
406     m_model.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);    
407     m_proj.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);     
408     if(a_w==0) return false;                      
409     a_x /= a_w;                                   
410     a_y /= a_w;                                   
411     a_z /= a_w;                                   
412     return true;                                  
413   }                                               
414 //  bool project_normal(float& a_x,float& a_y,    
415 //    m_model.mul_dir_3f(a_x,a_y,a_z);            
416 //    m_proj.mul_dir_3f(a_x,a_y,a_z);             
417 //    return true;                                
418 //  }                                             
419                                                   
420   class primvis : public primitive_visitor {      
421   protected:                                      
422     virtual bool project(float& a_x,float& a_y    
423       return m_this.project_point(a_x,a_y,a_z,    
424     }                                             
425     virtual bool add_point(float a_x,float a_y    
426       return _add_point(a_x,a_y,a_z,m_this.m_r    
427     }                                             
428                                                   
429     virtual bool add_point(float a_x,float a_y    
430                            float a_r,float a_g    
431       return _add_point(a_x,a_y,a_z,a_r,a_g,a_    
432     }                                             
433                                                   
434     virtual bool add_line(float a_bx,float a_b    
435                           float a_ex,float a_e    
436       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b    
437       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e    
438       a_bz *= -1;                                 
439       a_ez *= -1;                                 
440                                                   
441       zb::point beg;                              
442       zinit(beg,a_bx,a_by,a_bz);                  
443                                                   
444       zb::point end;                              
445       zinit(end,a_ex,a_ey,a_ez);                  
446                                                   
447       m_this.m_zb.set_depth_test(m_this.m_DEPT    
448       m_this.m_zb.set_blend(m_this.m_blend);      
449                                                   
450       zb::buffer::ZPixel pix;                     
451       color2pix(m_this.m_rgba,pix);               
452       m_this.m_zb.draw_line(beg,end,pix,npix(m    
453                                                   
454       return true;                                
455     }                                             
456                                                   
457     virtual bool add_line(float a_bx,float a_b    
458                           float a_br,float a_b    
459                           float a_ex,float a_e    
460                           float,float,float,fl    
461       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b    
462       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e    
463       a_bz *= -1;                                 
464       a_ez *= -1;                                 
465                                                   
466       zb::point beg;                              
467       zinit(beg,a_bx,a_by,a_bz);                  
468                                                   
469       zb::point end;                              
470       zinit(end,a_ex,a_ey,a_ez);                  
471                                                   
472       m_this.m_zb.set_depth_test(m_this.m_DEPT    
473       m_this.m_zb.set_blend(m_this.m_blend);      
474                                                   
475       // interpolate color with beg,end ?         
476       zb::buffer::ZPixel pix;                     
477       zb::buffer::rgba2pix(a_br,a_bg,a_bb,a_ba    
478       m_this.m_zb.draw_line(beg,end,pix,npix(m    
479                                                   
480       return true;                                
481     }                                             
482                                                   
483     virtual bool add_triangle(float a_p1x,floa    
484                               float a_p2x,floa    
485                               float a_p3x,floa    
486       return _add_triangle(a_p1x,a_p1y,a_p1z,a    
487                            m_this.m_normal.x()    
488                            m_this.m_normal.y()    
489                            m_this.m_normal.z()    
490                            a_p2x,a_p2y,a_p2z,a    
491                            m_this.m_normal.x()    
492                            m_this.m_normal.y()    
493                            m_this.m_normal.z()    
494                            a_p3x,a_p3y,a_p3z,a    
495                            m_this.m_normal.x()    
496                            m_this.m_normal.y()    
497                            m_this.m_normal.z()    
498                            m_this.m_rgba);        
499     }                                             
500                                                   
501     virtual bool add_triangle(                    
502       float a_p1x,float a_p1y,float a_p1z,floa    
503       float a_r1,float a_g1,float a_b1,float a    
504       float a_p2x,float a_p2y,float a_p2z,floa    
505       float a_r2,float a_g2,float a_b2,float a    
506       float a_p3x,float a_p3y,float a_p3z,floa    
507       float a_r3,float a_g3,float a_b3,float a    
508                                                   
509       float r = (a_r1+a_r2+a_r3)/3.0f;            
510       float g = (a_g1+a_g2+a_g3)/3.0f;            
511       float b = (a_b1+a_b2+a_b3)/3.0f;            
512       float a = (a_a1+a_a2+a_a3)/3.0f;            
513       colorf col(r,g,b,a);                        
514                                                   
515       return _add_triangle(a_p1x,a_p1y,a_p1z,a    
516                            m_this.m_normal.x()    
517                            m_this.m_normal.y()    
518                            m_this.m_normal.z()    
519                            a_p2x,a_p2y,a_p2z,a    
520                            m_this.m_normal.x()    
521                            m_this.m_normal.y()    
522                            m_this.m_normal.z()    
523                            a_p3x,a_p3y,a_p3z,a    
524                            m_this.m_normal.x()    
525                            m_this.m_normal.y()    
526                            m_this.m_normal.z()    
527                            col);                  
528     }                                             
529                                                   
530     virtual bool project_normal(float&,float&,    
531       //return m_this.project_normal(a_x,a_y,a    
532       return true;                                
533     }                                             
534     virtual bool add_point_normal(float a_x,fl    
535                                   float /*a_nx    
536       add_point(a_x,a_y,a_z,a_w);                 
537       return true;                                
538     }                                             
539     virtual bool add_point_normal(float a_x,fl    
540                                   float /*a_nx    
541                                   float a_r,fl    
542       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_    
543       return true;                                
544     }                                             
545     virtual bool add_line_normal(float a_bx,fl    
546                                  float /*a_bnx    
547                                  float a_ex,fl    
548                                  float /*a_enx    
549       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,    
550       return true;                                
551     }                                             
552     virtual bool add_line_normal(float a_bx,fl    
553                                  float /*a_bnx    
554                                  float a_br,fl    
555                                  float a_ex,fl    
556                                  float /*a_enx    
557                                  float a_er,fl    
558       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,    
559       return true;                                
560     }                                             
561     virtual bool add_triangle_normal(             
562       float a_p1x,float a_p1y,float a_p1z,floa    
563       float a_n1x,float a_n1y,float a_n1z,        
564       float a_p2x,float a_p2y,float a_p2z,floa    
565       float a_n2x,float a_n2y,float a_n2z,        
566       float a_p3x,float a_p3y,float a_p3z,floa    
567       float a_n3x,float a_n3y,float a_n3z) {      
568                                                   
569       return _add_triangle(a_p1x,a_p1y,a_p1z,a    
570                            a_n1x,a_n1y,a_n1z,     
571                            a_p2x,a_p2y,a_p2z,a    
572                            a_n2x,a_n2y,a_n2z,     
573                            a_p3x,a_p3y,a_p3z,a    
574                            a_n3x,a_n3y,a_n3z,     
575          m_this.m_rgba);                          
576       return true;                                
577     }                                             
578     virtual bool add_triangle_normal(             
579       float a_p1x,float a_p1y,float a_p1z,floa    
580       float a_n1x,float a_n1y,float a_n1z,        
581       float a_r1,float a_g1,float a_b1,float a    
582       float a_p2x,float a_p2y,float a_p2z,floa    
583       float a_n2x,float a_n2y,float a_n2z,        
584       float a_r2,float a_g2,float a_b2,float a    
585       float a_p3x,float a_p3y,float a_p3z,floa    
586       float a_n3x,float a_n3y,float a_n3z,        
587       float a_r3,float a_g3,float a_b3,float a    
588                                                   
589       float r = (a_r1+a_r2+a_r3)/3.0f;            
590       float g = (a_g1+a_g2+a_g3)/3.0f;            
591       float b = (a_b1+a_b2+a_b3)/3.0f;            
592       float a = (a_a1+a_a2+a_a3)/3.0f;            
593       colorf col(r,g,b,a);                        
594                                                   
595       return _add_triangle(a_p1x,a_p1y,a_p1z,a    
596                            a_n1x,a_n1y,a_n1z,     
597                            a_p2x,a_p2y,a_p2z,a    
598                            a_n2x,a_n2y,a_n2z,     
599                            a_p3x,a_p3y,a_p3z,a    
600                            a_n3x,a_n3y,a_n3z,     
601          col);                                    
602       return true;                                
603     }                                             
604   public:                                         
605     primvis(zb_action& a_zb):m_this(a_zb){}       
606     virtual ~primvis(){}                          
607   public:                                         
608     primvis(const primvis& a_from)                
609     :primitive_visitor(a_from)                    
610     ,m_this(a_from.m_this)                        
611     {}                                            
612     primvis& operator=(const primvis& a_from){    
613       primitive_visitor::operator=(a_from);       
614       return *this;                               
615     }                                             
616   protected:                                      
617     static void zinit(zb::point& a_p,float a_x    
618       a_p.x = fround(a_x); //float -> int         
619       a_p.y = fround(a_y); //float -> int         
620       a_p.z = (zb::ZZ)a_z; //float -> double      
621     }                                             
622                                                   
623     unsigned int npix(float a_size) {             
624       // 0 -> 0                                   
625       // 1 -> 0                                   
626       // 2 -> 1    3x3                            
627       // 3 -> 1    3x3                            
628       // 4 -> 2    5x5                            
629       // 5 -> 2    5x5                            
630       // 6 -> 3    7x7                            
631       unsigned int num = (unsigned int)a_size;    
632       unsigned int num_2 = num/2;                 
633       if(2*num_2==num) {num++;num_2 = num/2;}     
634       return num_2;                               
635     }                                             
636                                                   
637     bool _add_point(float a_x,float a_y,float     
638       m_this.m_zb.set_depth_test(m_this.m_DEPT    
639       m_this.m_zb.set_blend(m_this.m_blend);      
640                                                   
641       m_this.m_vp_mtx.mul_3f_opt(a_x,a_y,a_z,m    
642       a_z *= -1;                                  
643                                                   
644       zb::point p;                                
645       zinit(p,a_x,a_y,a_z);                       
646                                                   
647       zb::buffer::ZPixel pix;                     
648       zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix    
649       m_this.m_zb.draw_point(p,pix,npix(m_this    
650                                                   
651       return true;                                
652     }                                             
653                                                   
654     bool _add_triangle(float a_p1x,float a_p1y    
655                        float a_n1x,float a_n1y    
656                        float a_p2x,float a_p2y    
657                        float a_n2x,float a_n2y    
658                        float a_p3x,float a_p3y    
659                        float a_n3x,float a_n3y    
660                        const colorf& a_color){    
661                                                   
662       float p1x = a_p1x;float p1y = a_p1y;floa    
663       float p2x = a_p2x;float p2y = a_p2y;floa    
664       float p3x = a_p3x;float p3y = a_p3y;floa    
665                                                   
666       m_this.m_vp_mtx.mul_3f_opt(p1x,p1y,p1z,m    
667       m_this.m_vp_mtx.mul_3f_opt(p2x,p2y,p2z,m    
668       m_this.m_vp_mtx.mul_3f_opt(p3x,p3y,p3z,m    
669       p1z *= -1;                                  
670       p2z *= -1;                                  
671       p3z *= -1;                                  
672                                                   
673       if(m_this.m_POLYGON_OFFSET_FILL){           
674         //note : gopaw pawex9,14,15,21 with "l    
675         // zs are in [-1,1]                       
676         float epsil = 1e-4f;                      
677         p1z -= epsil;                             
678         p2z -= epsil;                             
679         p3z -= epsil;                             
680       }                                           
681                                                   
682       typedef zb::ZZ ZZ; //double                 
683                                                   
684       plane<vec3d> pn(                            
685         vec3<ZZ>(p1x,p1y,p1z),                    
686         vec3<ZZ>(p2x,p2y,p2z),                    
687         vec3<ZZ>(p3x,p3y,p3z)                     
688       );                                          
689       if(!pn.is_valid()) return true;             
690                                                   
691       // norm[0]*x+norm[1]*y+norm[2]*z = dist     
692       // A*x+B*y+C*z+D = 0                        
693                                                   
694       ZZ C = pn.normal()[2];                      
695                                                   
696       if(m_this.m_CULL_FACE){                     
697         if(m_this.m_ccw) {                        
698           if(C<=0) return true;                   
699         } else {                                  
700           if(C>=0) return true;                   
701         }                                         
702       }                                           
703                                                   
704       ZZ A = pn.normal()[0];                      
705       ZZ B = pn.normal()[1];                      
706       ZZ D = -pn.distance_from_origin();          
707                                                   
708       //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);     
709       //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);     
710                                                   
711       zb::point list[3];                          
712       zinit(list[0],p1x,p1y,p1z);                 
713       zinit(list[1],p2x,p2y,p2z);                 
714       zinit(list[2],p3x,p3y,p3z);                 
715                                                   
716       m_this.m_zb.set_depth_test(m_this.m_DEPT    
717       m_this.m_zb.set_blend(m_this.m_blend);      
718                                                   
719       colorf frag_color = a_color;                
720                                                   
721       if(m_this.m_light_on) {  // same logic a    
722                                                   
723         float nx = (a_n1x+a_n2x+a_n3x)/3.0f;      
724         float ny = (a_n1y+a_n2y+a_n3y)/3.0f;      
725         float nz = (a_n1z+a_n2z+a_n3z)/3.0f;      
726                                                   
727         m_this.m_normal_matrix.mul_dir_3f_opt(    
728                                                   
729         vec3f _normal(nx,ny,nz);_normal.normal    
730                                                   
731         float _dot = _normal.dot(m_this.m_ligh    
732                                                   
733         if(_dot<0.0f) {                           
734           _dot *= -1.0f;                          
735                                                   
736           colorf _tmp = m_this.m_light_color;     
737           _tmp *= _dot;                           
738 //        _tmp *= 1.4f;  //to have same intens    
739           _tmp += m_this.m_light_ambient;         
740                                                   
741           frag_color *= _tmp;                     
742                                                   
743         } else {                                  
744           frag_color *= m_this.m_light_ambient    
745   }                                               
746                                                   
747         frag_color.clamp();                       
748         frag_color.set_a(a_color.a());            
749                                                   
750       }                                           
751                                                   
752       zb::buffer::ZPixel pix;                     
753       color2pix(frag_color,pix);                  
754       m_this.m_zb.draw_polygon(3,list,A,B,C,D,    
755                                                   
756       return true;                                
757     }                                             
758   protected:                                      
759     zb_action& m_this;                            
760   private:  //optimize:                           
761     float m_tmp[3];                               
762   };                                              
763                                                   
764 protected:                                        
765   zb_manager& m_mgr;                              
766   mat4f m_vp_mtx;                                 
767   zb::buffer m_zb;                                
768   primvis m_pv;                                   
769   colorf m_light_color;                           
770   colorf m_light_ambient;                         
771   vec3f m_light_direction;                        
772   vec3f m_normal;                                 
773                                                   
774   // to be restored in restore_state() :          
775   mat4f m_proj;                                   
776   mat4f m_model;                                  
777   mat4f m_normal_matrix;                          
778   colorf m_rgba;                                  
779   bool m_ccw;                                     
780   bool m_POLYGON_OFFSET_FILL;                     
781   bool m_CULL_FACE;                               
782   bool m_POINT_SMOOTH;                            
783   bool m_LINE_SMOOTH;                             
784   float m_line_width;                             
785   float m_point_size;                             
786   bool m_light_on;                                
787   bool m_DEPTH_TEST;                              
788   bool m_blend;                                   
789 private:  //optimize:                             
790   float m_tmp[4];                                 
791 };                                                
792                                                   
793 }}                                                
794                                                   
795 #endif