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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 11.2.1)


  1 // Copyright (C) 2010, Guy Barrand. All rights      1 // Copyright (C) 2010, Guy Barrand. All rights reserved.
  2 // See the file tools.license for terms.            2 // See the file tools.license for terms.
  3                                                     3 
  4 #ifndef tools_sg_zb_action                          4 #ifndef tools_sg_zb_action
  5 #define tools_sg_zb_action                          5 #define tools_sg_zb_action
  6                                                     6 
  7 #include "zb_manager"                               7 #include "zb_manager"
  8                                                     8 
  9 #include "render_action"                            9 #include "render_action"
 10 #include "primitive_visitor"                       10 #include "primitive_visitor"
 11 #include "../glprims"                              11 #include "../glprims"
 12                                                    12 
 13 #include "../zb/buffer"                            13 #include "../zb/buffer"
 14                                                    14 
 15 #include "../colorfs"                              15 #include "../colorfs"
 16 #include "../lina/plane"                           16 #include "../lina/plane"
 17 #include "../mathf"                                17 #include "../mathf"
 18 #include "../lina/vec3d" //ZZ=double               18 #include "../lina/vec3d" //ZZ=double
 19                                                    19 
 20 namespace tools {                                  20 namespace tools {
 21 namespace sg {                                     21 namespace sg {
 22                                                    22 
 23 class zb_action : public render_action {           23 class zb_action : public render_action {
 24   TOOLS_ACTION(zb_action,tools::sg::zb_action,     24   TOOLS_ACTION(zb_action,tools::sg::zb_action,render_action)
 25 private:                                           25 private:  
 26   zb_action& get_me() {return *this;}              26   zb_action& get_me() {return *this;}
 27 public:                                            27 public:
 28   virtual void draw_vertex_array(gl::mode_t a_     28   virtual void draw_vertex_array(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs){
 29     m_pv.add_primitive(a_mode,a_floatn,a_xyzs)     29     m_pv.add_primitive(a_mode,a_floatn,a_xyzs);
 30   }                                                30   }
 31                                                    31 
 32   virtual void draw_vertex_array_xy(gl::mode_t     32   virtual void draw_vertex_array_xy(gl::mode_t a_mode,size_t a_floatn,const float* a_xys){
 33     m_pv.add_primitive_xy(a_mode,a_floatn,a_xy     33     m_pv.add_primitive_xy(a_mode,a_floatn,a_xys);
 34   }                                                34   }
 35                                                    35 
 36   virtual void draw_vertex_color_array(gl::mod     36   virtual void draw_vertex_color_array(gl::mode_t a_mode,size_t a_floatn,
 37                                        const f     37                                        const float* a_xyzs,const float* a_rgbas){
 38     m_pv.add_primitive_rgba(a_mode,a_floatn,a_     38     m_pv.add_primitive_rgba(a_mode,a_floatn,a_xyzs,a_rgbas);
 39   }                                                39   }
 40                                                    40 
 41   virtual void draw_vertex_normal_array(gl::mo     41   virtual void draw_vertex_normal_array(gl::mode_t a_mode,size_t a_floatn,
 42                                         const      42                                         const float* a_xyzs,const float* a_nms){
 43     m_pv.add_primitive_normal(a_mode,a_floatn,     43     m_pv.add_primitive_normal(a_mode,a_floatn,a_xyzs,a_nms);
 44   }                                                44   }
 45                                                    45 
 46   virtual void draw_vertex_color_normal_array(     46   virtual void draw_vertex_color_normal_array(gl::mode_t a_mode,size_t a_floatn,
 47                                                    47                                               const float* a_xyzs,const float* a_rgbas,const float* a_nms){
 48     // We expect a_nms of size : 3*(a_floatn/3     48     // We expect a_nms of size : 3*(a_floatn/3)
 49     // (then one normal per 3D point).             49     // (then one normal per 3D point).
 50     m_pv.add_primitive_normal_rgba(a_mode,a_fl     50     m_pv.add_primitive_normal_rgba(a_mode,a_floatn,a_xyzs,a_nms,a_rgbas);
 51   }                                                51   }
 52                                                    52 
 53   virtual void clear_color(float a_r,float a_g     53   virtual void clear_color(float a_r,float a_g,float a_b,float a_a){
 54     zb::buffer::ZPixel pix;                        54     zb::buffer::ZPixel pix;
 55     zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix);     55     zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,pix);
 56     m_zb.clear_color_buffer(pix);                  56     m_zb.clear_color_buffer(pix);
 57   }                                                57   }
 58   virtual void color4f(float a_r,float a_g,flo     58   virtual void color4f(float a_r,float a_g,float a_b,float a_a){
 59     m_rgba.set_value(a_r,a_g,a_b,a_a);             59     m_rgba.set_value(a_r,a_g,a_b,a_a);
 60   }                                                60   }
 61   virtual void line_width(float a_v){m_line_wi     61   virtual void line_width(float a_v){m_line_width = a_v;}
 62   virtual void point_size(float a_v) {m_point_     62   virtual void point_size(float a_v) {m_point_size = a_v;}
 63   virtual void set_polygon_offset(bool a_v) {m     63   virtual void set_polygon_offset(bool a_v) {m_POLYGON_OFFSET_FILL = a_v;}
 64   virtual void normal(float a_x,float a_y,floa     64   virtual void normal(float a_x,float a_y,float a_z) {
 65     m_normal.set_value(a_x,a_y,a_z);               65     m_normal.set_value(a_x,a_y,a_z);
 66   }                                                66   }
 67                                                    67 
 68   virtual void set_winding(winding_type a_v) {     68   virtual void set_winding(winding_type a_v) {
 69     m_ccw = (a_v==winding_ccw?true:false);         69     m_ccw = (a_v==winding_ccw?true:false);
 70   }                                                70   }
 71   virtual void set_shade_model(shade_type) {}      71   virtual void set_shade_model(shade_type) {}
 72                                                    72 
 73   virtual void set_depth_test(bool a_on) {m_DE     73   virtual void set_depth_test(bool a_on) {m_DEPTH_TEST = a_on;}
 74                                                    74 
 75   virtual void set_cull_face(bool a_on) {m_CUL     75   virtual void set_cull_face(bool a_on) {m_CULL_FACE = a_on;}
 76   virtual void set_point_smooth(bool a_on) {m_     76   virtual void set_point_smooth(bool a_on) {m_POINT_SMOOTH = a_on;}
 77   virtual void set_line_smooth(bool a_on) {m_L     77   virtual void set_line_smooth(bool a_on) {m_LINE_SMOOTH = a_on;}
 78                                                    78 
 79   virtual void load_proj_matrix(const mat4f& a     79   virtual void load_proj_matrix(const mat4f& a_mtx) {
 80     m_proj = a_mtx;                                80     m_proj = a_mtx;
 81   }                                                81   }
 82                                                    82 
 83   virtual void load_model_matrix(const mat4f&      83   virtual void load_model_matrix(const mat4f& a_mtx) {
 84     m_model = a_mtx;                               84     m_model = a_mtx;
 85     set_normal_matrix();                           85     set_normal_matrix();
 86   }                                                86   }
 87                                                    87 
 88   virtual unsigned int max_lights() {return 10     88   virtual unsigned int max_lights() {return 1000;}
 89                                                    89 
 90   virtual void enable_light(unsigned int,          90   virtual void enable_light(unsigned int,
 91                             float a_dx,float a     91                             float a_dx,float a_dy,float a_dz,
 92                             float a_r,float a_     92                             float a_r,float a_g,float a_b,float a_a,
 93                             float a_ar,float a     93                             float a_ar,float a_ag,float a_ab,float a_aa){
 94     m_light_color.set_value(a_r,a_g,a_b,a_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     95     m_light_ambient.set_value(a_ar,a_ag,a_ab,a_aa);
 96     m_light_direction.set_value(a_dx,a_dy,a_dz     96     m_light_direction.set_value(a_dx,a_dy,a_dz);
 97     m_light_direction.normalize();                 97     m_light_direction.normalize();
 98     m_light_on = true;                             98     m_light_on = true;
 99   }                                                99   }
100                                                   100 
101   virtual void set_lighting(bool a_value) {m_l    101   virtual void set_lighting(bool a_value) {m_light_on = a_value;}
102   virtual void set_blend(bool a_value) {m_blen    102   virtual void set_blend(bool a_value) {m_blend = a_value;}
103                                                   103 
104   virtual void restore_state(unsigned int /*a_    104   virtual void restore_state(unsigned int /*a_ret_num_light*/) {
105     const sg::state& _state = state();            105     const sg::state& _state = state();
106     m_proj = _state.m_proj;                       106     m_proj = _state.m_proj;
107     m_model = _state.m_model;                     107     m_model = _state.m_model;
108     set_normal_matrix();                          108     set_normal_matrix();
109                                                   109 
110     m_rgba = _state.m_color;                      110     m_rgba = _state.m_color;
111     m_normal = _state.m_normal;                   111     m_normal = _state.m_normal;
112                                                   112 
113     m_ccw = (_state.m_winding==winding_ccw?tru    113     m_ccw = (_state.m_winding==winding_ccw?true:false);
114     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGO    114     m_POLYGON_OFFSET_FILL = _state.m_GL_POLYGON_OFFSET_FILL;
115     m_CULL_FACE = _state.m_GL_CULL_FACE;          115     m_CULL_FACE = _state.m_GL_CULL_FACE;
116     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;    116     m_POINT_SMOOTH = _state.m_GL_POINT_SMOOTH;
117     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;      117     m_LINE_SMOOTH = _state.m_GL_LINE_SMOOTH;
118     m_line_width = _state.m_line_width;           118     m_line_width = _state.m_line_width;
119     m_point_size = _state.m_point_size;           119     m_point_size = _state.m_point_size;
120     m_light_on = _state.m_GL_LIGHTING;            120     m_light_on = _state.m_GL_LIGHTING;
121     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;        121     m_DEPTH_TEST = _state.m_GL_DEPTH_TEST;
122     m_blend = _state.m_GL_BLEND;                  122     m_blend = _state.m_GL_BLEND;
123                                                   123 
124 /*                                                124 /*
125     if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_T    125     if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
126     else                       ::glDisable(GL_    126     else                       ::glDisable(GL_TEXTURE_2D);
127                                                   127 
128     // The "return of separator" state had ret    128     // The "return of separator" state had ret_num_light.
129     // The restored state has m_light.            129     // The restored state has m_light.
130     // We have to glDisable lights with index     130     // We have to glDisable lights with index in [m_light,ret_num_light-1]
131     for(unsigned int index=_state.m_light;inde    131     for(unsigned int index=_state.m_light;index<a_ret_num_light;index++) {
132       ::glDisable(GL_LIGHT0+index);               132       ::glDisable(GL_LIGHT0+index);
133     }                                             133     }
134 */                                                134 */
135   }                                               135   }
136                                                   136 
137   ////////////////////////////////////////////    137   /////////////////////////////////////////////////////////////////
138   /// texture ////////////////////////////////    138   /// texture /////////////////////////////////////////////////////
139   ////////////////////////////////////////////    139   /////////////////////////////////////////////////////////////////
140   virtual void draw_vertex_array_texture(gl::m    140   virtual void draw_vertex_array_texture(gl::mode_t,size_t a_xyzn,const float* a_xyzs,
141                                          gstoi    141                                          gstoid a_id,const float* a_tcs) {
142     //::printf("debug : zb_action : 000 : %d\n    142     //::printf("debug : zb_action : 000 : %d\n",a_id);
143     img_byte img;                                 143     img_byte img;
144     if(!m_mgr.find(a_id,img)) return;             144     if(!m_mgr.find(a_id,img)) return;
145     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a    145     m_pv.add_texture(m_out,a_xyzn,a_xyzs,img,a_tcs);
146   }                                               146   }
147                                                   147 
148   virtual void draw_vertex_normal_array_textur    148   virtual void draw_vertex_normal_array_texture(gl::mode_t a_mode,
149                                                   149                                                 size_t a_xyzn,const float* a_xyzs,const float* /*a_nms*/,
150                                                   150                                                 gstoid a_id,const float* a_tcs) {
151     draw_vertex_array_texture(a_mode,a_xyzn,a_    151     draw_vertex_array_texture(a_mode,a_xyzn,a_xyzs,a_id,a_tcs);
152   }                                               152   }
153                                                   153 
154   ////////////////////////////////////////////    154   /////////////////////////////////////////////////////////////////
155   /// VBO ////////////////////////////////////    155   /// VBO /////////////////////////////////////////////////////////
156   ////////////////////////////////////////////    156   /////////////////////////////////////////////////////////////////
157   virtual void begin_gsto(gstoid) {}              157   virtual void begin_gsto(gstoid) {}
158   virtual void draw_gsto_v(gl::mode_t,size_t,b    158   virtual void draw_gsto_v(gl::mode_t,size_t,bufpos){}
159   virtual void draw_gsto_vc(gl::mode_t,size_t,    159   virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) {}
160   virtual void draw_gsto_vn(gl::mode_t,size_t,    160   virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) {}
161   virtual void draw_gsto_vcn(gl::mode_t,size_t    161   virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) {}
162   virtual void end_gsto() {}                      162   virtual void end_gsto() {}
163   ////////////////////////////////////////////    163   /////////////////////////////////////////////////////////////////
164   ////////////////////////////////////////////    164   /////////////////////////////////////////////////////////////////
165   ////////////////////////////////////////////    165   /////////////////////////////////////////////////////////////////
166   virtual sg::render_manager& render_manager()    166   virtual sg::render_manager& render_manager() {return m_mgr;}
167 public:                                           167 public:
168   zb_action(zb_manager& a_mgr,std::ostream& a_    168   zb_action(zb_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
169   :parent(a_out,a_ww,a_wh)                        169   :parent(a_out,a_ww,a_wh)
170   ,m_mgr(a_mgr)                                   170   ,m_mgr(a_mgr)
171   ,m_pv(get_me())                                 171   ,m_pv(get_me())
172   ,m_light_color(colorf_white())                  172   ,m_light_color(colorf_white())
173   ,m_light_ambient(colorf_black())                173   ,m_light_ambient(colorf_black())
174   ,m_light_direction(vec3f(0,0,-1))               174   ,m_light_direction(vec3f(0,0,-1))
175   ,m_normal(0,0,1)                                175   ,m_normal(0,0,1)
176                                                   176 
177   ,m_ccw(true)                                    177   ,m_ccw(true)
178   ,m_POLYGON_OFFSET_FILL(false)                   178   ,m_POLYGON_OFFSET_FILL(false)
179   ,m_CULL_FACE(true)                              179   ,m_CULL_FACE(true)
180   ,m_POINT_SMOOTH(false)                          180   ,m_POINT_SMOOTH(false)
181   ,m_LINE_SMOOTH(false)                           181   ,m_LINE_SMOOTH(false)
182   ,m_line_width(1)                                182   ,m_line_width(1)
183   ,m_point_size(1)                                183   ,m_point_size(1)
184   ,m_light_on(false)                              184   ,m_light_on(false)
185   ,m_DEPTH_TEST(true)                             185   ,m_DEPTH_TEST(true)
186   ,m_blend(false)                                 186   ,m_blend(false)
187   {                                               187   {
188     m_vp_mtx.set_identity();                      188     m_vp_mtx.set_identity();
189     m_vp_mtx.mul_translate(float(m_ww)/2,float    189     m_vp_mtx.mul_translate(float(m_ww)/2,float(m_wh)/2,0);
190     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_w    190     m_vp_mtx.mul_scale(float(m_ww)/2,float(m_wh)/2,1);
191                                                   191 
192     m_zb.change_size(a_ww,a_wh);                  192     m_zb.change_size(a_ww,a_wh);
193   //m_zb.clear_color_buffer(0);                   193   //m_zb.clear_color_buffer(0);
194   //m_zb.clear_depth_buffer();                    194   //m_zb.clear_depth_buffer();
195                                                   195 
196     m_proj.set_identity();                        196     m_proj.set_identity();
197     m_model.set_identity();                       197     m_model.set_identity();
198     m_normal_matrix.set_identity();               198     m_normal_matrix.set_identity();
199   }                                               199   }
200   virtual ~zb_action(){}                          200   virtual ~zb_action(){}
201 protected:                                        201 protected:
202   zb_action(const zb_action& a_from)              202   zb_action(const zb_action& a_from)
203   :parent(a_from)                                 203   :parent(a_from)
204   ,m_mgr(a_from.m_mgr)                            204   ,m_mgr(a_from.m_mgr)
205   ,m_vp_mtx(a_from.m_vp_mtx)                      205   ,m_vp_mtx(a_from.m_vp_mtx)
206   ,m_pv(a_from.m_pv)                              206   ,m_pv(a_from.m_pv)
207   ,m_light_color(a_from.m_light_color)            207   ,m_light_color(a_from.m_light_color)
208   ,m_light_ambient(a_from.m_light_ambient)        208   ,m_light_ambient(a_from.m_light_ambient)
209   ,m_light_direction(a_from.m_light_direction)    209   ,m_light_direction(a_from.m_light_direction)
210   ,m_normal(a_from.m_normal)                      210   ,m_normal(a_from.m_normal)
211                                                   211 
212   ,m_proj(a_from.m_proj)                          212   ,m_proj(a_from.m_proj)
213   ,m_model(a_from.m_model)                        213   ,m_model(a_from.m_model)
214   ,m_normal_matrix(a_from.m_normal_matrix)        214   ,m_normal_matrix(a_from.m_normal_matrix)
215   ,m_rgba(a_from.m_rgba)                          215   ,m_rgba(a_from.m_rgba)
216   ,m_ccw(a_from.m_ccw)                            216   ,m_ccw(a_from.m_ccw)
217   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFS    217   ,m_POLYGON_OFFSET_FILL(a_from.m_POLYGON_OFFSET_FILL)
218   ,m_CULL_FACE(a_from.m_CULL_FACE)                218   ,m_CULL_FACE(a_from.m_CULL_FACE)
219   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)          219   ,m_POINT_SMOOTH(a_from.m_POINT_SMOOTH)
220   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)            220   ,m_LINE_SMOOTH(a_from.m_LINE_SMOOTH)
221   ,m_line_width(a_from.m_line_width)              221   ,m_line_width(a_from.m_line_width)
222   ,m_point_size(a_from.m_point_size)              222   ,m_point_size(a_from.m_point_size)
223   ,m_light_on(a_from.m_light_on)                  223   ,m_light_on(a_from.m_light_on)
224   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)              224   ,m_DEPTH_TEST(a_from.m_DEPTH_TEST)
225   ,m_blend(a_from.m_blend)                        225   ,m_blend(a_from.m_blend)
226   {}                                              226   {}
227   zb_action& operator=(const zb_action& a_from    227   zb_action& operator=(const zb_action& a_from){
228     parent::operator=(a_from);                    228     parent::operator=(a_from);
229     m_vp_mtx = a_from.m_vp_mtx;                   229     m_vp_mtx = a_from.m_vp_mtx;
230     m_pv = a_from.m_pv;                           230     m_pv = a_from.m_pv;
231     m_light_color = a_from.m_light_color;         231     m_light_color = a_from.m_light_color;
232     m_light_ambient = a_from.m_light_ambient;     232     m_light_ambient = a_from.m_light_ambient;
233     m_light_direction = a_from.m_light_directi    233     m_light_direction = a_from.m_light_direction;
234     m_normal = a_from.m_normal;                   234     m_normal = a_from.m_normal;
235                                                   235 
236     m_proj = a_from.m_proj;                       236     m_proj = a_from.m_proj;
237     m_model = a_from.m_model;                     237     m_model = a_from.m_model;
238     m_normal_matrix = a_from.m_normal_matrix;     238     m_normal_matrix = a_from.m_normal_matrix;
239     m_rgba = a_from.m_rgba;                       239     m_rgba = a_from.m_rgba;
240     m_ccw = a_from.m_ccw;                         240     m_ccw = a_from.m_ccw;
241     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_O    241     m_POLYGON_OFFSET_FILL = a_from.m_POLYGON_OFFSET_FILL;
242     m_CULL_FACE = a_from.m_CULL_FACE;             242     m_CULL_FACE = a_from.m_CULL_FACE;
243     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;       243     m_POINT_SMOOTH = a_from.m_POINT_SMOOTH;
244     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;         244     m_LINE_SMOOTH = a_from.m_LINE_SMOOTH;
245     m_line_width = a_from.m_line_width;           245     m_line_width = a_from.m_line_width;
246     m_point_size = a_from.m_point_size;           246     m_point_size = a_from.m_point_size;
247     m_light_on = a_from.m_light_on;               247     m_light_on = a_from.m_light_on;
248     m_DEPTH_TEST = a_from.m_DEPTH_TEST;           248     m_DEPTH_TEST = a_from.m_DEPTH_TEST;
249     m_blend = a_from.m_blend;                     249     m_blend = a_from.m_blend;
250     return *this;                                 250     return *this;
251   }                                               251   }
252 public:                                           252 public:
253   void clear_color_buffer(float a_r,float a_g,    253   void clear_color_buffer(float a_r,float a_g,float a_b,float a_a){
254     clear_color(a_r,a_g,a_b,a_a);                 254     clear_color(a_r,a_g,a_b,a_a);
255   }                                               255   }
256   void clear_color_buffer(const colorf& a_colo    256   void clear_color_buffer(const colorf& a_color){
257     clear_color(a_color.r(),a_color.g(),a_colo    257     clear_color(a_color.r(),a_color.g(),a_color.b(),a_color.a());
258   }                                               258   }
259                                                   259   
260   void clear_depth_buffer() {m_zb.clear_depth_    260   void clear_depth_buffer() {m_zb.clear_depth_buffer();}
261 protected:                                        261 protected:
262   typedef unsigned char uchar;                    262   typedef unsigned char uchar;
263 protected:                                        263 protected:
264   static void color2pix(const colorf& a_rgba,z    264   static void color2pix(const colorf& a_rgba,zb::buffer::ZPixel& a_pix) {
265     zb::buffer::rgba2pix(a_rgba.r(),a_rgba.g()    265     zb::buffer::rgba2pix(a_rgba.r(),a_rgba.g(),a_rgba.b(),a_rgba.a(),a_pix);
266   }                                               266   }
267 public:                                           267 public:
268   zb::buffer::ZPixel* get_color_buffer(unsigne    268   zb::buffer::ZPixel* get_color_buffer(unsigned int& a_width,unsigned int& a_height) const {return m_zb.get_color_buffer(a_width,a_height);}
269                                                   269 
270   bool get_rgbs(bool a_top_to_bottom,std::vect    270   bool get_rgbs(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
271     a_buffer.clear();                             271     a_buffer.clear();
272     if(!m_ww || !m_wh) return false;              272     if(!m_ww || !m_wh) return false;
273     size_t sz = 3 * m_ww * m_wh;                  273     size_t sz = 3 * m_ww * m_wh;
274     a_buffer.resize(sz);                          274     a_buffer.resize(sz);
275     uchar* pos = vec_data(a_buffer);              275     uchar* pos = vec_data(a_buffer);
276     zb::buffer::ZPixel pix;                       276     zb::buffer::ZPixel pix;
277     uchar* _pix = 0;                              277     uchar* _pix = 0;
278     for(unsigned int row=0;row<m_wh;row++) {      278     for(unsigned int row=0;row<m_wh;row++) {
279       for(unsigned int col=0;col<m_ww;col++) {    279       for(unsigned int col=0;col<m_ww;col++) {
280         if(!m_zb.get_clipped_pixel(col,a_top_t    280         if(!m_zb.get_clipped_pixel(col,a_top_to_bottom?row:m_wh-1-row,pix)){
281           m_out << "tools::sg::zb_action::get_    281           m_out << "tools::sg::zb_action::get_rgbs : can't get zbuffer pixel" << std::endl;
282           *pos = 0xFF;pos++;                      282           *pos = 0xFF;pos++;
283           *pos = 0x00;pos++;                      283           *pos = 0x00;pos++;
284           *pos = 0x00;pos++;                      284           *pos = 0x00;pos++;
285         } else {                                  285         } else {
286           _pix = (uchar*)&pix;                    286           _pix = (uchar*)&pix;
287           *pos = *_pix;_pix++;pos++;              287           *pos = *_pix;_pix++;pos++;
288           *pos = *_pix;_pix++;pos++;              288           *pos = *_pix;_pix++;pos++;
289           *pos = *_pix;_pix++;pos++;              289           *pos = *_pix;_pix++;pos++;
290         }                                         290         }
291       }                                           291       }
292     }                                             292     }
293     return true;                                  293     return true;
294   }                                               294   }
295                                                   295 
296   bool get_rgbas(bool a_top_to_bottom,std::vec    296   bool get_rgbas(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
297     a_buffer.clear();                             297     a_buffer.clear();
298     if(!m_ww || !m_wh) return false;              298     if(!m_ww || !m_wh) return false;
299     size_t sz = 4 * m_ww * m_wh;                  299     size_t sz = 4 * m_ww * m_wh;
300     a_buffer.resize(sz);                          300     a_buffer.resize(sz);
301     if(a_top_to_bottom) {                         301     if(a_top_to_bottom) {
302       ::memcpy(vec_data(a_buffer),m_zb.zimage(    302       ::memcpy(vec_data(a_buffer),m_zb.zimage(),sz);
303       return true;                                303       return true;
304     }                                             304     }
305     size_t stride = m_ww*4;                       305     size_t stride = m_ww*4;
306     uchar* zpos = ((uchar*)m_zb.zimage())+sz-s    306     uchar* zpos = ((uchar*)m_zb.zimage())+sz-stride;
307     uchar* pos = vec_data(a_buffer);              307     uchar* pos = vec_data(a_buffer);
308     for(unsigned int row=0;row<m_wh;row++,pos+    308     for(unsigned int row=0;row<m_wh;row++,pos+=stride,zpos-=stride) ::memcpy(pos,zpos,stride);
309     return true;                                  309     return true;
310   }                                               310   }
311   bool get_rgbas_cocoa(unsigned int a_factor,s    311   bool get_rgbas_cocoa(unsigned int a_factor,std::vector<uchar>& a_buffer) {
312     a_buffer.clear();                             312     a_buffer.clear();
313     if(!m_ww || !m_wh) return false;              313     if(!m_ww || !m_wh) return false;
314     if(!a_factor) return false;                   314     if(!a_factor) return false;
315     size_t bpp = 4;                               315     size_t bpp = 4;
316     a_buffer.resize(a_factor* m_ww * a_factor     316     a_buffer.resize(a_factor* m_ww * a_factor * m_wh * bpp);
317     uchar* zbuffer = (uchar*)m_zb.zimage();       317     uchar* zbuffer = (uchar*)m_zb.zimage();
318     uchar* abuffer = vec_data(a_buffer);          318     uchar* abuffer = vec_data(a_buffer);
319     size_t zstride = m_ww*bpp;                    319     size_t zstride = m_ww*bpp;
320     size_t astride = a_factor*m_ww*bpp;           320     size_t astride = a_factor*m_ww*bpp;
321     size_t i,j,ar,ac,ipix;                        321     size_t i,j,ar,ac,ipix;
322     uchar* zpos;uchar* apos;                      322     uchar* zpos;uchar* apos;
323     for(j=0;j<m_wh;j++) {                         323     for(j=0;j<m_wh;j++) {
324       for(i=0;i<m_ww;i++) {                       324       for(i=0;i<m_ww;i++) {
325         //position in the original image.         325         //position in the original image.
326         zpos = zbuffer + (m_wh-1-j) * zstride     326         zpos = zbuffer + (m_wh-1-j) * zstride + i*bpp;  //top_to_bottom.
327                                                   327 
328         for(ar=0;ar<a_factor;ar++) {              328         for(ar=0;ar<a_factor;ar++) {
329           for(ac=0;ac<a_factor;ac++) {            329           for(ac=0;ac<a_factor;ac++) {
330             //position in the new image.          330             //position in the new image.
331             apos = abuffer + (j*a_factor+ar) *    331             apos = abuffer + (j*a_factor+ar) * astride + (i*a_factor+ac)*bpp;
332             for(ipix=0;ipix<bpp;ipix++) {         332             for(ipix=0;ipix<bpp;ipix++) {
333               *(apos+ipix) = *(zpos+ipix);        333               *(apos+ipix) = *(zpos+ipix);
334             }                                     334             }
335           }                                       335           }
336         }                                         336         }
337                                                   337 
338       }                                           338       }
339     }                                             339     }
340                                                   340 
341     return true;                                  341     return true;
342   }                                               342   }
343                                                   343 
344   bool get_bgras(bool a_top_to_bottom,std::vec    344   bool get_bgras(bool a_top_to_bottom,std::vector<uchar>& a_buffer) {
345     a_buffer.clear();                             345     a_buffer.clear();
346     if(!m_ww || !m_wh) return false;              346     if(!m_ww || !m_wh) return false;
347     size_t sz = 4 * m_ww * m_wh;                  347     size_t sz = 4 * m_ww * m_wh;
348     a_buffer.resize(sz);                          348     a_buffer.resize(sz);
349     if(a_top_to_bottom) {                         349     if(a_top_to_bottom) {
350       uchar* pos = vec_data(a_buffer);            350       uchar* pos = vec_data(a_buffer);
351       uchar* zpos = ((uchar*)m_zb.zimage());      351       uchar* zpos = ((uchar*)m_zb.zimage());
352       for(size_t count=0;count<sz;count+=4,pos    352       for(size_t count=0;count<sz;count+=4,pos+=4,zpos+=4) {
353         *(pos+0) = *(zpos+2);                     353         *(pos+0) = *(zpos+2);
354         *(pos+1) = *(zpos+1);                     354         *(pos+1) = *(zpos+1);
355         *(pos+2) = *(zpos+0);                     355         *(pos+2) = *(zpos+0);
356         *(pos+3) = *(zpos+3);                     356         *(pos+3) = *(zpos+3);
357       }                                           357       }
358     } else {                                      358     } else {
359       size_t stride = m_ww*4;                     359       size_t stride = m_ww*4;
360       uchar* pos_line = vec_data(a_buffer);       360       uchar* pos_line = vec_data(a_buffer);
361       uchar* zpos_line = ((uchar*)m_zb.zimage(    361       uchar* zpos_line = ((uchar*)m_zb.zimage())+sz-stride;
362       uchar* pos;                                 362       uchar* pos;
363       uchar* zpos;                                363       uchar* zpos;
364       size_t count;                               364       size_t count;
365       for(unsigned int row=0;row<m_wh;row++,po    365       for(unsigned int row=0;row<m_wh;row++,pos_line+=stride,zpos_line-=stride) {
366         pos = pos_line;                           366         pos = pos_line;
367         zpos = zpos_line;                         367         zpos = zpos_line;
368         for(count=0;count<m_ww;count++,pos+=4,    368         for(count=0;count<m_ww;count++,pos+=4,zpos+=4) {
369           *(pos+0) = *(zpos+2);                   369           *(pos+0) = *(zpos+2);
370           *(pos+1) = *(zpos+1);                   370           *(pos+1) = *(zpos+1);
371           *(pos+2) = *(zpos+0);                   371           *(pos+2) = *(zpos+0);
372           *(pos+3) = *(zpos+3);                   372           *(pos+3) = *(zpos+3);
373         }                                         373         }
374       }                                           374       }
375     }                                             375     }
376     return true;                                  376     return true;
377   }                                               377   }
378 public:                                           378 public:
379   static bool get_rgb(void* a_tag,unsigned int    379   static bool get_rgb(void* a_tag,unsigned int a_col,unsigned int a_row,float& a_r,float& a_g,float& a_b){
380     //used with wps.                              380     //used with wps.
381     zb_action* rzb = (zb_action*)a_tag;           381     zb_action* rzb = (zb_action*)a_tag;
382     zb::buffer::ZPixel pix;                       382     zb::buffer::ZPixel pix;
383     if(!rzb->m_zb.get_clipped_pixel(a_col,rzb-    383     if(!rzb->m_zb.get_clipped_pixel(a_col,rzb->wh()-1-a_row,pix)){
384       rzb->out() << "tools::sg;:zb_action::get    384       rzb->out() << "tools::sg;:zb_action::get_rgb: can't get zbuffer pixel" << std::endl;
385       a_r = 1;                                    385       a_r = 1;
386       a_g = 0;                                    386       a_g = 0;
387       a_b = 0;                                    387       a_b = 0;
388       return false;                               388       return false;
389     }                                             389     }
390     float a;                                      390     float a;
391     zb::buffer::pix2rgba(pix,a_r,a_g,a_b,a);      391     zb::buffer::pix2rgba(pix,a_r,a_g,a_b,a);
392     return true;                                  392     return true;
393   }                                               393   }
394 protected:                                        394 protected:
395   void set_normal_matrix() {                      395   void set_normal_matrix() {
396     mat4f tmp(m_model);                           396     mat4f tmp(m_model);
397     tmp.no_translate();                           397     tmp.no_translate();
398     if(!tmp.invert(m_normal_matrix)) {            398     if(!tmp.invert(m_normal_matrix)) {
399       m_out << "tools::sg::zb_action::set_norm    399       m_out << "tools::sg::zb_action::set_normal_matrix : can't invert model matrix." << std::endl;
400     }                                             400     }
401     m_normal_matrix.transpose();                  401     m_normal_matrix.transpose();
402   }                                               402   }
403                                                   403   
404   bool project_point(float& a_x,float& a_y,flo    404   bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) {
405     a_w = 1;                                      405     a_w = 1;
406     m_model.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);    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);     407     m_proj.mul_4f_opt(a_x,a_y,a_z,a_w,m_tmp);
408     if(a_w==0) return false;                      408     if(a_w==0) return false;
409     a_x /= a_w;                                   409     a_x /= a_w;
410     a_y /= a_w;                                   410     a_y /= a_w;
411     a_z /= a_w;                                   411     a_z /= a_w;
412     return true;                                  412     return true;
413   }                                               413   }
414 //  bool project_normal(float& a_x,float& a_y,    414 //  bool project_normal(float& a_x,float& a_y,float& a_z) {
415 //    m_model.mul_dir_3f(a_x,a_y,a_z);            415 //    m_model.mul_dir_3f(a_x,a_y,a_z);
416 //    m_proj.mul_dir_3f(a_x,a_y,a_z);             416 //    m_proj.mul_dir_3f(a_x,a_y,a_z);
417 //    return true;                                417 //    return true;
418 //  }                                             418 //  }
419                                                   419 
420   class primvis : public primitive_visitor {      420   class primvis : public primitive_visitor {
421   protected:                                      421   protected:
422     virtual bool project(float& a_x,float& a_y    422     virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) {
423       return m_this.project_point(a_x,a_y,a_z,    423       return m_this.project_point(a_x,a_y,a_z,a_w);
424     }                                             424     }
425     virtual bool add_point(float a_x,float a_y    425     virtual bool add_point(float a_x,float a_y,float a_z,float) {
426       return _add_point(a_x,a_y,a_z,m_this.m_r    426       return _add_point(a_x,a_y,a_z,m_this.m_rgba.r(),m_this.m_rgba.g(),m_this.m_rgba.b(),m_this.m_rgba.a());
427     }                                             427     }
428                                                   428 
429     virtual bool add_point(float a_x,float a_y    429     virtual bool add_point(float a_x,float a_y,float a_z,float,
430                            float a_r,float a_g    430                            float a_r,float a_g,float a_b,float a_a) {
431       return _add_point(a_x,a_y,a_z,a_r,a_g,a_    431       return _add_point(a_x,a_y,a_z,a_r,a_g,a_b,a_a);
432     }                                             432     }
433                                                   433 
434     virtual bool add_line(float a_bx,float a_b    434     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
435                           float a_ex,float a_e    435                           float a_ex,float a_ey,float a_ez,float) {
436       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b    436       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_bz,m_tmp);
437       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e    437       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_ez,m_tmp);
438       a_bz *= -1;                                 438       a_bz *= -1;
439       a_ez *= -1;                                 439       a_ez *= -1;
440                                                   440 
441       zb::point beg;                              441       zb::point beg;
442       zinit(beg,a_bx,a_by,a_bz);                  442       zinit(beg,a_bx,a_by,a_bz);
443                                                   443 
444       zb::point end;                              444       zb::point end;
445       zinit(end,a_ex,a_ey,a_ez);                  445       zinit(end,a_ex,a_ey,a_ez);
446                                                   446 
447       m_this.m_zb.set_depth_test(m_this.m_DEPT    447       m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
448       m_this.m_zb.set_blend(m_this.m_blend);      448       m_this.m_zb.set_blend(m_this.m_blend);
449                                                   449 
450       zb::buffer::ZPixel pix;                     450       zb::buffer::ZPixel pix;
451       color2pix(m_this.m_rgba,pix);               451       color2pix(m_this.m_rgba,pix);
452       m_this.m_zb.draw_line(beg,end,pix,npix(m    452       m_this.m_zb.draw_line(beg,end,pix,npix(m_this.m_line_width));
453                                                   453 
454       return true;                                454       return true;
455     }                                             455     }
456                                                   456 
457     virtual bool add_line(float a_bx,float a_b    457     virtual bool add_line(float a_bx,float a_by,float a_bz,float,
458                           float a_br,float a_b    458                           float a_br,float a_bg,float a_bb,float a_ba,
459                           float a_ex,float a_e    459                           float a_ex,float a_ey,float a_ez,float,
460                           float,float,float,fl    460                           float,float,float,float) {
461       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_b    461       m_this.m_vp_mtx.mul_3f_opt(a_bx,a_by,a_bz,m_tmp);
462       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_e    462       m_this.m_vp_mtx.mul_3f_opt(a_ex,a_ey,a_ez,m_tmp);
463       a_bz *= -1;                                 463       a_bz *= -1;
464       a_ez *= -1;                                 464       a_ez *= -1;
465                                                   465 
466       zb::point beg;                              466       zb::point beg;
467       zinit(beg,a_bx,a_by,a_bz);                  467       zinit(beg,a_bx,a_by,a_bz);
468                                                   468 
469       zb::point end;                              469       zb::point end;
470       zinit(end,a_ex,a_ey,a_ez);                  470       zinit(end,a_ex,a_ey,a_ez);
471                                                   471 
472       m_this.m_zb.set_depth_test(m_this.m_DEPT    472       m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
473       m_this.m_zb.set_blend(m_this.m_blend);      473       m_this.m_zb.set_blend(m_this.m_blend);
474                                                   474 
475       // interpolate color with beg,end ?         475       // interpolate color with beg,end ?
476       zb::buffer::ZPixel pix;                     476       zb::buffer::ZPixel pix;
477       zb::buffer::rgba2pix(a_br,a_bg,a_bb,a_ba    477       zb::buffer::rgba2pix(a_br,a_bg,a_bb,a_ba,pix);
478       m_this.m_zb.draw_line(beg,end,pix,npix(m    478       m_this.m_zb.draw_line(beg,end,pix,npix(m_this.m_line_width));
479                                                   479 
480       return true;                                480       return true;
481     }                                             481     }
482                                                   482 
483     virtual bool add_triangle(float a_p1x,floa    483     virtual bool add_triangle(float a_p1x,float a_p1y,float a_p1z,float a_p1w,
484                               float a_p2x,floa    484                               float a_p2x,float a_p2y,float a_p2z,float a_p2w,
485                               float a_p3x,floa    485                               float a_p3x,float a_p3y,float a_p3z,float a_p3w){
486       return _add_triangle(a_p1x,a_p1y,a_p1z,a    486       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
487                            m_this.m_normal.x()    487                            m_this.m_normal.x(),
488                            m_this.m_normal.y()    488                            m_this.m_normal.y(),
489                            m_this.m_normal.z()    489                            m_this.m_normal.z(),
490                            a_p2x,a_p2y,a_p2z,a    490                            a_p2x,a_p2y,a_p2z,a_p2w,
491                            m_this.m_normal.x()    491                            m_this.m_normal.x(),
492                            m_this.m_normal.y()    492                            m_this.m_normal.y(),
493                            m_this.m_normal.z()    493                            m_this.m_normal.z(),
494                            a_p3x,a_p3y,a_p3z,a    494                            a_p3x,a_p3y,a_p3z,a_p3w,
495                            m_this.m_normal.x()    495                            m_this.m_normal.x(),
496                            m_this.m_normal.y()    496                            m_this.m_normal.y(),
497                            m_this.m_normal.z()    497                            m_this.m_normal.z(),
498                            m_this.m_rgba);        498                            m_this.m_rgba);
499     }                                             499     }
500                                                   500 
501     virtual bool add_triangle(                    501     virtual bool add_triangle(
502       float a_p1x,float a_p1y,float a_p1z,floa    502       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
503       float a_r1,float a_g1,float a_b1,float a    503       float a_r1,float a_g1,float a_b1,float a_a1,
504       float a_p2x,float a_p2y,float a_p2z,floa    504       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
505       float a_r2,float a_g2,float a_b2,float a    505       float a_r2,float a_g2,float a_b2,float a_a2,
506       float a_p3x,float a_p3y,float a_p3z,floa    506       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
507       float a_r3,float a_g3,float a_b3,float a    507       float a_r3,float a_g3,float a_b3,float a_a3){
508                                                   508 
509       float r = (a_r1+a_r2+a_r3)/3.0f;            509       float r = (a_r1+a_r2+a_r3)/3.0f;
510       float g = (a_g1+a_g2+a_g3)/3.0f;            510       float g = (a_g1+a_g2+a_g3)/3.0f;
511       float b = (a_b1+a_b2+a_b3)/3.0f;            511       float b = (a_b1+a_b2+a_b3)/3.0f;
512       float a = (a_a1+a_a2+a_a3)/3.0f;            512       float a = (a_a1+a_a2+a_a3)/3.0f;
513       colorf col(r,g,b,a);                        513       colorf col(r,g,b,a);
514                                                   514 
515       return _add_triangle(a_p1x,a_p1y,a_p1z,a    515       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
516                            m_this.m_normal.x()    516                            m_this.m_normal.x(),
517                            m_this.m_normal.y()    517                            m_this.m_normal.y(),
518                            m_this.m_normal.z()    518                            m_this.m_normal.z(),
519                            a_p2x,a_p2y,a_p2z,a    519                            a_p2x,a_p2y,a_p2z,a_p2w,
520                            m_this.m_normal.x()    520                            m_this.m_normal.x(),
521                            m_this.m_normal.y()    521                            m_this.m_normal.y(),
522                            m_this.m_normal.z()    522                            m_this.m_normal.z(),
523                            a_p3x,a_p3y,a_p3z,a    523                            a_p3x,a_p3y,a_p3z,a_p3w,
524                            m_this.m_normal.x()    524                            m_this.m_normal.x(),
525                            m_this.m_normal.y()    525                            m_this.m_normal.y(),
526                            m_this.m_normal.z()    526                            m_this.m_normal.z(),
527                            col);                  527                            col);
528     }                                             528     }
529                                                   529 
530     virtual bool project_normal(float&,float&,    530     virtual bool project_normal(float&,float&,float&) {
531       //return m_this.project_normal(a_x,a_y,a    531       //return m_this.project_normal(a_x,a_y,a_z);
532       return true;                                532       return true;
533     }                                             533     }
534     virtual bool add_point_normal(float a_x,fl    534     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
535                                   float /*a_nx    535                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/) {
536       add_point(a_x,a_y,a_z,a_w);                 536       add_point(a_x,a_y,a_z,a_w);
537       return true;                                537       return true;
538     }                                             538     }
539     virtual bool add_point_normal(float a_x,fl    539     virtual bool add_point_normal(float a_x,float a_y,float a_z,float a_w,
540                                   float /*a_nx    540                                   float /*a_nx*/,float /*a_ny*/,float /*a_nz*/,
541                                   float a_r,fl    541                                   float a_r,float a_g,float a_b,float a_a) {
542       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_    542       add_point(a_x,a_y,a_z,a_w,a_r,a_g,a_b,a_a);
543       return true;                                543       return true;
544     }                                             544     }
545     virtual bool add_line_normal(float a_bx,fl    545     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
546                                  float /*a_bnx    546                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
547                                  float a_ex,fl    547                                  float a_ex,float a_ey,float a_ez,float a_ew,
548                                  float /*a_enx    548                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/) {
549       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,    549       add_line(a_bx,a_by,a_bz,a_bw, a_ex,a_ey,a_ez,a_ew);
550       return true;                                550       return true;
551     }                                             551     }
552     virtual bool add_line_normal(float a_bx,fl    552     virtual bool add_line_normal(float a_bx,float a_by,float a_bz,float a_bw,
553                                  float /*a_bnx    553                                  float /*a_bnx*/,float /*a_bny*/,float /*a_bnz*/,
554                                  float a_br,fl    554                                  float a_br,float a_bg,float a_bb,float a_ba,
555                                  float a_ex,fl    555                                  float a_ex,float a_ey,float a_ez,float a_ew,
556                                  float /*a_enx    556                                  float /*a_enx*/,float /*a_eny*/,float /*a_enz*/,
557                                  float a_er,fl    557                                  float a_er,float a_eg,float a_eb,float a_ea){
558       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,    558       add_line(a_bx,a_by,a_bz,a_bw, a_br,a_bg,a_bb,a_ba, a_ex,a_ey,a_ez,a_ew, a_er,a_eg,a_eb,a_ea);
559       return true;                                559       return true;
560     }                                             560     }
561     virtual bool add_triangle_normal(             561     virtual bool add_triangle_normal(
562       float a_p1x,float a_p1y,float a_p1z,floa    562       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
563       float a_n1x,float a_n1y,float a_n1z,        563       float a_n1x,float a_n1y,float a_n1z,
564       float a_p2x,float a_p2y,float a_p2z,floa    564       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
565       float a_n2x,float a_n2y,float a_n2z,        565       float a_n2x,float a_n2y,float a_n2z,
566       float a_p3x,float a_p3y,float a_p3z,floa    566       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
567       float a_n3x,float a_n3y,float a_n3z) {      567       float a_n3x,float a_n3y,float a_n3z) {
568                                                   568       
569       return _add_triangle(a_p1x,a_p1y,a_p1z,a    569       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
570                            a_n1x,a_n1y,a_n1z,     570                            a_n1x,a_n1y,a_n1z,
571                            a_p2x,a_p2y,a_p2z,a    571                            a_p2x,a_p2y,a_p2z,a_p2w,
572                            a_n2x,a_n2y,a_n2z,     572                            a_n2x,a_n2y,a_n2z,
573                            a_p3x,a_p3y,a_p3z,a    573                            a_p3x,a_p3y,a_p3z,a_p3w,
574                            a_n3x,a_n3y,a_n3z,     574                            a_n3x,a_n3y,a_n3z,
575          m_this.m_rgba);                          575          m_this.m_rgba);
576       return true;                                576       return true;
577     }                                             577     }
578     virtual bool add_triangle_normal(             578     virtual bool add_triangle_normal(
579       float a_p1x,float a_p1y,float a_p1z,floa    579       float a_p1x,float a_p1y,float a_p1z,float a_p1w,
580       float a_n1x,float a_n1y,float a_n1z,        580       float a_n1x,float a_n1y,float a_n1z,
581       float a_r1,float a_g1,float a_b1,float a    581       float a_r1,float a_g1,float a_b1,float a_a1,
582       float a_p2x,float a_p2y,float a_p2z,floa    582       float a_p2x,float a_p2y,float a_p2z,float a_p2w,
583       float a_n2x,float a_n2y,float a_n2z,        583       float a_n2x,float a_n2y,float a_n2z,
584       float a_r2,float a_g2,float a_b2,float a    584       float a_r2,float a_g2,float a_b2,float a_a2,
585       float a_p3x,float a_p3y,float a_p3z,floa    585       float a_p3x,float a_p3y,float a_p3z,float a_p3w,
586       float a_n3x,float a_n3y,float a_n3z,        586       float a_n3x,float a_n3y,float a_n3z,
587       float a_r3,float a_g3,float a_b3,float a    587       float a_r3,float a_g3,float a_b3,float a_a3){
588                                                   588       
589       float r = (a_r1+a_r2+a_r3)/3.0f;            589       float r = (a_r1+a_r2+a_r3)/3.0f;
590       float g = (a_g1+a_g2+a_g3)/3.0f;            590       float g = (a_g1+a_g2+a_g3)/3.0f;
591       float b = (a_b1+a_b2+a_b3)/3.0f;            591       float b = (a_b1+a_b2+a_b3)/3.0f;
592       float a = (a_a1+a_a2+a_a3)/3.0f;            592       float a = (a_a1+a_a2+a_a3)/3.0f;
593       colorf col(r,g,b,a);                        593       colorf col(r,g,b,a);
594                                                   594 
595       return _add_triangle(a_p1x,a_p1y,a_p1z,a    595       return _add_triangle(a_p1x,a_p1y,a_p1z,a_p1w,
596                            a_n1x,a_n1y,a_n1z,     596                            a_n1x,a_n1y,a_n1z,
597                            a_p2x,a_p2y,a_p2z,a    597                            a_p2x,a_p2y,a_p2z,a_p2w,
598                            a_n2x,a_n2y,a_n2z,     598                            a_n2x,a_n2y,a_n2z,
599                            a_p3x,a_p3y,a_p3z,a    599                            a_p3x,a_p3y,a_p3z,a_p3w,
600                            a_n3x,a_n3y,a_n3z,     600                            a_n3x,a_n3y,a_n3z,
601          col);                                    601          col);
602       return true;                                602       return true;
603     }                                             603     }
604   public:                                         604   public:
605     primvis(zb_action& a_zb):m_this(a_zb){}       605     primvis(zb_action& a_zb):m_this(a_zb){}
606     virtual ~primvis(){}                          606     virtual ~primvis(){}
607   public:                                         607   public:
608     primvis(const primvis& a_from)                608     primvis(const primvis& a_from)
609     :primitive_visitor(a_from)                    609     :primitive_visitor(a_from)
610     ,m_this(a_from.m_this)                        610     ,m_this(a_from.m_this)
611     {}                                            611     {}
612     primvis& operator=(const primvis& a_from){    612     primvis& operator=(const primvis& a_from){
613       primitive_visitor::operator=(a_from);       613       primitive_visitor::operator=(a_from);
614       return *this;                               614       return *this;
615     }                                             615     }
616   protected:                                      616   protected:
617     static void zinit(zb::point& a_p,float a_x    617     static void zinit(zb::point& a_p,float a_x,float a_y,float a_z) {
618       a_p.x = fround(a_x); //float -> int         618       a_p.x = fround(a_x); //float -> int
619       a_p.y = fround(a_y); //float -> int         619       a_p.y = fround(a_y); //float -> int
620       a_p.z = (zb::ZZ)a_z; //float -> double      620       a_p.z = (zb::ZZ)a_z; //float -> double
621     }                                             621     }
622                                                   622 
623     unsigned int npix(float a_size) {             623     unsigned int npix(float a_size) {
624       // 0 -> 0                                   624       // 0 -> 0
625       // 1 -> 0                                   625       // 1 -> 0
626       // 2 -> 1    3x3                            626       // 2 -> 1    3x3
627       // 3 -> 1    3x3                            627       // 3 -> 1    3x3
628       // 4 -> 2    5x5                            628       // 4 -> 2    5x5
629       // 5 -> 2    5x5                            629       // 5 -> 2    5x5
630       // 6 -> 3    7x7                            630       // 6 -> 3    7x7
631       unsigned int num = (unsigned int)a_size;    631       unsigned int num = (unsigned int)a_size;
632       unsigned int num_2 = num/2;                 632       unsigned int num_2 = num/2;
633       if(2*num_2==num) {num++;num_2 = num/2;}     633       if(2*num_2==num) {num++;num_2 = num/2;}
634       return num_2;                               634       return num_2;
635     }                                             635     }
636                                                   636 
637     bool _add_point(float a_x,float a_y,float     637     bool _add_point(float a_x,float a_y,float a_z,float a_r,float a_g,float a_b,float a_a){
638       m_this.m_zb.set_depth_test(m_this.m_DEPT    638       m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
639       m_this.m_zb.set_blend(m_this.m_blend);      639       m_this.m_zb.set_blend(m_this.m_blend);
640                                                   640 
641       m_this.m_vp_mtx.mul_3f_opt(a_x,a_y,a_z,m    641       m_this.m_vp_mtx.mul_3f_opt(a_x,a_y,a_z,m_tmp);
642       a_z *= -1;                                  642       a_z *= -1;
643                                                   643 
644       zb::point p;                                644       zb::point p;
645       zinit(p,a_x,a_y,a_z);                       645       zinit(p,a_x,a_y,a_z);
646                                                   646 
647       zb::buffer::ZPixel pix;                     647       zb::buffer::ZPixel pix;
648       zb::buffer::rgba2pix(a_r,a_g,a_b,a_a,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    649       m_this.m_zb.draw_point(p,pix,npix(m_this.m_point_size));
650                                                   650 
651       return true;                                651       return true;
652     }                                             652     }
653                                                   653 
654     bool _add_triangle(float a_p1x,float a_p1y    654     bool _add_triangle(float a_p1x,float a_p1y,float a_p1z,float /*a_p1w*/,
655                        float a_n1x,float a_n1y    655                        float a_n1x,float a_n1y,float a_n1z,
656                        float a_p2x,float a_p2y    656                        float a_p2x,float a_p2y,float a_p2z,float /*a_p2w*/,
657                        float a_n2x,float a_n2y    657                        float a_n2x,float a_n2y,float a_n2z,
658                        float a_p3x,float a_p3y    658                        float a_p3x,float a_p3y,float a_p3z,float /*a_p3w*/,
659                        float a_n3x,float a_n3y    659                        float a_n3x,float a_n3y,float a_n3z,
660                        const colorf& a_color){    660                        const colorf& a_color){
661                                                   661 
662       float p1x = a_p1x;float p1y = a_p1y;floa    662       float p1x = a_p1x;float p1y = a_p1y;float p1z = a_p1z;//float p1w = a_p1w;
663       float p2x = a_p2x;float p2y = a_p2y;floa    663       float p2x = a_p2x;float p2y = a_p2y;float p2z = a_p2z;//float p2w = a_p2w;
664       float p3x = a_p3x;float p3y = a_p3y;floa    664       float p3x = a_p3x;float p3y = a_p3y;float p3z = a_p3z;//float p3w = a_p3w;
665                                                   665 
666       m_this.m_vp_mtx.mul_3f_opt(p1x,p1y,p1z,m    666       m_this.m_vp_mtx.mul_3f_opt(p1x,p1y,p1z,m_tmp);
667       m_this.m_vp_mtx.mul_3f_opt(p2x,p2y,p2z,m    667       m_this.m_vp_mtx.mul_3f_opt(p2x,p2y,p2z,m_tmp);
668       m_this.m_vp_mtx.mul_3f_opt(p3x,p3y,p3z,m    668       m_this.m_vp_mtx.mul_3f_opt(p3x,p3y,p3z,m_tmp);
669       p1z *= -1;                                  669       p1z *= -1;
670       p2z *= -1;                                  670       p2z *= -1;
671       p3z *= -1;                                  671       p3z *= -1;
672                                                   672 
673       if(m_this.m_POLYGON_OFFSET_FILL){           673       if(m_this.m_POLYGON_OFFSET_FILL){
674         //note : gopaw pawex9,14,15,21 with "l    674         //note : gopaw pawex9,14,15,21 with "lego" (drawing cubes) are sensitive to the below epsil.
675         // zs are in [-1,1]                       675         // zs are in [-1,1]
676         float epsil = 1e-4f;                      676         float epsil = 1e-4f;
677         p1z -= epsil;                             677         p1z -= epsil;
678         p2z -= epsil;                             678         p2z -= epsil;
679         p3z -= epsil;                             679         p3z -= epsil;
680       }                                           680       }
681                                                   681 
682       typedef zb::ZZ ZZ; //double                 682       typedef zb::ZZ ZZ; //double
683                                                   683 
684       plane<vec3d> pn(                            684       plane<vec3d> pn(
685         vec3<ZZ>(p1x,p1y,p1z),                    685         vec3<ZZ>(p1x,p1y,p1z),
686         vec3<ZZ>(p2x,p2y,p2z),                    686         vec3<ZZ>(p2x,p2y,p2z),
687         vec3<ZZ>(p3x,p3y,p3z)                     687         vec3<ZZ>(p3x,p3y,p3z)
688       );                                          688       );
689       if(!pn.is_valid()) return true;             689       if(!pn.is_valid()) return true;
690                                                   690 
691       // norm[0]*x+norm[1]*y+norm[2]*z = dist     691       // norm[0]*x+norm[1]*y+norm[2]*z = dist
692       // A*x+B*y+C*z+D = 0                        692       // A*x+B*y+C*z+D = 0
693                                                   693 
694       ZZ C = pn.normal()[2];                      694       ZZ C = pn.normal()[2];
695                                                   695 
696       if(m_this.m_CULL_FACE){                     696       if(m_this.m_CULL_FACE){
697         if(m_this.m_ccw) {                        697         if(m_this.m_ccw) {
698           if(C<=0) return true;                   698           if(C<=0) return true;
699         } else {                                  699         } else {
700           if(C>=0) return true;                   700           if(C>=0) return true;
701         }                                         701         }
702       }                                           702       }
703                                                   703 
704       ZZ A = pn.normal()[0];                      704       ZZ A = pn.normal()[0];
705       ZZ B = pn.normal()[1];                      705       ZZ B = pn.normal()[1];
706       ZZ D = -pn.distance_from_origin();          706       ZZ D = -pn.distance_from_origin();
707                                                   707 
708       //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);     708       //ZZ zmn = mn<ZZ>(mn<ZZ>(p1z,p2z),p3z);
709       //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);     709       //ZZ zmx = mx<ZZ>(mx<ZZ>(p1z,p2z),p3z);
710                                                   710 
711       zb::point list[3];                          711       zb::point list[3];
712       zinit(list[0],p1x,p1y,p1z);                 712       zinit(list[0],p1x,p1y,p1z);
713       zinit(list[1],p2x,p2y,p2z);                 713       zinit(list[1],p2x,p2y,p2z);
714       zinit(list[2],p3x,p3y,p3z);                 714       zinit(list[2],p3x,p3y,p3z);
715                                                   715 
716       m_this.m_zb.set_depth_test(m_this.m_DEPT    716       m_this.m_zb.set_depth_test(m_this.m_DEPTH_TEST);
717       m_this.m_zb.set_blend(m_this.m_blend);      717       m_this.m_zb.set_blend(m_this.m_blend);
718                                                   718 
719       colorf frag_color = a_color;                719       colorf frag_color = a_color;
720                                                   720 
721       if(m_this.m_light_on) {  // same logic a    721       if(m_this.m_light_on) {  // same logic as toolx/wasm/webgl.js:
722                                                   722 
723         float nx = (a_n1x+a_n2x+a_n3x)/3.0f;      723         float nx = (a_n1x+a_n2x+a_n3x)/3.0f;
724         float ny = (a_n1y+a_n2y+a_n3y)/3.0f;      724         float ny = (a_n1y+a_n2y+a_n3y)/3.0f;
725         float nz = (a_n1z+a_n2z+a_n3z)/3.0f;      725         float nz = (a_n1z+a_n2z+a_n3z)/3.0f;
726                                                   726 
727         m_this.m_normal_matrix.mul_dir_3f_opt(    727         m_this.m_normal_matrix.mul_dir_3f_opt(nx,ny,nz,m_tmp);
728                                                   728 
729         vec3f _normal(nx,ny,nz);_normal.normal    729         vec3f _normal(nx,ny,nz);_normal.normalize();
730                                                   730 
731         float _dot = _normal.dot(m_this.m_ligh    731         float _dot = _normal.dot(m_this.m_light_direction);
732                                                   732 
733         if(_dot<0.0f) {                           733         if(_dot<0.0f) {
734           _dot *= -1.0f;                          734           _dot *= -1.0f;
735                                                   735 
736           colorf _tmp = m_this.m_light_color;     736           colorf _tmp = m_this.m_light_color;
737           _tmp *= _dot;                           737           _tmp *= _dot;
738 //        _tmp *= 1.4f;  //to have same intens    738 //        _tmp *= 1.4f;  //to have same intensity as GL on desktops.
739           _tmp += m_this.m_light_ambient;         739           _tmp += m_this.m_light_ambient;
740                                                   740 
741           frag_color *= _tmp;                     741           frag_color *= _tmp;
742                                                   742 
743         } else {                                  743         } else {
744           frag_color *= m_this.m_light_ambient    744           frag_color *= m_this.m_light_ambient;
745   }                                               745   }
746                                                   746 
747         frag_color.clamp();                       747         frag_color.clamp();
748         frag_color.set_a(a_color.a());            748         frag_color.set_a(a_color.a());
749                                                   749 
750       }                                           750       }
751                                                   751 
752       zb::buffer::ZPixel pix;                     752       zb::buffer::ZPixel pix;
753       color2pix(frag_color,pix);                  753       color2pix(frag_color,pix);
754       m_this.m_zb.draw_polygon(3,list,A,B,C,D,    754       m_this.m_zb.draw_polygon(3,list,A,B,C,D,pix);
755                                                   755 
756       return true;                                756       return true;
757     }                                             757     }
758   protected:                                      758   protected:
759     zb_action& m_this;                            759     zb_action& m_this;
760   private:  //optimize:                           760   private:  //optimize:
761     float m_tmp[3];                               761     float m_tmp[3];
762   };                                              762   };
763                                                   763 
764 protected:                                        764 protected:
765   zb_manager& m_mgr;                              765   zb_manager& m_mgr;
766   mat4f m_vp_mtx;                                 766   mat4f m_vp_mtx;
767   zb::buffer m_zb;                                767   zb::buffer m_zb;
768   primvis m_pv;                                   768   primvis m_pv;
769   colorf m_light_color;                           769   colorf m_light_color;
770   colorf m_light_ambient;                         770   colorf m_light_ambient;
771   vec3f m_light_direction;                        771   vec3f m_light_direction;
772   vec3f m_normal;                                 772   vec3f m_normal;
773                                                   773 
774   // to be restored in restore_state() :          774   // to be restored in restore_state() :
775   mat4f m_proj;                                   775   mat4f m_proj;
776   mat4f m_model;                                  776   mat4f m_model;
777   mat4f m_normal_matrix;                          777   mat4f m_normal_matrix;
778   colorf m_rgba;                                  778   colorf m_rgba;
779   bool m_ccw;                                     779   bool m_ccw;
780   bool m_POLYGON_OFFSET_FILL;                     780   bool m_POLYGON_OFFSET_FILL;
781   bool m_CULL_FACE;                               781   bool m_CULL_FACE;
782   bool m_POINT_SMOOTH;                            782   bool m_POINT_SMOOTH;
783   bool m_LINE_SMOOTH;                             783   bool m_LINE_SMOOTH;
784   float m_line_width;                             784   float m_line_width;
785   float m_point_size;                             785   float m_point_size;
786   bool m_light_on;                                786   bool m_light_on;
787   bool m_DEPTH_TEST;                              787   bool m_DEPTH_TEST;
788   bool m_blend;                                   788   bool m_blend;
789 private:  //optimize:                             789 private:  //optimize:
790   float m_tmp[4];                                 790   float m_tmp[4];
791 };                                                791 };
792                                                   792 
793 }}                                                793 }}
794                                                   794 
795 #endif                                            795 #endif