tuto5.cpp 7.69 KB
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/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps  *
* version 0.1                                                                  *
* Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg                *
*                                                                              *
* This library is free software; you can redistribute it and/or modify it      *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your     *
* option) any later version.                                                   *
*                                                                              *
* This library is distributed in the hope that it will be useful, but WITHOUT  *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or        *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License  *
* for more details.                                                            *
*                                                                              *
* You should have received a copy of the GNU Lesser General Public License     *
* along with this library; if not, write to the Free Software Foundation,      *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.           *
*                                                                              *
* Web site: https://iggservis.u-strasbg.fr/CGoGN/                              *
* Contact information: cgogn@unistra.fr                                        *
*                                                                              *
*******************************************************************************/

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#include "tuto5.h"
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#include <iostream>
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#include "Topology/generic/parameters.h"
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#include "Topology/map/map3.h"
#include "Topology/generic/embeddedMap3.h"

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#include "Geometry/vector_gen.h"
#include "Algo/Geometry/boundingbox.h"
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#include "Algo/Render/GL2/mapRender.h"
#include "Utils/shaderSimpleColor.h"

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#include "Algo/Modelisation/primitives3d.h"
#include "Algo/Modelisation/polyhedron.h"
#include "Algo/Modelisation/subdivision.h"

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#include "Algo/Render/GL2/topo3Render.h"
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#include "Topology/generic/cellmarker.h"
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#include "Utils/text3d.h"
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#include "Utils/pointSprite.h"
#include "Utils/pointLine.h"
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using namespace CGoGN ;

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struct PFP: public PFP_STANDARD
{
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	// definition de la carte
	typedef EmbeddedMap3<Map3> MAP;
	//typedef Map3 MAP;

};

PFP::MAP myMap;
SelectorTrue allDarts;
PFP::TVEC3 position ;
Dart dglobal;

unsigned int idNorm;
unsigned int idCol;

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void MyQT::balls_onoff(bool x)
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{
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	render_balls = !render_balls;
	updateGL();
}
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void MyQT::vectors_onoff(bool x)
{
	render_vectors = !render_vectors;
	updateGL();
}
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void MyQT::text_onoff(bool x)
{
	statusMsg(NULL);
	render_text = !render_text;
	updateGL();
}
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void MyQT::topo_onoff(bool x)
{
	render_topo = !render_topo;
	updateGL();
}
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void MyQT::slider_balls(int x)
{
	m_sprite->setSize(0.05f*x);
	updateGL();
}
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void MyQT::slider_vectors(int x)
{
	m_lines->setScale(0.02*x);
	updateGL();
}
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void MyQT::slider_text(int x)
{
	m_strings->setScale(0.02f*x);
	updateGL();
}
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void MyQT::storeVerticesInfo()
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{

	CellMarker mv(myMap,VERTEX_CELL);
	for (Dart d=myMap.begin(); d!=myMap.end(); myMap.next(d))
	{
		if (!mv.isMarked(d))
		{
			mv.mark(d);
			std::stringstream ss;
			ss << d << " : "<< position[d];
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			m_strings->addString(ss.str(),position[d]);
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		}
	}
}

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void MyQT::cb_initGL()
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{
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	// choose to use GL version 2
	Utils::GLSLShader::setCurrentOGLVersion(2);

	// create the render
	m_render = new Algo::Render::GL2::MapRender();
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    m_render_topo = new Algo::Render::GL2::Topo3RenderMapD();
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 	// create VBO for position
	m_positionVBO = new Utils::VBO();
	m_positionVBO->updateData(position);
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	// using simple shader with color
	m_shader = new Utils::ShaderSimpleColor();
	m_shader->setAttributePosition(m_positionVBO);
	m_shader->setColor(Geom::Vec4f(0.,1.,0.,0.));
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	m_sprite = new Utils::PointSprite();
	m_sprite->setAttributePosition(m_positionVBO);
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    m_strings = new Utils::Strings3D(true,Geom::Vec3f(0.1,0.,0.3));
    storeVerticesInfo();
    m_strings->sendToVBO();
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    // copy de contenu de VBO a la creation
	m_dataVBO = new Utils::VBO(*m_positionVBO);

	m_lines = new Utils::PointLine();
	m_lines->setAttributePosition(m_positionVBO);
	m_lines->setAttributeData(m_dataVBO);
	m_lines->setScale(0.2f);
	m_lines->setColor(Geom::Vec3f(0.0f, 1.0f,0.2f));

	// accede au buffer du VBO pour modification
	PFP::VEC3* data = static_cast<PFP::VEC3*>(m_dataVBO->lockPtr());
	for (unsigned int i=0; i< m_dataVBO->nbElts(); ++i)
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	{
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		data[i].normalize();
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	}
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	m_dataVBO->releasePtr();
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	registerRunning(m_shader);
	registerRunning(m_strings);
	registerRunning(m_sprite);
	registerRunning(m_lines);
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	SelectorTrue allDarts;
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	m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::TRIANGLES);
	m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::LINES);
	m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::POINTS);
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	m_render_topo->updateData<PFP>(myMap, allDarts, position,  0.9, 0.9, 0.9);
}
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void MyQT::cb_redraw()
{
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glEnable(GL_LIGHTING);
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	m_render->draw(m_shader, Algo::Render::GL2::POINTS);
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	glLineWidth(2.0f);
	m_shader->setColor(Geom::Vec4f(1.,1.,0.,0.));
	m_render->draw(m_shader, Algo::Render::GL2::LINES);
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	glEnable(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(1.0f, 1.0f);
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	if (render_topo)
		m_render_topo->drawTopo();
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	Dart d = myMap.phi2( myMap.begin());
	m_render_topo->overdrawDart(d,5,1.0f,0.0f,1.0f);
	 d = myMap.phi1( myMap.begin());
	m_render_topo->overdrawDart(d,5,1.0f,0.0f,1.0f);
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	glDisable(GL_POLYGON_OFFSET_FILL);
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	if (render_text)
		m_strings->drawAll(Geom::Vec3f(0.0,1.0,1.0));

	if (render_balls)
	{
		m_sprite->predraw(Geom::Vec3f(1.,0.,0.));
		m_render->draw(m_sprite, Algo::Render::GL2::POINTS);
		m_sprite->postdraw();
	}

	if (render_vectors)
		m_render->draw(m_lines, Algo::Render::GL2::POINTS);

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}


int main(int argc, char **argv)
{
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	position = myMap.addAttribute<PFP::VEC3>(VERTEX_ORBIT,"position");


	Algo::Modelisation::Primitive3D<PFP> prim(myMap,position);
	int nb=3;
	if (argc>1)
		nb = atoi(argv[1]);
	dglobal = prim.hexaGrid_topo(nb,nb,nb);
	prim.embedHexaGrid(1.0f,1.0f,1.0f);
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    // un peu d'interface
	QApplication app(argc, argv);
	MyQT sqt;
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	// interface de tuto5.ui
    Utils::QT::uiDockInterface dock;
    sqt.setDock(&dock);
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 	// message d'aide
	sqt.setHelpMsg("");
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	sqt.statusMsg("3Map with topo rendering & attribute shader utilization");
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	//  bounding box
    Geom::BoundingBox<PFP::VEC3> bb = Algo::Geometry::computeBoundingBox<PFP>(myMap, position);
    float lWidthObj = std::max<PFP::REAL>(std::max<PFP::REAL>(bb.size(0), bb.size(1)), bb.size(2));
    Geom::Vec3f lPosObj = (bb.min() +  bb.max()) / PFP::REAL(2);
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    // envoit info BB a l'interface
	sqt.setParamObject(lWidthObj,lPosObj.data());
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	sqt.setCallBack( dock.checkBox_balls, SIGNAL(toggled(bool)), SLOT(balls_onoff(bool)) );
	sqt.setCallBack( dock.checkBox_vectors, SIGNAL(toggled(bool)), SLOT(vectors_onoff(bool)) );
	sqt.setCallBack( dock.checkBox_text, SIGNAL(toggled(bool)), SLOT(text_onoff(bool)) );
	sqt.setCallBack( dock.checkBox_topo, SIGNAL(toggled(bool)), SLOT(topo_onoff(bool)) );
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	sqt.setCallBack( dock.slider_balls, SIGNAL(valueChanged(int)), SLOT(slider_balls(int)) );
	sqt.setCallBack( dock.slider_vectors, SIGNAL(valueChanged(int)), SLOT(slider_vectors(int)) );
	sqt.setCallBack( dock.slider_text, SIGNAL(valueChanged(int)), SLOT(slider_text(int)) );
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	sqt.show();
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	sqt.slider_balls(50);
	sqt.slider_vectors(50);
	sqt.slider_text(50);
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	// et on attend la fin.
	return app.exec();
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}