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//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
#include "GLBBoxRenderer.h"
#include "../scene_graph/IndexedFaceSet.h"
#include "../scene_graph/NodeDrawingStyle.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeLight.h"
#include "../scene_graph/NodeTransform.h"
#include "../scene_graph/Rep.h"
#include "../scene_graph/Node.h"
void GLBBoxRenderer::visitIndexedFaceSet(IndexedFaceSet& iFaceSet)
{
RenderRep(iFaceSet);
}
void GLBBoxRenderer::visitNodeGroup(NodeGroup& iGroupNode)
{
RenderNode(iGroupNode);
}
void GLBBoxRenderer::visitNodeTransform(NodeTransform& iTransformNode)
{
RenderNode(iTransformNode);
}
void GLBBoxRenderer::visitDrawingStyle(DrawingStyle& iDrawingStyle)
{
if(DrawingStyle::INVISIBLE == iDrawingStyle.style())
return ;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glPolygonMode(GL_FRONT, GL_LINE);
glLineWidth(1.f);
glDisable(GL_LIGHTING);
}
void GLBBoxRenderer::RenderRep(const Rep& iRep) const
{
RenderBBox(iRep.bbox());
}
void GLBBoxRenderer::RenderNode(const Node& iNode) const
{
RenderBBox(iNode.bbox());
}
void GLBBoxRenderer::RenderBBox(const BBox<Vec3r>& iBox) const
{
if(iBox.empty())
return;
Vec3r m = iBox.getMin();
Vec3r M = iBox.getMax();
glColor3f(0.f, 0.f, 0.f);
glBegin(GL_LINE_LOOP);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], m[1], m[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], m[1], m[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], M[1], m[2]);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], M[1], m[2]);
glEnd();
glBegin(GL_LINE_LOOP);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], m[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], m[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], M[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], M[1], M[2]);
glEnd();
glBegin(GL_LINE_LOOP);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], m[1], m[2]);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], m[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], M[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(m[0], M[1], m[2]);
glEnd();
glBegin(GL_LINE_LOOP);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], m[1], m[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], m[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], M[1], M[2]);
((GLBBoxRenderer*)(this))->glVertex3r(M[0], M[1], m[2]);
glEnd();
}
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