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beziercurve.cc
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beziercurve.cc
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/*****
* drawbezierpatch.cc
* Author: John C. Bowman
*
* Render a Bezier curve.
*****/
#include "bezierpatch.h"
#include "beziercurve.h"
namespace camp {
#ifdef HAVE_GL
extern GLint noColorShader;
extern void setUniforms(GLint shader);
std::vector<vertexData1> BezierCurve::vertexbuffer;
std::vector<GLuint> BezierCurve::indices;
GLuint BezierCurve::vertsBufferIndex;
GLuint BezierCurve::elemBufferIndex;
void BezierCurve::init(double res, const triple& Min, const triple& Max)
{
this->res=res;
res2=res*res;
this->Min=Min;
this->Max=Max;
const size_t nbuffer=10000;
vertexbuffer.reserve(nbuffer);
indices.reserve(nbuffer);
}
// Use a uniform partition to draw a Bezier patch.
// p is an array of 4 triples representing the control points.
// Ii are the vertices indices.
void BezierCurve::render(const triple *p, GLuint I0, GLuint I1)
{
triple p0=p[0];
triple p1=p[1];
triple p2=p[2];
triple p3=p[3];
if(Distance1(p0,p1,p2,p3) < res2) { // Segment is flat
triple P[]={p0,p3};
if(!offscreen(2,P)) {
indices.push_back(I0);
indices.push_back(I1);
}
} else { // Segment is not flat
if(offscreen(4,p)) return;
triple m0=0.5*(p0+p1);
triple m1=0.5*(p1+p2);
triple m2=0.5*(p2+p3);
triple m3=0.5*(m0+m1);
triple m4=0.5*(m1+m2);
triple m5=0.5*(m3+m4);
triple s0[]={p0,m0,m3,m5};
triple s1[]={m5,m4,m2,p3};
GLuint i0=vertex(m5);
render(s0,I0,i0);
render(s1,i0,I1);
}
}
void BezierCurve::render(const triple *p, bool straight)
{
GLuint i0=vertex(p[0]);
GLuint i3=vertex(p[3]);
if(straight) {
indices.push_back(i0);
indices.push_back(i3);
} else
render(p,i0,i3);
}
void BezierCurve::draw()
{
const size_t size=sizeof(GLfloat);
static const size_t bytestride=sizeof(vertexData1);
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
createBuffers();
static const GLint posAttrib=glGetAttribLocation(noColorShader, "position");
static const GLint materialAttrib=glGetAttribLocation(noColorShader,
"material");
glUseProgram(noColorShader);
camp::setUniforms(noColorShader);
glBindBuffer(GL_ARRAY_BUFFER,vertsBufferIndex);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,elemBufferIndex);
glVertexAttribPointer(posAttrib,3,GL_FLOAT,GL_FALSE,bytestride,(void *) 0);
glEnableVertexAttribArray(posAttrib);
glVertexAttribIPointer(materialAttrib,1,GL_INT,bytestride,(void *) (3*size));
glEnableVertexAttribArray(materialAttrib);
glDrawElements(GL_LINES,indices.size(),GL_UNSIGNED_INT,(void*)(0));
glDisableVertexAttribArray(posAttrib);
glDisableVertexAttribArray(materialAttrib);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1,&vao);
clear();
}
void Pixel::draw(const triple& p)
{
vertexData1 point(p);
const size_t size=sizeof(GLfloat);
static const size_t bytestride=sizeof(vertexData1);
GLuint vbo;
glGenBuffers(1,&vbo);
GLuint vao;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
static const GLint posAttrib=glGetAttribLocation(noColorShader, "position");
static const GLint materialAttrib=glGetAttribLocation(noColorShader,
"material");
glUseProgram(noColorShader);
camp::setUniforms(noColorShader);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,bytestride,&point,GL_STATIC_DRAW);
glVertexAttribPointer(posAttrib,3,GL_FLOAT,GL_FALSE,0,(void*)(0));
glEnableVertexAttribArray(posAttrib);
glVertexAttribIPointer(materialAttrib,1,GL_INT,bytestride,(void *) (3*size));
glEnableVertexAttribArray(materialAttrib);
glDrawArrays(GL_POINTS,0,1);
glDisableVertexAttribArray(posAttrib);
glDisableVertexAttribArray(materialAttrib);
glBindBuffer(GL_ARRAY_BUFFER,0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1,&vao);
}
#endif
} //namespace camp