Пример #1
0
static void
DrawLights(R3Scene *scene)
{
  // Draw all lights
  double radius = scene->BBox().DiagonalRadius();
  for (int i = 0; i < scene->NLights(); i++) {
    R3Light *light = scene->Light(i);
    RNLoadRgb(light->Color());
    if (light->ClassID() == R3DirectionalLight::CLASS_ID()) {
      R3DirectionalLight *directional_light = (R3DirectionalLight *) light;
      R3Vector direction = directional_light->Direction();

      // Draw direction vector
      glBegin(GL_LINES);
      R3Point centroid = scene->BBox().Centroid();
      R3LoadPoint(centroid - radius * direction);
      R3LoadPoint(centroid - 1.25 * radius * direction);
      glEnd();
    }
    else if (light->ClassID() == R3PointLight::CLASS_ID()) {
      // Draw sphere at point light position
      R3PointLight *point_light = (R3PointLight *) light;
      R3Point position = point_light->Position();

     // Draw sphere at light position
       R3Sphere(position, 0.1 * radius).Draw();
    }
    else if (light->ClassID() == R3SpotLight::CLASS_ID()) {
      R3SpotLight *spot_light = (R3SpotLight *) light;
      R3Point position = spot_light->Position();
      R3Vector direction = spot_light->Direction();

      // Draw sphere at light position
      R3Sphere(position, 0.1 * radius).Draw();

      // Draw direction vector
      glBegin(GL_LINES);
      R3LoadPoint(position);
      R3LoadPoint(position + 0.25 * radius * direction);
      glEnd();
    }
    else {
      fprintf(stderr, "Unrecognized light type: %d\n", light->ClassID());
      return;
    }
  }
}
Пример #2
0
void R3Triangle::
Draw(const R3DrawFlags draw_flags) const
{
    // Ammend draw flags
    R3DrawFlags flags(Flags() & draw_flags);
    RNDimension dim = 0, dim1 = 0, dim2 = 0;

    // Unroll flags/loops for efficiency 
    switch (flags) {
    case R3_SURFACES_DRAW_FLAG:
      // No shading
      R3BeginPolygon();
      R3LoadPoint(v[0]->Position());
      R3LoadPoint(v[1]->Position());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG:
      // Flat shading
      R3BeginPolygon();
      R3LoadNormal(Normal());
      R3LoadPoint(v[0]->Position());
      R3LoadPoint(v[1]->Position());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_VERTEX_COLORS_DRAW_FLAG:
      // Color interpolation
      R3BeginPolygon();
      RNLoadRgb(v[0]->Color());
      R3LoadPoint(v[0]->Position());
      RNLoadRgb(v[1]->Color());
      R3LoadPoint(v[1]->Position());
      RNLoadRgb(v[2]->Color());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG | R3_VERTEX_NORMALS_DRAW_FLAG:
      // Gouraud shading
      R3BeginPolygon();
      R3LoadNormal(v[0]->Normal());
      R3LoadPoint(v[0]->Position());
      R3LoadNormal(v[1]->Normal());
      R3LoadPoint(v[1]->Position());
      R3LoadNormal(v[2]->Normal());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG | 
         R3_SURFACE_TEXTURE_DRAW_FLAG | R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG: 
      // Flat shading with texture coordinates
      R3BeginPolygon();
      R3LoadNormal(Normal());
      R3LoadTextureCoords(v[0]->TextureCoords());
      R3LoadPoint(v[0]->Position());
      R3LoadTextureCoords(v[1]->TextureCoords());
      R3LoadPoint(v[1]->Position());
      R3LoadTextureCoords(v[2]->TextureCoords());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG | 
         R3_SURFACE_TEXTURE_DRAW_FLAG: 
      // Flat shading with texture coordinate generation
      dim = Normal().MaxDimension();
      dim1 = (dim + 1) % 3;
      dim2 = (dim + 2) % 3;
      R3BeginPolygon();
      R3LoadNormal(Normal());
      R3LoadTextureCoords(v[0]->Position()[dim1], v[0]->Position()[dim2]);
      R3LoadPoint(v[0]->Position());
      R3LoadTextureCoords(v[1]->Position()[dim1], v[1]->Position()[dim2]);
      R3LoadPoint(v[1]->Position());
      R3LoadTextureCoords(v[2]->Position()[dim1], v[2]->Position()[dim2]);
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG | R3_VERTEX_NORMALS_DRAW_FLAG | 
         R3_SURFACE_TEXTURE_DRAW_FLAG | R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG: 
      // Gouraud shading with texture coordinates
      R3BeginPolygon();
      R3LoadTextureCoords(v[0]->TextureCoords());
      R3LoadNormal(v[0]->Normal());
      R3LoadPoint(v[0]->Position());
      R3LoadTextureCoords(v[1]->TextureCoords());
      R3LoadNormal(v[1]->Normal());
      R3LoadPoint(v[1]->Position());
      R3LoadTextureCoords(v[2]->TextureCoords());
      R3LoadNormal(v[2]->Normal());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    case R3_SURFACES_DRAW_FLAG | R3_SURFACE_NORMALS_DRAW_FLAG | R3_VERTEX_NORMALS_DRAW_FLAG | 
         R3_SURFACE_TEXTURE_DRAW_FLAG: 
      // Gouraud shading with texture coordinate generation
      dim = Normal().MaxDimension();
      dim1 = (dim + 1) % 3;
      dim2 = (dim + 2) % 3;
      R3BeginPolygon();
      R3LoadTextureCoords(v[0]->Position()[dim1], v[0]->Position()[dim2]);
      R3LoadNormal(v[0]->Normal());
      R3LoadPoint(v[0]->Position());
      R3LoadTextureCoords(v[1]->Position()[dim1], v[1]->Position()[dim2]);
      R3LoadNormal(v[1]->Normal());
      R3LoadPoint(v[1]->Position());
      R3LoadTextureCoords(v[2]->Position()[dim1], v[2]->Position()[dim2]);
      R3LoadNormal(v[2]->Normal());
      R3LoadPoint(v[2]->Position());
      R3EndPolygon();
      break;

    default:
        // Draw surface
        if (flags[R3_SURFACES_DRAW_FLAG]) {
	    // Begin polygon
	    R3BeginPolygon();

	    // Load polygon normal
	    if ((flags[R3_SURFACE_NORMALS_DRAW_FLAG]) &&
		(!flags[R3_VERTEX_NORMALS_DRAW_FLAG]))
	        R3LoadNormal(Normal());

	    // Compute stuff for texture coordinates
	    if ((draw_flags[R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG]) &&
		(!flags[R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG])) {
	        dim = Normal().MaxDimension();
		dim1 = (dim + 1) % 3;
		dim2 = (dim + 2) % 3;
	    }

	    // Load triangle vertices
	    for (int i = 0; i < 3; i++) {
		// Load vertex color
  		if (flags[R3_VERTEX_COLORS_DRAW_FLAG]) {
                    RNLoadRgb(v[i]->Color());
 		}

		// Load vertex normal
		if (flags[R3_VERTEX_NORMALS_DRAW_FLAG])
		    R3LoadNormal(v[i]->normal);

		// Load vertex texture coordinates 
		if (draw_flags[R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG]) {
		    if (flags[R3_VERTEX_TEXTURE_COORDS_DRAW_FLAG]) R3LoadTextureCoords(v[i]->TextureCoords());
		    else R3LoadTextureCoords(v[i]->Position()[dim1], v[i]->Position()[dim2]);
		}

		// Load vertex
		R3LoadPoint(v[i]->Position());
	    }

	    // End polygon 
	    R3EndPolygon();
	}
	
	// Draw edges
	if (flags[R3_EDGES_DRAW_FLAG]) {
	    R3BeginLoop();
            R3LoadPoint(v[0]->Position());
            R3LoadPoint(v[1]->Position());
            R3LoadPoint(v[2]->Position());
	    R3EndLoop();
	}
	break;
    }
}