// Copyright (c) 2010-2022, Lawrence Livermore National Security, LLC. Produced // at the Lawrence Livermore National Laboratory. All Rights reserved. See files // LICENSE and NOTICE for details. LLNL-CODE-443271. // // This file is part of the GLVis visualization tool and library. For more // information and source code availability see https://glvis.org. // // GLVis is free software; you can redistribute it and/or modify it under the // terms of the BSD-3 license. We welcome feedback and contributions, see file // CONTRIBUTING.md for details. #ifndef GLVIS_OPENGLVIS_HPP #define GLVIS_OPENGLVIS_HPP #include #include "gl/types.hpp" #include "material.hpp" #include "palettes.hpp" #include "mfem.hpp" #include "geom_utils.hpp" #include "sdl.hpp" #include "gltf.hpp" // Visualization header file class Camera { private: double eye[3], dir[3], up[3]; double left[3]; void MoveEye(double dist, const double dir_[]) { LinearCombination(1.0, eye, dist, dir_, eye); } public: Camera() { Reset(); } void Reset(); void Set(const double cam[]); const double *GetEye() { return eye; } const double *GetDir() { return dir; } const double *GetUp() { return up; } const double *GetLeft() { CrossProd(up, dir, left); return left; } void MoveForwardBackward(double dist) { MoveEye(dist, dir); } void MoveLeftRight(double dist) { MoveEye(dist, GetLeft()); } void MoveUpDown(double dist) { MoveEye(dist, up); } void TiltLeftRight(double angle); void TurnLeftRight(double angle); void TurnUpDown(double angle); void Print(); glm::mat4 RotMatrix(); glm::mat4 TransposeRotMatrix(); glm::mat4 TranslateMatrix(); }; class VisualizationScene { protected: // How to scale the visualized object(s) double xscale, yscale, zscale; SdlWindow * wnd; glm::mat4 proj_mtx; enum { BG_BLK = 0, BG_WHITE = 1 } background; const Material BLK_MAT = { {{ 0.0, 0.0, 0.0, 1.0 }}, {{ 0.0, 0.0, 0.0, 1.0 }}, {{ 0.0, 0.0, 0.0, 1.0 }}, 0.0 }; std::array _l0_pos; bool _use_cust_l0_pos; int light_mat_idx; bool use_light; gl3::RenderParams GetMeshDrawParams(); glm::mat4 GetModelViewMtx(); std::array GetLineColor() { if (background == BG_BLK) { return { 1.f, 1.f, 1.f, 1.f }; } else { return { 0.f, 0.f, 0.f, 1.f }; } } void MySetColor (gl3::GlBuilder& builder, double val, double min, double max) { MySetColor(builder, palette.GetColorCoord(val, min, max)); } void MySetColor (gl3::GlBuilder& builder, double val) { if (val < 0.0) { val = 0.0; } if (val > 1.0) { val = 1.0; } builder.glTexCoord2f(val, 1.0); } // We only need 3 points, but the array is 4x3 void DrawTriangle(gl3::GlDrawable& buff, const double (&pts)[4][3], const double (&cv)[4], const double minv, const double maxv); void DrawQuad(gl3::GlDrawable& buff, const double (&pts)[4][3], const double (&cv)[4], const double minv, const double maxv); /// Draw a 3D triangle in physical space with a central triangle removed. The /// cut is controlled by value of cut_lambda. See keys Ctrl+F3/F4. Similar to /// CutReferenceTriangle in lib/vssolution3d.cpp. void DrawCutTriangle(gl3::GlDrawable& buff, const double (&pts)[4][3], const double (&cv)[4], const double minv, const double maxv); /// Draw a 3D quad in physical space with a central square removed. The cut /// is controlled by the value of cut_lambda. See keys Ctrl+F3/F4. Similar to /// CutReferenceSquare in lib/vssolution3d.cpp. void DrawCutQuad(gl3::GlDrawable& buff, const double (&pts)[4][3], const double (&cv)[4], const double minv, const double maxv); void DrawPatch(gl3::GlDrawable& buff, const mfem::DenseMatrix &pts, mfem::Vector &vals, mfem::DenseMatrix &normals, const int n, const mfem::Array &ind, const double minv, const double maxv, const int normals_opt = 0); glTF_Builder::material_id AddPaletteMaterial(glTF_Builder &bld); glTF_Builder::material_id AddBlackMaterial(glTF_Builder &bld); glTF_Builder::material_id AddPaletteLinesMaterial( glTF_Builder &bld, glTF_Builder::material_id palette_mat); glTF_Builder::node_id AddModelNode(glTF_Builder &bld, const std::string &nodeName); // returns number of triangles int AddTriangles(glTF_Builder &bld, glTF_Builder::mesh_id mesh, glTF_Builder::buffer_id buffer, glTF_Builder::material_id material, const gl3::GlDrawable &gl_drawable); // returns number of lines int AddLines(glTF_Builder &bld, glTF_Builder::mesh_id mesh, glTF_Builder::buffer_id buffer, glTF_Builder::material_id material, const gl3::GlDrawable &gl_drawable); public: VisualizationScene(); virtual ~VisualizationScene(); int spinning, OrthogonalProjection, print, movie; double ViewAngle, ViewScale; double ViewCenterX, ViewCenterY; Camera cam; PaletteState palette; /// Bounding box. struct { double x[2], y[2], z[2]; } bb; /// Amount of face cutting with keys Ctrl-F3/F4 (0: no cut, 1: cut to edges) double cut_lambda; /// Have the reference geometries been updated for the cut? bool cut_updated; glm::mat4 rotmat; glm::mat4 translmat; float matAlpha = 1.0; float matAlphaCenter = 0.5; virtual gl3::SceneInfo GetSceneObjs() = 0; void SetView(double theta, double phi); void Zoom(double factor); void Rotate(double angle, double x, double y, double z); void PreRotate(double angle, double x, double y, double z); void Rotate(double angley, double anglex); void Translate(double x, double y, double z = 0.0); void Scale(double s); void Scale(double s1, double s2, double s3); void CenterObject(); void CenterObject2D(); void SetProjectionMtx(glm::mat4 projection) { proj_mtx = projection; } void SetLightMatIdx(unsigned i); int GetLightMatIdx() { return light_mat_idx; } void SetLight0CustomPos(std::array pos); void ToggleBackground(); void GenerateAlphaTexture() { palette.GenerateAlphaTexture(matAlpha, matAlphaCenter); } /// This is set by SetVisualizationScene int view; }; #endif