mirror of https://github.com/vitalif/openscad
263 lines
8.9 KiB
C++
263 lines
8.9 KiB
C++
#include "polyset.h"
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#include "polyset-utils.h"
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#include "linalg.h"
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#include "printutils.h"
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#include "grid.h"
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#include <Eigen/LU>
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#include <boost/foreach.hpp>
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// all GL functions grouped together here
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void draw_triangle(GLint *shaderinfo, const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, double e0f, double e1f, double e2f, double z,
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bool mirror)
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{
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p1[0], p1[1], p1[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 1.0, 0.0);
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glVertex3d(p0[0], p0[1], p0[2] + z);
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if (!mirror) {
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0);
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p1[0], p1[1], p1[2] + z);
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glVertexAttrib3d(shaderinfo[6], 1.0, 0.0, 0.0);
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glVertex3d(p2[0], p2[1], p2[2] + z);
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if (mirror) {
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0);
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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}
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void draw_tri(const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, double z, bool mirror)
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{
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glVertex3d(p0[0], p0[1], p0[2] + z);
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if (!mirror)
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glVertex3d(p1[0], p1[1], p1[2] + z);
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glVertex3d(p2[0], p2[1], p2[2] + z);
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if (mirror)
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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#ifndef NULLGL
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static void gl_draw_triangle(GLint *shaderinfo, const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, bool e0, bool e1, bool e2, double z, bool mirrored)
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{
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double ax = p1[0] - p0[0], bx = p1[0] - p2[0];
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double ay = p1[1] - p0[1], by = p1[1] - p2[1];
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double az = p1[2] - p0[2], bz = p1[2] - p2[2];
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double nx = ay*bz - az*by;
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double ny = az*bx - ax*bz;
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double nz = ax*by - ay*bx;
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double nl = sqrt(nx*nx + ny*ny + nz*nz);
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glNormal3d(nx / nl, ny / nl, nz / nl);
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#ifdef ENABLE_OPENCSG
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if (shaderinfo) {
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double e0f = e0 ? 2.0 : -1.0;
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double e1f = e1 ? 2.0 : -1.0;
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double e2f = e2 ? 2.0 : -1.0;
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draw_triangle(shaderinfo, p0, p1, p2, e0f, e1f, e2f, z, mirrored);
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}
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else
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#endif
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{
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draw_tri(p0, p1, p2, z, mirrored);
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}
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}
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void PolySet::render_surface(Renderer::csgmode_e csgmode, const Transform3d &m, GLint *shaderinfo) const
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{
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PRINTD("Polyset render");
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bool mirrored = m.matrix().determinant() < 0;
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#ifdef ENABLE_OPENCSG
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if (shaderinfo) {
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glUniform1f(shaderinfo[7], shaderinfo[9]);
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glUniform1f(shaderinfo[8], shaderinfo[10]);
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}
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#endif /* ENABLE_OPENCSG */
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if (this->dim == 2) {
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// Render 2D objects 1mm thick, but differences slightly larger
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double zbase = 1 + ((csgmode & CSGMODE_DIFFERENCE_FLAG) ? 0.1 : 0);
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glBegin(GL_TRIANGLES);
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// Render top+bottom
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for (double z = -zbase/2; z < zbase; z += zbase) {
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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if (poly->size() == 3) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(2), poly->at(1), true, true, true, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, z, mirrored);
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}
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}
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else if (poly->size() == 4) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(3), poly->at(1), true, false, true, z, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(1), poly->at(3), true, false, true, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, z, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, z, mirrored);
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}
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}
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else {
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Vector3d center = Vector3d::Zero();
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for (size_t j = 0; j < poly->size(); j++) {
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center[0] += poly->at(j)[0];
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center[1] += poly->at(j)[1];
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}
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center[0] /= poly->size();
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center[1] /= poly->size();
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for (size_t j = 1; j <= poly->size(); j++) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, center, poly->at(j % poly->size()), poly->at(j - 1),
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false, true, false, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()),
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false, true, false, z, mirrored);
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}
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}
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}
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}
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}
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// Render sides
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if (polygon.outlines().size() > 0) {
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BOOST_FOREACH(const Outline2d &o, polygon.outlines()) {
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for (size_t j = 1; j <= o.vertices.size(); j++) {
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Vector3d p1(o.vertices[j-1][0], o.vertices[j-1][1], -zbase/2);
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Vector3d p2(o.vertices[j-1][0], o.vertices[j-1][1], zbase/2);
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Vector3d p3(o.vertices[j % o.vertices.size()][0], o.vertices[j % o.vertices.size()][1], -zbase/2);
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Vector3d p4(o.vertices[j % o.vertices.size()][0], o.vertices[j % o.vertices.size()][1], zbase/2);
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gl_draw_triangle(shaderinfo, p2, p1, p3, true, true, false, 0, mirrored);
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gl_draw_triangle(shaderinfo, p2, p3, p4, false, true, true, 0, mirrored);
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}
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}
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}
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else {
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// If we don't have borders, use the polygons as borders.
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// FIXME: When is this used?
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const Polygons *borders_p = &polygons;
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for (size_t i = 0; i < borders_p->size(); i++) {
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const Polygon *poly = &borders_p->at(i);
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for (size_t j = 1; j <= poly->size(); j++) {
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Vector3d p1 = poly->at(j - 1), p2 = poly->at(j - 1);
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Vector3d p3 = poly->at(j % poly->size()), p4 = poly->at(j % poly->size());
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p1[2] -= zbase/2, p2[2] += zbase/2;
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p3[2] -= zbase/2, p4[2] += zbase/2;
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gl_draw_triangle(shaderinfo, p2, p1, p3, true, true, false, 0, mirrored);
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gl_draw_triangle(shaderinfo, p2, p3, p4, false, true, true, 0, mirrored);
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}
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}
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}
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glEnd();
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} else if (this->dim == 3) {
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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glBegin(GL_TRIANGLES);
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if (poly->size() == 3) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, 0, mirrored);
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}
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else if (poly->size() == 4) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, 0, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, 0, mirrored);
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}
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else {
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Vector3d center = Vector3d::Zero();
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for (size_t j = 0; j < poly->size(); j++) {
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center[0] += poly->at(j)[0];
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center[1] += poly->at(j)[1];
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center[2] += poly->at(j)[2];
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}
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center[0] /= poly->size();
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center[1] /= poly->size();
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center[2] /= poly->size();
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for (size_t j = 1; j <= poly->size(); j++) {
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gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()), false, true, false, 0, mirrored);
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}
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}
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glEnd();
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}
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}
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else {
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assert(false && "Cannot render object with no dimension");
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}
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}
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/*! This is used in throwntogether and CGAL mode
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csgmode is set to CSGMODE_NONE in CGAL mode. In this mode a pure 2D rendering is performed.
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For some reason, this is not used to render edges in Preview mode
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*/
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void PolySet::render_edges(Renderer::csgmode_e csgmode) const
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{
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glDisable(GL_LIGHTING);
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if (this->dim == 2) {
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if (csgmode == Renderer::CSGMODE_NONE) {
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// Render only outlines
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BOOST_FOREACH(const Outline2d &o, polygon.outlines()) {
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glBegin(GL_LINE_LOOP);
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BOOST_FOREACH(const Vector2d &v, o.vertices) {
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glVertex3d(v[0], v[1], -0.1);
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}
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glEnd();
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}
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}
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else {
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// Render 2D objects 1mm thick, but differences slightly larger
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double zbase = 1 + ((csgmode & CSGMODE_DIFFERENCE_FLAG) ? 0.1 : 0);
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BOOST_FOREACH(const Outline2d &o, polygon.outlines()) {
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// Render top+bottom outlines
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for (double z = -zbase/2; z < zbase; z += zbase) {
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glBegin(GL_LINE_LOOP);
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BOOST_FOREACH(const Vector2d &v, o.vertices) {
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glVertex3d(v[0], v[1], z);
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}
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glEnd();
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}
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// Render sides
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glBegin(GL_LINES);
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BOOST_FOREACH(const Vector2d &v, o.vertices) {
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glVertex3d(v[0], v[1], -zbase/2);
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glVertex3d(v[0], v[1], +zbase/2);
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}
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glEnd();
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}
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}
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} else if (dim == 3) {
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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glBegin(GL_LINE_LOOP);
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for (size_t j = 0; j < poly->size(); j++) {
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const Vector3d &p = poly->at(j);
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glVertex3d(p[0], p[1], p[2]);
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}
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glEnd();
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}
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}
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else {
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assert(false && "Cannot render object with no dimension");
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}
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glEnable(GL_LIGHTING);
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}
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#else //NULLGL
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static void gl_draw_triangle(GLint *shaderinfo, const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, bool e0, bool e1, bool e2, double z, bool mirrored) {}
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void PolySet::render_surface(Renderer::csgmode_e csgmode, const Transform3d &m, GLint *shaderinfo) const {}
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void PolySet::render_edges(Renderer::csgmode_e csgmode) const {}
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#endif //NULLGL
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