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LocalWaterTool.cpp
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LocalWaterTool.cpp
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/***********************************************************************
LocalWaterTool - Tool class to locally add or remove water from an
augmented reality sandbox.
Copyright (c) 2012-2013 Oliver Kreylos
This file is part of the Augmented Reality Sandbox (SARndbox).
The Augmented Reality Sandbox 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.
The Augmented Reality Sandbox 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 the Augmented Reality Sandbox; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
***********************************************************************/
#include "LocalWaterTool.h"
#include <Misc/FunctionCalls.h>
#include <GL/gl.h>
#include <GL/Extensions/GLARBVertexProgram.h>
#include <GL/GLGeometryWrappers.h>
#include <GL/GLTransformationWrappers.h>
#include <Vrui/Vrui.h>
#include <Vrui/ToolManager.h>
#include <Vrui/DisplayState.h>
#include "WaterTable2.h"
#include "Sandbox.h"
/***************************************
Static elements of class LocalWaterTool:
***************************************/
LocalWaterToolFactory* LocalWaterTool::factory=0;
/*******************************
Methods of class LocalWaterTool:
*******************************/
LocalWaterToolFactory* LocalWaterTool::initClass(Vrui::ToolManager& toolManager)
{
/* Create the tool factory: */
factory=new LocalWaterToolFactory("LocalWaterTool","Manage Water Locally",0,toolManager);
/* Set up the tool class' input layout: */
factory->setNumButtons(2);
factory->setButtonFunction(0,"Rain");
factory->setButtonFunction(1,"Dry");
/* Register and return the class: */
toolManager.addClass(factory,Vrui::ToolManager::defaultToolFactoryDestructor);
return factory;
}
LocalWaterTool::LocalWaterTool(const Vrui::ToolFactory* factory,const Vrui::ToolInputAssignment& inputAssignment)
:Vrui::Tool(factory,inputAssignment),
addWaterFunction(0),
adding(0.0f)
{
}
LocalWaterTool::~LocalWaterTool(void)
{
}
void LocalWaterTool::initialize(void)
{
/* Register a render function with the water table: */
if(application->waterTable!=0)
{
addWaterFunction=Misc::createFunctionCall(this,&LocalWaterTool::addWater);
application->waterTable->addRenderFunction(addWaterFunction);
}
}
void LocalWaterTool::deinitialize(void)
{
/* Unregister the render function from the water table: */
if(application->waterTable!=0)
application->waterTable->removeRenderFunction(addWaterFunction);
delete addWaterFunction;
addWaterFunction=0;
}
const Vrui::ToolFactory* LocalWaterTool::getFactory(void) const
{
return factory;
}
void LocalWaterTool::buttonCallback(int buttonSlotIndex,Vrui::InputDevice::ButtonCallbackData* cbData)
{
GLfloat waterAmount=application->rainStrength;
if(!cbData->newButtonState)
waterAmount=-waterAmount;
if(buttonSlotIndex==1)
waterAmount=-waterAmount;
adding+=waterAmount;
}
void LocalWaterTool::initContext(GLContextData& contextData) const
{
/* Initialize the required OpenGL extensions: */
GLARBVertexProgram::initExtension();
}
void LocalWaterTool::glRenderActionTransparent(GLContextData& contextData) const
{
glPushAttrib(GL_ENABLE_BIT|GL_POLYGON_BIT);
/* Go to navigational coordinates: */
glPushMatrix();
glLoadMatrix(Vrui::getDisplayState(contextData).modelviewNavigational);
/* Get the current rain disk position and size in camera coordinates: */
Vrui::Point rainPos=Vrui::getInverseNavigationTransformation().transform(getButtonDevicePosition(0));
Vrui::Scalar rainRadius=Vrui::getPointPickDistance()*Vrui::Scalar(3);
/* Construct the rain cylinder: */
Vrui::Vector z=application->waterTable->getBaseTransform().inverseTransform(Vrui::Vector(0,0,1));
Vrui::Vector x=Geometry::normal(z);
Vrui::Vector y=Geometry::cross(z,x);
x.normalize();
y.normalize();
/* Set the rain cylinder's material: */
GLfloat diffuseCol[4]={0.0f,0.0f,1.0f,0.333f};
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,diffuseCol);
/* Render the back faces of the rain cylinder: */
glCullFace(GL_FRONT);
glBegin(GL_QUAD_STRIP);
for(int i=0;i<=32;++i)
{
Vrui::Scalar angle=Vrui::Scalar(2)*Math::Constants<Vrui::Scalar>::pi*Vrui::Scalar(i)/Vrui::Scalar(32);
glNormal(x*Math::cos(angle)+y*Math::sin(angle));
glVertex(rainPos+x*(Math::cos(angle)*rainRadius)+y*(Math::sin(angle)*rainRadius));
glVertex(rainPos+x*(Math::cos(angle)*rainRadius)+y*(Math::sin(angle)*rainRadius)-z*Vrui::Scalar(50));
}
glEnd();
/* Render the front faces of the rain cylinder: */
glCullFace(GL_BACK);
glBegin(GL_QUAD_STRIP);
for(int i=0;i<=32;++i)
{
Vrui::Scalar angle=Vrui::Scalar(2)*Math::Constants<Vrui::Scalar>::pi*Vrui::Scalar(i)/Vrui::Scalar(32);
glNormal(x*Math::cos(angle)+y*Math::sin(angle));
glVertex(rainPos+x*(Math::cos(angle)*rainRadius)+y*(Math::sin(angle)*rainRadius));
glVertex(rainPos+x*(Math::cos(angle)*rainRadius)+y*(Math::sin(angle)*rainRadius)-z*Vrui::Scalar(50));
}
glEnd();
glBegin(GL_POLYGON);
glNormal(z);
for(int i=0;i<32;++i)
{
Vrui::Scalar angle=Vrui::Scalar(2)*Math::Constants<Vrui::Scalar>::pi*Vrui::Scalar(i)/Vrui::Scalar(32);
glVertex(rainPos+x*(Math::cos(angle)*rainRadius)+y*(Math::sin(angle)*rainRadius));
}
glEnd();
glPopMatrix();
glPopAttrib();
}
void LocalWaterTool::addWater(GLContextData& contextData) const
{
if(adding!=0.0f)
{
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_CULL_FACE);
/* Get the current rain disk position and size in camera coordinates: */
Vrui::Point rainPos=Vrui::getInverseNavigationTransformation().transform(getButtonDevicePosition(0));
Vrui::Scalar rainRadius=Vrui::getPointPickDistance()*Vrui::Scalar(3);
/* Render the rain disk: */
Vrui::Vector z=application->waterTable->getBaseTransform().inverseTransform(Vrui::Vector(0,0,1));
Vrui::Vector x=Geometry::normal(z);
Vrui::Vector y=Geometry::cross(z,x);
x*=rainRadius/Geometry::mag(x);
y*=rainRadius/Geometry::mag(y);
glVertexAttrib1fARB(1,adding/application->waterSpeed);
glBegin(GL_POLYGON);
for(int i=0;i<32;++i)
{
Vrui::Scalar angle=Vrui::Scalar(2)*Math::Constants<Vrui::Scalar>::pi*Vrui::Scalar(i)/Vrui::Scalar(32);
glVertex(rainPos+x*Math::cos(angle)+y*Math::sin(angle));
}
glEnd();
glPopAttrib();
}
}