#include "gluos.h"
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <GL/glu.h>
#include "bezierPatch.h"
#include "bezierEval.h"
bezierPatch* bezierPatchMake(float umin, float vmin, float umax, float vmax, int uorder, int vorder, int dimension)
{
bezierPatch* ret = (bezierPatch*) malloc(sizeof(bezierPatch));
assert(ret);
ret->umin = umin;
ret->vmin = vmin;
ret->umax = umax;
ret->vmax = vmax;
ret->uorder = uorder;
ret->vorder = vorder;
ret->dimension = dimension;
ret->ctlpoints = (float*) malloc(sizeof(float) * dimension * uorder * vorder);
assert(ret->ctlpoints);
ret->next = NULL;
return ret;
}
bezierPatch* bezierPatchMake2(float umin, float vmin, float umax, float vmax, int uorder, int vorder, int dimension, int ustride, int vstride, float* ctlpoints)
{
bezierPatch* ret = (bezierPatch*) malloc(sizeof(bezierPatch));
assert(ret);
ret->umin = umin;
ret->vmin = vmin;
ret->umax = umax;
ret->vmax = vmax;
ret->uorder = uorder;
ret->vorder = vorder;
ret->dimension = dimension;
ret->ctlpoints = (float*) malloc(sizeof(float) * dimension * uorder * vorder);
assert(ret->ctlpoints);
int the_ustride = vorder * dimension;
int the_vstride = dimension;
for(int i=0; i<uorder; i++)
for(int j=0; j<vorder; j++)
for(int k=0; k<dimension; k++)
ret->ctlpoints[i * the_ustride + j*the_vstride+k] = ctlpoints[i*ustride+j*vstride+k];
ret->next = NULL;
return ret;
}
void bezierPatchDelete(bezierPatch *b)
{
free(b->ctlpoints);
free(b);
}
void bezierPatchDeleteList(bezierPatch *b)
{
bezierPatch *temp;
while (b != NULL) {
temp = b;
b = b->next;
bezierPatchDelete(temp);
}
}
bezierPatch* bezierPatchInsert(bezierPatch *list, bezierPatch *b)
{
b->next = list;
return b;
}
void bezierPatchPrint(bezierPatch *b)
{
printf("bezierPatch:\n");
printf("umin,umax=(%f,%f), (vmin, vmax)=(%f,%f)\n", b->umin, b->umax, b->vmin, b->vmax);
printf("uorder=%i, vorder=%i\n", b->uorder, b->vorder);
printf("idmension = %i\n", b->dimension);
}
void bezierPatchPrintList(bezierPatch *list)
{
bezierPatch* temp;
for(temp=list; temp != NULL; temp = temp->next)
bezierPatchPrint(temp);
}
void bezierPatchEval(bezierPatch *b, float u, float v, float ret[])
{
if( u >= b->umin && u<= b->umax
&& v >= b->vmin && v<= b->vmax)
{
bezierSurfEval(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
}
else if(b->next != NULL)
bezierPatchEval(b->next, u,v, ret);
else
bezierSurfEval(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
}
void bezierPatchEvalNormal(bezierPatch *b, float u, float v, float ret[])
{
bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
if( u >= b->umin && u<= b->umax
&& v >= b->vmin && v<= b->vmax)
{
bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
}
else if(b->next != NULL)
bezierPatchEvalNormal(b->next, u,v, ret);
else
bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
}
void bezierPatchDraw(bezierPatch *bpatch, int u_reso, int v_reso)
{
if(bpatch->dimension == 3)
glMap2f(GL_MAP2_VERTEX_3, bpatch->umin, bpatch->umax, 3*bpatch->vorder, bpatch->uorder, bpatch->vmin, bpatch->vmax,3, bpatch->vorder, (GLfloat*) bpatch->ctlpoints);
else
glMap2f(GL_MAP2_VERTEX_4, bpatch->umin, bpatch->umax, 4*bpatch->vorder, bpatch->uorder, bpatch->vmin, bpatch->vmax,3, bpatch->vorder, (GLfloat*) bpatch->ctlpoints);
glMapGrid2f(u_reso, bpatch->umin, bpatch->umax,
v_reso, bpatch->vmin, bpatch->vmax);
glEvalMesh2(GL_LINE, 0, u_reso, 0, v_reso);
}
void bezierPatchListDraw(bezierPatch *list, int u_reso, int v_reso)
{
bezierPatch *temp;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glColor3f(1,0,0);
#ifdef DEBUG
printf("mapmap\n");
#endif
for(temp = list; temp != NULL; temp = temp->next)
bezierPatchDraw(temp, u_reso, v_reso);
}