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/*
Basic diffusion and FRAP simulation
Jonathan Ward and Francois Nedelec, Copyright EMBL Nov. 2007-2009
To compile on the mac:
g++ main.cc -framework GLUT -framework OpenGL -o frap
To compile on Windows using Cygwin:
g++ main.cc -lopengl32 -lglut32 -o frap
To compile on Linux:
g++ main.cc -lglut -lopengl -o frap
*/
#include "params.h"
#ifdef __APPLE__
# include <GLUT/glut.h>
#else
# include "GL/glut.h"
#endif
#include <list>
#include <vector>
#include <iostream>
#include <math.h>
#include "../cmath3d/TriangleMesh.h"
#include "../cmath3d_v/TriangleMesh_v.h"
//link to the global params
extern ParamsClass params;
extern ActiveMesh mesh;
///whether the simulation is paused (=1) or not (=0)
int pauseSimulation=1;
///how big chunks of steps should be taken between drawing
int stepGranularity=1;
///OpenGL window size -> to recalculate from windows coords to scene coords
int windowSizeX=0, windowSizeY=0;
float uhel_x = 0.0, uhel_y = 0.0;
float zoom = 1.0;
bool MouseActive = false;
int last_x = 0, last_y = 0;
bool showAxes=true;
bool showFrame=false;
bool showBox=true;
bool showWholeMesh=true;
bool showVertexSurface=false;
bool showQuadricSurface=false;
///manage \e count steps of the simulation and then print and draw
void step(int count)
{
while ((params.currTime < params.stopTime) && (count > 0))
{
//do some job
params.currTime += params.incrTime;
--count;
}
if (params.currTime >= params.stopTime)
{
std::cout << "END OF THE SIMULATION HAS BEEN REACHED\n";
pauseSimulation=1;
}
std::cout << "\nnow at time: " << params.currTime << "\n";
//ask GLUT to call the display function
glutPostRedisplay();
}
///draws a flat frame around the playground
void displayFrame(void)
{
glColor3f(params.sceneBorderColour.r,
params.sceneBorderColour.g,
params.sceneBorderColour.b);
glLineWidth(1);
glBegin(GL_LINE_LOOP);
glVertex3f( params.sceneOffset.x , params.sceneOffset.y , params.sceneCentre.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y , params.sceneCentre.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y + params.sceneSize.y , params.sceneCentre.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y + params.sceneSize.y , params.sceneCentre.z );
glEnd();
}
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///draws a frame box around the playground
void displayBox(void)
{
glColor3f(params.sceneBorderColour.r,
params.sceneBorderColour.g,
params.sceneBorderColour.b);
glLineWidth(1);
//front square/plane
glBegin(GL_LINE_LOOP);
glVertex3f( params.sceneOffset.x , params.sceneOffset.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z );
glEnd();
//rear square/plane
glBegin(GL_LINE_LOOP);
glVertex3f( params.sceneOffset.x , params.sceneOffset.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z + params.sceneSize.z );
glEnd();
//sideways "connectors"
glBegin(GL_LINES);
glVertex3f( params.sceneOffset.x , params.sceneOffset.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x + params.sceneSize.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z + params.sceneSize.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z );
glVertex3f( params.sceneOffset.x , params.sceneOffset.y + params.sceneSize.y , params.sceneOffset.z + params.sceneSize.z );
glEnd();
}
void displayAxes(void)
{
glLineWidth(2);
glBegin(GL_LINES);
glColor3f(1.0,0.0,0.0); //red -- x axis
glVertex3f(params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z);
glVertex3f(params.sceneCentre.x+params.sceneSize.x/4.f,params.sceneCentre.y,params.sceneCentre.z);
glColor3f(0.0,1.0,0.0); //green -- y axis
glVertex3f(params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z);
glVertex3f(params.sceneCentre.x,params.sceneCentre.y+params.sceneSize.y/4.f,params.sceneCentre.z);
glColor3f(0.0,0.0,1.0); //blue -- z axis
glVertex3f(params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z);
glVertex3f(params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z+params.sceneSize.z/4.f);
glEnd();
glLineWidth(1);
}
int vertexLevels=5;
void ActiveMesh::displayVertexAndNeigs(void)
//determine some reasonable number of nearest neighbors
std::vector< std::vector<size_t> > neigsLeveled;
ulm::getVertexNeighbours(*this,VertexID,vertexLevels,neigsLeveled);
//make it flat...
std::vector<size_t> neigs;
for (unsigned int l=0; l < neigsLeveled.size(); ++l)
for (unsigned int i=0; i < neigsLeveled[l].size(); ++i)
neigs.push_back(neigsLeveled[l][i]);
neigsLeveled.clear();
std::vector<size_t> neigs;
ulm::getVertexImmediateNeighbours(*this,VertexID,neigs);
glPointSize(3.0f);
glBegin(GL_POINTS);
// centre vertex:
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(Pos[VertexID].x,Pos[VertexID].y,Pos[VertexID].z);
// neigs:
glColor3f(1.0f,0.0f,0.0f);
for (unsigned int i=1; i < neigs.size(); ++i)
glVertex3f(Pos[neigs[i]].x,Pos[neigs[i]].y,Pos[neigs[i]].z);
glEnd();
}
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void ActiveMesh::displayTEST(void)
{
//get surface params
float surf_coeff[10];
//CalcQuadricSurface_Taubin(VertexID,surf_coeff);
CalcQuadricSurface_sphere(5.0f,params.sceneCentre,surf_coeff);
std::cout << "\nsurface: " << surf_coeff[0] << " + "
<< surf_coeff[1] << "*x + "
<< surf_coeff[2] << "*y + "
<< surf_coeff[3] << "*z + "
<< surf_coeff[4] << "*xy + "
<< surf_coeff[5] << "*xz + "
<< surf_coeff[6] << "*yz + "
<< surf_coeff[7] << "*x*x + "
<< surf_coeff[8] << "*y*y + "
<< surf_coeff[9] << "*z*z = 0\n";
glPointSize(2.0f);
glBegin(GL_POINTS);
glColor3f(0.0f,1.0f,0.0f);
//determine triangle vertices
const Vector3FC& v1=Pos[VertexID];
std::cout << "v1: (" << v1.x << "," << v1.y << "," << v1.z << ")\n";
Vector3F point=v1;
//backup...
Vector3F origPoint(point);
//adapt the point
std::cout << "dist=" <<
GetClosestPointOnQuadricSurface(point,surf_coeff);
//display the point
glColor3f(0.0f,1.0f,0.0f);
//glVertex3f(point.x,point.y,point.z);
float tmp1,tmp2;
if (GetPointOnQuadricSurface(v1.x,v1.y,tmp1,tmp2,surf_coeff))
{
glVertex3f(v1.x,v1.y,tmp1);
glVertex3f(v1.x,v1.y,tmp2);
}
if (GetPointOnQuadricSurface(v1.x,v1.z,tmp1,tmp2,surf_coeff))
{
glVertex3f(v1.x,tmp1,v1.z);
glVertex3f(v1.x,tmp2,v1.z);
}
if (GetPointOnQuadricSurface(v1.y,v1.z,tmp1,tmp2,surf_coeff))
{
glVertex3f(tmp1,v1.y,v1.z);
glVertex3f(tmp2,v1.y,v1.z);
}
/*
std::cout << " (" << origPoint.x << "," << origPoint.y << "," << origPoint.z
<< ") -> ("
<< point.x << "," << point.y << "," << point.z << ")\n";
*/
glColor3f(0.0f,1.0f,1.0f);
//glVertex3f(origPoint.x,origPoint.y,origPoint.z);
glEnd();
}
void ActiveMesh::displayQuadricSurface(void)
{
//zkusit nad dalsimi krivkami, paraboloid?
//pripadne udelat jinak dopocitavani na povrch..
//bo to nyni dava docela velke vzdalenosti pro vypocitany povrch
//get surface params
float surf_coeff[10];
//CalcQuadricSurface_Taubin(VertexID,surf_coeff);
CalcQuadricSurface_sphere(5.0f,params.sceneCentre,surf_coeff);
std::cout << "\nsurface: " << surf_coeff[0] << " + "
<< surf_coeff[1] << "*x + "
<< surf_coeff[2] << "*y + "
<< surf_coeff[3] << "*z + "
<< surf_coeff[4] << "*xy + "
<< surf_coeff[5] << "*xz + "
<< surf_coeff[6] << "*yz + "
<< surf_coeff[7] << "*x*x + "
<< surf_coeff[8] << "*y*y + "
<< surf_coeff[9] << "*z*z = 0\n";
glPointSize(2.0f);
glBegin(GL_POINTS);
glColor3f(0.0f,1.0f,0.0f);
//do the rendering, i.e., take incident triangles
//and sample points from them and project
//these points on the obtained surface
//list of neigs triangle IDs
std::vector<size_t> neigsT;
ulm::getVertexIncidentTriangles(*this,VertexID,neigsT);
//FOR CYCLE BEGIN
//over all triangles
//for (unsigned int t=0; t < neigsT.size(); ++t)
for (unsigned int t=0; t < 1; ++t)
{
//determine triangle vertices
const Vector3FC& v1=Pos[ID[3*neigsT[t] +0]];
const Vector3FC& v2=Pos[ID[3*neigsT[t] +1]];
const Vector3FC& v3=Pos[ID[3*neigsT[t] +2]];
std::cout << "v1: (" << v1.x << "," << v1.y << "," << v1.z << ")\n";
std::cout << "v2: (" << v2.x << "," << v2.y << "," << v2.z << ")\n";
std::cout << "v3: (" << v3.x << "," << v3.y << "," << v3.z << ")\n";
//sweep (coarsely!) across current triangle
for (float c=0.1f; c <= 0.9f; c += 0.1f)
for (float b=0.1f; b <= (0.9f-c); b += 0.1f)
{
float a=1.0f -b -c;
Vector3F point=a*v1;
point+=b*v2;
point+=c*v3;
//backup...
Vector3F origPoint(point);
//adapt the point
std::cout << "dist=" <<
GetClosestPointOnQuadricSurface(point,surf_coeff);
//display the point
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(point.x,point.y,point.z);
std::cout << " (" << origPoint.x << "," << origPoint.y << "," << origPoint.z
<< ") -> ("
<< point.x << "," << point.y << "," << point.z << ")\n";
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(origPoint.x,origPoint.y,origPoint.z);
}
}
//FOR CYCLE END
glEnd();
}
void ActiveMesh::displayMesh(void)
{
glColor3f(0.6f,0.6f,0.6f);
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long unsigned int* id=ID.data();
for (unsigned int i=0; i < ID.size(); i+=3)
{
//glBegin(GL_TRIANGLES);
glBegin(GL_LINE_LOOP);
glNormal3f(norm[i/3].x,norm[i/3].y,norm[i/3].z);
glVertex3f(Pos[*id].x,Pos[*id].y,Pos[*id].z); ++id;
glVertex3f(Pos[*id].x,Pos[*id].y,Pos[*id].z); ++id;
glVertex3f(Pos[*id].x,Pos[*id].y,Pos[*id].z); ++id;
glEnd();
}
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z);
glScalef(zoom,zoom,zoom);
Vector3d<float> eye=params.sceneCentre;
eye.x+=params.sceneSize.z*sinf(uhel_x)*cosf(uhel_y);
eye.y+=params.sceneSize.z*sinf(uhel_y);
eye.z+=params.sceneSize.z*cosf(uhel_x)*cosf(uhel_y);
gluLookAt(eye.x,eye.y,eye.z, //eye
params.sceneCentre.x,params.sceneCentre.y,params.sceneCentre.z, //center
//0.0, cosf(-uhel_y), sinf(-uhel_y)); // up
glEnable(GL_FOG);
if (showBox) displayBox();
if (showFrame) displayFrame();
if (showAxes) displayAxes();
glDisable(GL_FOG);
if (showWholeMesh) mesh.displayMesh();
if (showVertexSurface) mesh.displayVertexAndNeigs();
if (showQuadricSurface) mesh.displayQuadricSurface();
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glFlush();
glutSwapBuffers();
}
// called automatically after a certain amount of time
void timer(int)
{
//do simulation and then draw
step(stepGranularity);
//ask GLUT to call 'timer' again in 'delay' milli-seconds:
//in the meantime, you can inspect the drawing :-)
if (!pauseSimulation) glutTimerFunc(500, timer, 0);
}
void GetSceneViewSize(const int w,const int h,
float& xVisF, float& xVisT,
float& yVisF, float& yVisT)
{
//what is the desired size of the scene
const float xBound=params.sceneSize.x
+ 2.f*params.sceneOuterBorder.x;
const float yBound=params.sceneSize.y
+ 2.f*params.sceneOuterBorder.y;
xVisF = params.sceneOffset.x - params.sceneOuterBorder.x;
yVisF = params.sceneOffset.y - params.sceneOuterBorder.y;
xVisT = xBound + xVisF;
yVisT = yBound + yVisF;
if ( (float)w * yBound < (float)h * xBound ) //equals to w/h < x/y
{
//window is closer to the rectangle than the scene shape
yVisF *= ((float)h / float(w)) * (xBound/yBound);
yVisT *= ((float)h / float(w)) * (xBound/yBound);
}
else
{
xVisF *= ((float)w / float(h)) * (yBound/xBound);
xVisT *= ((float)w / float(h)) * (yBound/xBound);
}
}
void printKeysHelp(void)
{
std::cout << "\nKeys:\n";
std::cout << "ESC or 'q': quit ENTER: enters empty line on a console\n";
std::cout << "' ','n','z': simulation goes/stop at various steps\n";
std::cout << "'r': resets the view\n";
std::cout << "'o','O': zoom in,out\n";
std::cout << "'h': displays this help\n";
std::cout << "'d': displays enabled features,displays status\n";
std::cout << "'m': toggle display of the mesh\n";
std::cout << "'v': toggle display of the vertex supporting region\n";
std::cout << "'V': chooses another vertex\n";
std::cout << "'s': toggle display of the fitted quadratic surface \n";
std::cout << "'t': toggle display of the test/debug function\n";
std::cout << "'a': toggle display of the R,G,B <-> x,y,z axes \n";
std::cout << "'f': toggle display of the frame/plane az z=0\n";
std::cout << "'b': toggle display of the bounding box\n";
std::cout << "'x','X': controls for some testing\n";
std::cout << "'i': not used\n";
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}
void printDispayedFeauters(void)
{
if (pauseSimulation) std::cout << "\nsimulation is now paused\n";
else std::cout << "\nsimulation is now in progress\n";
std::cout << "simulation time progress " << params.currTime/params.stopTime*100.f
<< "%, delta time is " << params.incrTime << " minutes\n";
std::cout << "viewing: x_ang=" << uhel_x << ", y_ang=" << uhel_y
<< ", zoom=" << zoom << "\n";
std::cout << "Currently displayed features:\n";
}
// called when a key is pressed
void keyboard(unsigned char key, int mx, int my)
{
//required for calculating the mouse position within the scene coords
float xVisF, yVisF;
float xVisT, yVisT;
float sx,sy;
switch (key) {
case 27: //this corresponds to 'escape'
case 'q': //quit
exit(EXIT_SUCCESS);
break;
case 13: //Enter key -- just empty lines
std::cout << std::endl;
break;
//control execution of the simulation
case ' ': //pause/unpause, refresh every 10 cycles
if (params.currTime < params.stopTime) pauseSimulation^=1;
if (!pauseSimulation)
{
stepGranularity=1; //= 1 min
timer(0);
}
break;
case 'z': //pause/unpause, refresh every 600 cycles
if (params.currTime < params.stopTime) pauseSimulation^=1;
if (!pauseSimulation)
{
stepGranularity=100; //= 10 min
timer(0);
}
break;
case 'n': //pause, advance by one frame
pauseSimulation=1;
step(1);
break;
case 'r': //set scale 1:1
uhel_x = 0.0;
uhel_y = 0.0;
zoom = 1.0;
glutReshapeWindow(int(params.imgSizeX),int(params.imgSizeY));
glutPostRedisplay();
break;
case 'o':
zoom -= 0.2f;
if (zoom < 0.2f) zoom=0.2f;
glutPostRedisplay();
break;
case 'O':
zoom += 0.2f;
glutPostRedisplay();
break;
//control hints/help
case 'h': //print help
printKeysHelp();
break;
case 'd': //print what is displayed
printDispayedFeauters();
//display objects
case 'm':
showWholeMesh^=true;
glutPostRedisplay();
showVertexSurface^=true;
glutPostRedisplay();
case 'V':
++VertexID;
glutPostRedisplay();
break;
case 's':
showQuadricSurface^=true;
glutPostRedisplay();
showTEST^=true;
glutPostRedisplay();
break;
//annotation controls
case 'a':
showAxes^=true;
glutPostRedisplay();
break;
case 'f':
showFrame^=true;
glutPostRedisplay();
break;
case 'b':
showBox^=true;
glutPostRedisplay();
break;
//some testing controls
case 'x':
glEnable(GL_FOG);
glutPostRedisplay();
break;
case 'X':
glDisable(GL_FOG);
glutPostRedisplay();
break;
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case 'i': //inspect a cell
GetSceneViewSize(windowSizeX,windowSizeY, xVisF,xVisT,yVisF,yVisT);
sx=(float)mx /(float)windowSizeX * (xVisT-xVisF) + xVisF;
sy=(float)(windowSizeY-my)/(float)windowSizeY * (yVisT-yVisF) + yVisF;
xVisF=sx=sy; //just to avoid warning, TODO REMOVE
/*
for (c=agents.begin(); c != agents.end(); c++)
if ((*c)->IsPointInCell(Vector3d<float>(sx,sy,0)))
{
bool wasSelected=(*c)->isSelected;
(*c)->isSelected=true;
(*c)->ReportState();
(*c)->isSelected=wasSelected;
}
*/
break;
}
}
// called when a special key is pressed
void Skeyboard(int key, int mx, int my)
{
key=mx=my; //TODO REMOVE
mx=key; //TODO REMOVE
/*
//required for calculating the mouse position within the scene coords
float xVisF, yVisF;
float xVisT, yVisT;
float sx,sy;
switch (key) {
case GLUT_KEY_LEFT:
//rotate cell left by 30deg
GetSceneViewSize(windowSizeX,windowSizeY, xVisF,xVisT,yVisF,yVisT);
sx=(float)mx /(float)windowSizeX * (xVisT-xVisF) + xVisF;
sy=(float)(windowSizeY-my)/(float)windowSizeY * (yVisT-yVisF) + yVisF;
for (c=agents.begin(); c != agents.end(); c++)
if ((*c)->IsPointInCell(Vector3d<float>(sx,sy,0)))
{
(*c)->desiredDirection += PI/6.f;
if ((*c)->desiredDirection > PI)
(*c)->desiredDirection -= 2.f*PI;
}
break;
case GLUT_KEY_RIGHT:
//rotate cell left by 30deg
GetSceneViewSize(windowSizeX,windowSizeY, xVisF,xVisT,yVisF,yVisT);
sx=(float)mx /(float)windowSizeX * (xVisT-xVisF) + xVisF;
sy=(float)(windowSizeY-my)/(float)windowSizeY * (yVisT-yVisF) + yVisF;
for (c=agents.begin(); c != agents.end(); c++)
if ((*c)->IsPointInCell(Vector3d<float>(sx,sy,0)))
{
(*c)->desiredDirection -= PI/6.f;
if ((*c)->desiredDirection < -PI)
(*c)->desiredDirection += 2.f*PI;
}
break;
}
*/
}
void mouse(int button, int state, int x, int y)
{
if (state == GLUT_DOWN) MouseActive = true;
else if (state == GLUT_UP) MouseActive = false;
last_x=button; //TODO REMOVE
last_x = x;
last_y = y;
}
void MouseMotion(int x, int y)
{
if (MouseActive)
{
uhel_x -= (float(x - last_x) * 0.01f);
uhel_y += (float(y - last_y) * 0.01f);
last_x = x;
last_y = y;
glutPostRedisplay();
}
}
// called when the window is reshaped, arguments are the new window size
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//remember the new window size...
windowSizeX=w; windowSizeY=h;
//what will be the final view port
float xVisF, yVisF;
float xVisT, yVisT;
GetSceneViewSize(w,h,xVisF,xVisT,yVisF,yVisT);
//glOrtho(xVisF, xVisT, yVisF, yVisT, params.sceneCentre.z-params.sceneSize.z,params.sceneCentre.z+params.sceneSize.z);
glOrtho(xVisF, xVisT, yVisF, yVisT, -1000,1000);
glMatrixMode(GL_MODELVIEW);
}
void initializeGL(void)
{
int Argc=1;
char msg[]="meshSurface GUI";
char *Argv[10];
Argv[0]=msg;
glutInit(&Argc, Argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
//glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutInitWindowPosition(600, 100);
glutCreateWindow(Argv[0]);
glutKeyboardFunc(keyboard);
glutSpecialFunc(Skeyboard);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(MouseMotion);
glClearColor(0.0, 0.0, 0.0, 0.0);
//enables alfa-blending for every object/drawing
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_CULL_FACE);
//glEnable(GL_DEPTH_TEST);
//enable fog:
//glEnable(GL_FOG);
glFogi(GL_FOG_MODE,GL_LINEAR);
GLfloat fogColor[4]={0.4f*params.sceneBorderColour.r,
0.4f*params.sceneBorderColour.g,
0.4f*params.sceneBorderColour.b,
1.0f}; //has no effect
glFogfv(GL_FOG_COLOR,fogColor);
//density is not required in linear mode
//glFogf(GL_FOG_DENSITY,0.3f);
//glHint(GL_FOG_HINT,GL_NICEST); //TODO adjust later
glFogf(GL_FOG_START,params.sceneOffset.z);
glFogf(GL_FOG_END,params.sceneOffset.z+params.sceneSize.z);