/usr/include/opencsg.h is in libopencsg-dev 1.3.2-2+b1.
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// Copyright (C) 2002-2011, Florian Kirsch,
// Hasso-Plattner-Institute at the University of Potsdam, Germany
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License,
// Version 2, as published by the Free Software Foundation.
// As a special exception, you have permission to link this library
// with the CGAL library and distribute executables.
//
// This library 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 this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// opencsg.h
//
// main include file for OpenCSG
//
#ifndef __OpenCSG__opencsg_h__
#define __OpenCSG__opencsg_h__
#include <vector>
/// OpenCSG version. The version number has been introduced with version 1.3.2.
/// Format is Major|Minor|Patch, each of them being 4-bit wide.
#define OPENCSG_VERSION 0x0132
#define OPENCSG_VERSION_STRING "OpenCSG 1.3.2"
namespace OpenCSG {
enum Operation { Intersection, Subtraction };
/// Abstract base class for CSG primitives.
/// From this class, derive concrete classes to do CSG rendering.
class Primitive {
public:
Primitive(Operation, unsigned int convexity);
virtual ~Primitive();
/// Sets the CSG operation.
/// The operation specifies whether the primitive is intersected
/// or subtracted.
void setOperation(Operation);
/// Returns the CSG operation.
Operation getOperation() const;
/// Sets the convexity.
/// The convexity is the maximum number of front faces of the
/// primitive at a single position. For example, the convexity
/// of a sphere is 1, and of a torus is 2. Actually the convexity
/// is only used in the Goldfeather algorithm. For this algorithm,
/// a convexity too low may result in rendering errors, a convexity
/// too high will reduce rendering performance.
void setConvexity(unsigned int);
/// Returns the convexity.
unsigned int getConvexity() const;
/// Sets the bounding box.
/// The bounding box of the primitive is given in normalized device
/// coordinates, i.e. after modelview and projection transformation.
/// Setting it is not required, but allows for various performance
/// optimizations.
void setBoundingBox(float minx, float miny, float minz,
float maxx, float maxy, float maxz);
/// Returns the bounding box.
void getBoundingBox(float& minx, float& miny, float& minz,
float& maxx, float& maxy, float& maxz) const;
/// render() is the abstract render method, to be implemented in
/// derived classes. In the implementation, be sure not to alter
/// the modelview or projection (glPushMatrix/glPopMatrix might be
/// a good idea). Also do not alter colors in your render() method:
/// OpenCSG uses them internally. For best performance, you should
/// only transmit vertex positions; no normals, tex coords or
/// whatever else.
virtual void render() = 0;
private:
Operation mOperation;
unsigned int mConvexity;
float mMinx, mMiny, mMinz, mMaxx, mMaxy, mMaxz;
};
/// The function render() performs CSG rendering. The function initializes
/// the z-buffer with the z-values of the CSG product given as array of
/// primitives. It does not alter the color buffer, so you have to shade
/// the primitives using GL_EQUAL depth function afterwards. The content
/// of the stencil buffer is destroyed when handling concave primitives or
/// when using the DepthComplexitySampling strategy.
///
/// render() respects the OpenGL settings of
/// - scissor test (CSG calculating will only occur in the specified region)
/// - stencil test, when only convex primitives are used and no layered
/// algorithm is used. Most stenciling ops (increment / decrement
/// / zero / one) will not be useful anyway.
///
/// render() ignores
/// - depth test (always GL_LESS)
/// - alpha test (used internally)
/// - cull face (used internally to distinguish intersected / subtracted
/// primitives)
///
/// The exact CSG algorithm can be specified using the setOption() function
/// of which the possible parameters are described below. An overloaded
/// version of the render() function is provided below, which takes
/// some parameters for specifying Algorithm and DepthComplexityAlgorithm
/// directly.
void render(const std::vector<Primitive*>& primitives);
/// OpenCSG option for use with setOption() / getOption() below
enum OptionType {
AlgorithmSetting = 0,
DepthComplexitySetting = 1,
OffscreenSetting = 2,
DepthBoundsOptimization = 3,
OptionTypeUnused = 4
};
/// Sets an OpenCSG option.
/// The option parameter specifies which option to set. The newSetting
/// is the new setting and should be one of the Algorithm,
/// DepthComplexityAlgorithm, or OffscreenType enums below.
void setOption(OptionType option, int newSetting);
/// Returns the current setting of the provided option type.
int getOption(OptionType option);
/// The Algorithm specifies the method used for CSG rendering:
/// - Goldfeather: This algorithm handles convex and concave primitives.
/// - SCS : This algorithm handles only convex primitives
/// - Automatic : This setting currently choses Goldfeather if the
/// primitive vector contains concave primitives, else it
/// choses SCS. Also sets the DepthComplexityAlgorithm
/// (NoDepthComplexitySampling for arrays with few
/// primitives, else OcclusionQuery or at the last resort
/// DepthComplexitySampling). This setting is the default.
/// - AlgorithmUnused : For use with setOption, this value is invalid.
/// As parameter of the obsolete render() function, specifies
/// to read all OpenCSG settings from the settings set with
/// setOption() and not from the parameter list of render(),
/// i.e., rendering is done as in the render() function taking
/// only one parameter.
enum Algorithm {
Automatic = 0,
Goldfeather = 1,
SCS = 2,
AlgorithmUnused = 3
};
/// The DepthComplexityAlgorithm specifies the strategy for profiting
/// from depth complexity when performing the CSG rendering.
/// - NoDepthComplexitySampling: Does not employ the depth complexity.
/// This essentially makes the algorithm O(n²), but with
/// low constant costs.
/// - DepthComplexitySampling: Calculates the depth complexity k using
/// the stencil buffer. This makes algorithm O(n*k), but
/// with high constant costs. In case of the Goldfeather,
/// the literature denotes this as layered Goldfeather
/// algorithm.
/// - OcclusionQuery: Uses occlusion queries to profit implicitly from
/// depth complexity without calculating it. This is
/// especially useful for the SCS algorithm where this
/// strategy is applied at shape level, resulting in a
/// O(n*k') algorithm (where k' <= k), without significant
/// constant overhead. This strategy requires hardware
/// occlusion queries (i.E., the OpenGL-extension
/// GL_ARB_occlusion_query or GL_NV_occlusion_query)
/// - DepthComplexityAlgorithmUnused: Invalid input.
enum DepthComplexityAlgorithm {
NoDepthComplexitySampling = 0,
OcclusionQuery = 1,
DepthComplexitySampling = 2,
DepthComplexityAlgorithmUnused = 3
};
/// The OffscreenType sets the type of offscreen buffer which is used for
/// the internal calculations.
/// - AutomaticOffscreenType: Chooses internally depending on available
/// OpenGL extensions. If graphics hardware supports different
/// extensions, with most precedence ARB frame buffer objects
/// are used, then EXT frame buffer objects, then PBuffers.
/// - FrameBufferObject: Uses frame buffer objects. This method does
/// not require context switches on the graphics hardware
/// to change between offscreen and main frame buffer, so
/// in theory this method should be faster. Both ARB and
/// EXT frame buffer objects OpenGL extensions are supported
/// internally; ARB frame buffer objects are used if both
/// are supported by the graphics hardware.
/// - PBuffer: Uses PBuffers. This is the older offscreen type, which
/// is likely to work with older graphics hardware and
/// drivers.
/// - FrameBufferObjectARB: Forces ARB frame buffer objects to be used.
/// - FrameBufferObjectEXT: Forces EXT frame buffer objects to be used.
/// - OffscreenTypeUnused: Invalid input.
enum OffscreenType {
AutomaticOffscreenType = 0,
FrameBufferObject = 1,
PBuffer = 2,
FrameBufferObjectARB = 3,
FrameBufferObjectEXT = 4,
OffscreenTypeUnused = 5
};
/// The Optimization flags set whether a specific kind of optimization is
/// enabled or not. This can be set for the following kinds of optimizations:
/// - DepthBoundsOptimization: Improves rendering performance by using
/// the depth bounds check found on some graphics hardware. By default,
/// this optimization is turned off! When you turn it on, you must
/// provide correct bounding boxes for all primitives, in particular
/// along the z-axis.
/// Each optimization can be independently set
/// - OptimizationDefault to its default value (depending of the kind
/// of optimization)
/// - OptimizationForceOn on (does not check OpenGL extensions)
/// - OptimizationOn on if required OpenGL extensions are supported,
/// - OptimizationOff off
/// - OptimizationUnused: Invalid input.
enum Optimization {
OptimizationDefault = 0,
OptimizationForceOn = 1,
OptimizationOn = 2,
OptimizationOff = 3,
OptimizationUnused = 4
};
/// Setting the context is required for applications rendering with
/// OpenCSG in different OpenGL windows with OpenGL contexts that
/// are not shared. This is needed for internal OpenGL resources,
/// such as PBuffers or frame buffer objects, which are created in
/// in the render() method and recycled when render() is called again.
/// The resources are only valid in the OpenGL context they have
/// been created (and in contexts shared with this context).
/// To manage this, this function allows to set the identifier of
/// resources, which is respected during the render() function.
/// OpenGL resources are created/reused by the render() function
/// per context.
/// The value of context has no specific meaning for OpenCSG;
/// it is only used as key in a dictionary to access the OpenGL
/// resources. The default context is 0.
void setContext(int context);
/// Returns the current context.
int getContext();
/// Releases the OpenGL resources allocated by OpenCSG for the current
/// context.
void freeResources();
/// Alternate render() function provided for compatibility with older
/// versions of OpenCSG (version 1.1.1 and before). The function performs
/// CSG rendering as the render() function described above. Additionally,
/// the Algorithm parameter must and the DepthComplexityAlgorithm parameter
/// can be provided. They supercede the options set by setOption().
/// This function is considered obsolete. New software should use the
/// render() function above and set the Options for rendering in separate
/// setOption() calls.
void render(const std::vector<Primitive*>& primitives,
Algorithm,
DepthComplexityAlgorithm = NoDepthComplexitySampling);
} // namespace OpenCSG
#endif // __OpenCSG__opencsg_h__
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