/usr/include/opencsg.h is in libopencsg-dev 1.3.2-2build3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 | // OpenCSG - library for image-based CSG rendering for OpenGL
// 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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