sources/BoxPaint_Support.c

/*  BoxPaint_Support.c
                                                                            
    Quickdraw 3D sample code
    
    This file contains utility routines for QuickDraw 3d sample code. This
    app shows how to apply a texture shader to an object.  Bear in mind
    that any object that you wish to texture map needs to have UV parameters
    applied.
                                                                            
    Nick Thompson
    (c)1994-96 Apple computer Inc., All Rights Reserved                             
 
*/
 
/* --------------------------------------------------------------------
** Includes
*/
 
#include "BoxPaint_Support.h"
 
#include "QD3DDrawContext.h"
#include "QD3DRenderer.h"
#include "QD3DShader.h"
#include "QD3DCamera.h"
#include "QD3DLight.h"
#include "QD3DGeometry.h"
#include "QD3DGroup.h"
#include "QD3DMath.h"
#include "QD3DTransform.h"
 
 
/* --------------------------------------------------------------------
** Global Variables
*/
static  TQ3Point3D  documentGroupCenter;
static  float       documentGroupScale;
 
/* --------------------------------------------------------------------
** Local Functions
*/
void                    GetGroupBBox(DocumentPtr theDocument, TQ3BoundingBox *viewBBox) ;                                               
static  TQ3Status       MyAddShaderToGroup( TQ3GroupObject group ) ;
static  TQ3Status       GetDocumentGroupBoundingBox(DocumentPtr theDocument,
                                                    TQ3BoundingBox *viewBBox);
TQ3DrawContextObject    MyNewDrawContext(WindowPtr theWindow) ;
TQ3CameraObject         MyNewCamera(WindowPtr theWindow) ;
TQ3GroupObject          MyNewLights(void) ;
 
 
/* ---------------------------------------------------------------------------------- */
/*  attach a shader to the group */
 
static TQ3Status MyAddShaderToGroup( TQ3GroupObject group )
{
/*  TQ3ShaderObject illuminationShader = Q3PhongIllumination_New();
*/  TQ3ShaderObject illuminationShader = Q3LambertIllumination_New();
 
    Q3Group_AddObject(group, illuminationShader);
    Q3Object_Dispose(illuminationShader);
    return(kQ3Success);
}
 
TQ3ViewObject MyNewView(WindowPtr theWindow)
{
    TQ3Status               myStatus;
    TQ3ViewObject           myView;
    TQ3DrawContextObject        myDrawContext;
    TQ3RendererObject       myRenderer;
    TQ3CameraObject         myCamera;
    TQ3GroupObject          myLights;
    
    myView = Q3View_New();
    
    /*  Create and set draw context. */
    if ((myDrawContext = MyNewDrawContext(theWindow)) == nil )
        goto bail;
        
    if ((myStatus = Q3View_SetDrawContext(myView, myDrawContext)) == kQ3Failure )
        goto bail;
 
    Q3Object_Dispose( myDrawContext ) ;
    
    /*  Create and set renderer. */
    
    
    
    /*  this would use the wireframe renderer */
    /*  Not very useful for this app    */
#if 0
    myRenderer = Q3Renderer_NewFromType(kQ3RendererTypeWireFrame);
    if ((myStatus = Q3View_SetRenderer(myView, myRenderer)) == kQ3Failure ) {
        goto bail;
    }
#else
    /*  this would use the interactive plug-in renderer */
 
    if ((myRenderer = Q3Renderer_NewFromType(kQ3RendererTypeInteractive)) != nil ) {
        if ((myStatus = Q3View_SetRenderer(myView, myRenderer)) == kQ3Failure ) {
            goto bail;
        }
    }
    else {
        goto bail;
    }
#endif
 
    Q3Object_Dispose( myRenderer ) ;
    
    /*  Create and set camera. */
    if ( (myCamera = MyNewCamera(theWindow)) == nil )
        goto bail;
        
    if ((myStatus = Q3View_SetCamera(myView, myCamera)) == kQ3Failure )
        goto bail;
 
    Q3Object_Dispose( myCamera ) ;
    
    /*  Create and set lights. */
    if ((myLights = MyNewLights()) == nil )
        goto bail;
        
    if ((myStatus = Q3View_SetLightGroup(myView, myLights)) == kQ3Failure )
        goto bail;
        
    Q3Object_Dispose(myLights);
 
    /*  Done!!! */
    return ( myView );
    
bail:
    /*  If any of the above failed, then don't return a view. */
    return ( nil );
}
 
/* ---------------------------------------------------------------------------------- */
 
TQ3DrawContextObject MyNewDrawContext(WindowPtr theWindow)
{
    TQ3DrawContextData      myDrawContextData;
    TQ3MacDrawContextData   myMacDrawContextData;
    TQ3ColorARGB            ClearColor;
    TQ3DrawContextObject    myDrawContext ;
    
    /*  Set the background color. */
    ClearColor.a = 1.0;
    ClearColor.r = 1.0;
    ClearColor.g = 1.0;
    ClearColor.b = 1.0;
    
    /*  Fill in draw context data. */
    myDrawContextData.clearImageMethod = kQ3ClearMethodWithColor;
    myDrawContextData.clearImageColor = ClearColor;
    myDrawContextData.paneState = kQ3False;
    myDrawContextData.maskState = kQ3False;
    myDrawContextData.doubleBufferState = kQ3True;
 
    myMacDrawContextData.drawContextData = myDrawContextData;
    
    myMacDrawContextData.window = (CGrafPtr) theWindow;     /*  this is the window associated with the view */
    myMacDrawContextData.library = kQ3Mac2DLibraryNone;
    myMacDrawContextData.viewPort = nil;
    myMacDrawContextData.grafPort = nil;
    
    /*  Create draw context and return it, if itÕs nil the caller must handle */
    myDrawContext = Q3MacDrawContext_New(&myMacDrawContextData) ;
 
    return myDrawContext ;
}
 
/* ---------------------------------------------------------------------------------- */
 
TQ3CameraObject MyNewCamera(WindowPtr theWindow)
{
    TQ3ViewAngleAspectCameraData    perspectiveData;
    TQ3CameraObject             camera;
    
    TQ3Point3D                  from    = { 0.0, 0.0, 6.0 };
    TQ3Point3D                  to      = { 0.0, 0.0, 0.0 };
    TQ3Vector3D                 up      = { 0.0, 1.0, 0.0 };
 
    float                       fieldOfView = 1.0;
    float                       hither      =  0.001;
    float                       yon         =  1000;
    
    TQ3Status                   returnVal = kQ3Failure ;
 
 
    perspectiveData.cameraData.placement.cameraLocation     = from;
    perspectiveData.cameraData.placement.pointOfInterest    = to;
    perspectiveData.cameraData.placement.upVector           = up;
 
    perspectiveData.cameraData.range.hither = hither;
    perspectiveData.cameraData.range.yon    = yon;
 
    perspectiveData.cameraData.viewPort.origin.x = -1.0;
    perspectiveData.cameraData.viewPort.origin.y = 1.0;
    perspectiveData.cameraData.viewPort.width = 2.0;
    perspectiveData.cameraData.viewPort.height = 2.0;
    
    perspectiveData.fov             = fieldOfView;
    perspectiveData.aspectRatioXToY =
        (float) (theWindow->portRect.right - theWindow->portRect.left) / 
        (float) (theWindow->portRect.bottom - theWindow->portRect.top);
        
    camera = Q3ViewAngleAspectCamera_New(&perspectiveData);
 
    return camera ;
}
 
 
/* ---------------------------------------------------------------------------------- */
 
TQ3GroupObject MyNewLights()
{
    TQ3GroupPosition            myGroupPosition;
    TQ3GroupObject          myLightList;
    TQ3LightData                myLightData;
    TQ3PointLightData       myPointLightData;
    TQ3DirectionalLightData myDirectionalLightData;
    TQ3LightObject          myAmbientLight, myPointLight, myFillLight;
    TQ3Point3D              pointLocation = { -10.0, 0.0, 10.0 };
    TQ3Vector3D             fillDirection = { 10.0, 0.0, 10.0 };
    TQ3ColorRGB             WhiteLight = { 1.0, 1.0, 1.0 };
    
    /*  Set up light data for ambient light.  This light data will be used for point and fill */
    /*  light also. */
 
    myLightData.isOn = kQ3True;
    myLightData.color = WhiteLight;
    
    /*  Create ambient light. */
    myLightData.brightness = .2;
    myAmbientLight = Q3AmbientLight_New(&myLightData);
    if ( myAmbientLight == nil )
        goto bail;
    
    /*  Create point light. */
    myLightData.brightness = 1.0;
    myPointLightData.lightData = myLightData;
    myPointLightData.castsShadows = kQ3False;
    myPointLightData.attenuation = kQ3AttenuationTypeNone;
    myPointLightData.location = pointLocation;
    myPointLight = Q3PointLight_New(&myPointLightData);
    if ( myPointLight == nil )
        goto bail;
 
    /*  Create fill light. */
    myLightData.brightness = .2;
    myDirectionalLightData.lightData = myLightData;
    myDirectionalLightData.castsShadows = kQ3False;
    myDirectionalLightData.direction = fillDirection;
    myFillLight = Q3DirectionalLight_New(&myDirectionalLightData);
    if ( myFillLight == nil )
        goto bail;
 
    /*  Create light group and add each of the lights into the group. */
    myLightList = Q3LightGroup_New();
    if ( myLightList == nil )
        goto bail;
    myGroupPosition = Q3Group_AddObject(myLightList, myAmbientLight);
    if ( myGroupPosition == 0 )
        goto bail;
    myGroupPosition = Q3Group_AddObject(myLightList, myPointLight);
    if ( myGroupPosition == 0 )
        goto bail;
    myGroupPosition = Q3Group_AddObject(myLightList, myFillLight);
    if ( myGroupPosition == 0 )
        goto bail;
 
    Q3Object_Dispose( myAmbientLight ) ;
    Q3Object_Dispose( myPointLight ) ;
    Q3Object_Dispose( myFillLight ) ;
 
    /*  Done! */
    return ( myLightList );
    
bail:
    /*  If any of the above failed, then return nothing! */
    return ( nil );
}
 
 
static TQ3GroupPosition MyAddTransformedObjectToGroup( TQ3GroupObject theGroup, TQ3Object theObject, TQ3Vector3D *translation )
{
    TQ3TransformObject  transform;
 
    transform = Q3TranslateTransform_New(translation);
    Q3Group_AddObject(theGroup, transform); 
    Q3Object_Dispose(transform);
    return Q3Group_AddObject(theGroup, theObject);  
}
 
TQ3GroupObject MyNewModel()
{
    TQ3GroupObject          myGroup = NULL;
    TQ3GeometryObject       myBox;
    TQ3BoxData              myBoxData;
    TQ3ShaderObject         myIlluminationShader ;
    TQ3Vector3D             translation;
    
    if ((myGroup = Q3DisplayGroup_New()) != NULL ) {
        
        MyAddShaderToGroup( myGroup ) ;
    
        /*  Define a shading type for the group */
        /*  and add the shader to the group */
    
        myIlluminationShader = Q3PhongIllumination_New();
        Q3Group_AddObject(myGroup, myIlluminationShader);
 
        myBoxData.boxAttributeSet = nil;
        myBoxData.faceAttributeSet = nil;
        
        /*  create the box itself */
        Q3Point3D_Set(&myBoxData.origin, 0, 0, 0);
        Q3Vector3D_Set(&myBoxData.orientation, 0, 1, 0);
        Q3Vector3D_Set(&myBoxData.majorAxis, 0, 0, 1);  
        Q3Vector3D_Set(&myBoxData.minorAxis, 1, 0, 0);  
        myBox = Q3Box_New(&myBoxData);
        
        /*  put four copies of the box into the group, each one with its own translation */
        translation.x = 0;translation.y = 0;translation.z = 0;
        MyAddTransformedObjectToGroup( myGroup, myBox, &translation ) ;
    }
    
    /*  dispose of the objects we created here */
    if( myIlluminationShader ) 
        Q3Object_Dispose(myIlluminationShader); 
                
    if( myBox ) 
        Q3Object_Dispose( myBox );
    
    /*  Done! */
    return ( myGroup );
}
 
 
 
/* ----------------------------------------------------------------------------------------------- */
 
static TQ3Status GetDocumentGroupBoundingBox( 
    DocumentPtr theDocument , 
    TQ3BoundingBox *viewBBox)
{
    TQ3Status       status;
    TQ3ViewStatus   viewStatus ;
    
    status = Q3View_StartBoundingBox( theDocument->fView, kQ3ComputeBoundsApproximate );
    do {
        status = Document_SubmitScene( theDocument ) ;
    } while((viewStatus = Q3View_EndBoundingBox( theDocument->fView, viewBBox )) == kQ3ViewStatusRetraverse );
    return status ;
}
 
 
/* ---------------------------------------------------------------------------------- */
void GetGroupBBox(
    DocumentPtr         theDocument,
    TQ3BoundingBox      *viewBBox)
{
    TQ3Point3D                  from    = { 0.0, 0.0, 1.0 };
    TQ3Point3D                  to      = { 0.0, 0.0, 0.0 };
    TQ3Vector3D                 up      = { 0.0, 1.0, 0.0 };
    
    float                       fieldOfView = .52359333333;
    float                       hither      =  0.5;
    float                       yon         =  1.5;
    TQ3GroupObject              mainGroup = theDocument->fModel ;
 
    TQ3Status                   status;
    
    status = GetDocumentGroupBoundingBox( theDocument , viewBBox) ;
                                        
    /*  */
    /*   If we have a point model, then the "viewBBox" would end up */
    /*   being a "singularity" at the location of the point.  As */
    /*   this bounding "box" is used in setting up the camera spec, */
    /*   we get bogus input into Escher. */
    
    {
        float       xSize, ySize, zSize;
        
        xSize = viewBBox->max.x - viewBBox->min.x;
        ySize = viewBBox->max.y - viewBBox->min.y;
        zSize = viewBBox->max.z - viewBBox->min.z;
 
        if (xSize <= kQ3RealZero &&
            ySize <= kQ3RealZero &&
            zSize <= kQ3RealZero) {
            
            viewBBox->max.x += 0.0001;
            viewBBox->max.y += 0.0001;
            viewBBox->max.z += 0.0001;
            
            viewBBox->min.x -= 0.0001;
            viewBBox->min.y -= 0.0001;
            viewBBox->min.z -= 0.0001;
        }
    }
}
 
 
 
 
/* ------------------------------------------------------------------------ */
 
 
TQ3Point3D AdjustCamera(
    DocumentPtr         theDocument)
{
    float                       fieldOfView;
    float                       hither;
    float                       yon;
    TQ3CameraPlacement          placement;
    TQ3CameraRange              range;
    TQ3BoundingBox              viewBBox;
    long                        fromAxis;   
    float                       maxDimension;
    float                       xSize, ySize, zSize;
    float                       weights[2] = { 0.5, 0.5 };
    TQ3Point3D                  points[2];
    TQ3Vector3D                 viewVector;
    TQ3Vector3D                 normViewVector;
    TQ3Vector3D                 eyeToFrontClip;
    TQ3Vector3D                 eyeToBackClip;
    float                       viewDistance;
    TQ3Vector3D                 diagonalVector;
    float                       ratio;
    TQ3CameraObject             camera;
    
    TQ3ViewObject               theView = theDocument->fView ;
    TQ3GroupObject              mainGroup = theDocument->fModel ;
    
    TQ3Point3D                  *documentGroupCenter = &theDocument->fGroupCenter ;
    float                       *documentGroupScale  = &theDocument->fGroupScale ;
 
    short                       winWidth,
                                winHeight;
                                
    winWidth = ((theDocument->fWindow)->portRect.right - (theDocument->fWindow)->portRect.left);
    winHeight = ((theDocument->fWindow)->portRect.bottom - (theDocument->fWindow)->portRect.top);
    
    Q3View_GetCamera( theView, &camera);
    GetGroupBBox( theDocument, &viewBBox);
 
    /*
     *  If we have a point model, then the "viewBBox" would end up
     *  being a "singularity" at the location of the point.  As
     *  this bounding "box" is used in setting up the camera spec,
     *  we get bogus input into Escher.
     */
    xSize = viewBBox.max.x - viewBBox.min.x;
    ySize = viewBBox.max.y - viewBBox.min.y;
    zSize = viewBBox.max.z - viewBBox.min.z;
 
    if (xSize <= kQ3RealZero &&
        ySize <= kQ3RealZero &&
        zSize <= kQ3RealZero)  {
        viewBBox.max.x += 0.0001;
        viewBBox.max.y += 0.0001;
        viewBBox.max.z += 0.0001;
        
        viewBBox.min.x -= 0.0001;
        viewBBox.min.y -= 0.0001;
        viewBBox.min.z -= 0.0001;
    }
 
    points[0] = viewBBox.min;
    points[1] = viewBBox.max;
 
    Q3Point3D_AffineComb(points, weights, 2, documentGroupCenter);
 
    /*
     *  The "from" point is on a vector perpendicular to the plane
     *  in which the bounding box has greatest dimension.  As "up" is
     *  always in the positive y direction, look at x and z directions.
     */
    xSize = viewBBox.max.x - viewBBox.min.x;
    zSize = viewBBox.max.z - viewBBox.min.z;
    
    if (xSize > zSize) {
        fromAxis = kQ3AxisZ;
    } else {
        fromAxis = kQ3AxisX;
    }
 
    /*
     *  Compute the length of the diagonal of the bounding box.
     *
     *  The hither and yon planes are adjusted so that the
     *  diagonal of the bounding box is 7/8 the size of the
     *  minimum dimension of the view frustum. The diagonal is used instead
     *  of the maximum size (in x, y, or z) so that when you rotate
     *  the object, the corners don't get clipped out.
     */
    Q3Point3D_Subtract(
        &viewBBox.max,
        &viewBBox.min,
        &diagonalVector);
 
    maxDimension    =   Q3Vector3D_Length(&diagonalVector);
    maxDimension    *=  8.0 / 7.0;
    
    ratio = 1.0 / maxDimension;
            
    *documentGroupScale = ratio;
    
    Q3Camera_GetPlacement(camera, &placement);
 
    Q3Point3D_Subtract(
        &placement.cameraLocation,
        &placement.pointOfInterest,
        &viewVector);
        
    viewDistance = Q3Vector3D_Length(&viewVector);
    
    Q3Vector3D_Normalize(&viewVector, &normViewVector);
    
    Q3Vector3D_Scale(&normViewVector, 
                     viewDistance - ratio * maxDimension/2.0,
                     &eyeToFrontClip);
                    
    Q3Vector3D_Scale(&normViewVector, 
                    viewDistance + ratio * maxDimension/2.0,
                    &eyeToBackClip);
 
    hither  = Q3Vector3D_Length(&eyeToFrontClip);
    yon     = Q3Vector3D_Length(&eyeToBackClip);
    
    fieldOfView = 2 * atan((ratio * maxDimension/2.0)/hither);
 
    range.hither                = hither;
    range.yon                   = yon;
 
    Q3Camera_SetRange(camera, &range);
 
    Q3ViewAngleAspectCamera_SetFOV(
        camera, fieldOfView);
 
    Q3ViewAngleAspectCamera_SetAspectRatio(
        camera, (float) winWidth / (float) winHeight);
 
    Q3Object_Dispose(camera);
    
    return( *documentGroupCenter );
}