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📄 meshviewerwidgett.cc

📁 penMesh is a generic and efficient data structure for representing and manipulating polygonal meshes
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    if ( tex_id_ && mesh_.has_vertex_texcoords2D() )    {      glEnableClientState(GL_TEXTURE_COORD_ARRAY);      glTexCoordPointer(2, GL_FLOAT, 0, mesh_.texcoords2D());      glEnable(GL_TEXTURE_2D);      glBindTexture(GL_TEXTURE_2D, tex_id_);      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_mode_);    }    glBegin(GL_TRIANGLES);    for (; fIt!=fEnd; ++fIt)    {      fvIt = mesh_.cfv_iter(fIt.handle());       glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());    }    glEnd();        glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_NORMAL_ARRAY);    glDisableClientState(GL_TEXTURE_COORD_ARRAY);    if ( tex_id_ && mesh_.has_vertex_texcoords2D() )    {      glDisable(GL_TEXTURE_2D);    }  }    else if (_draw_mode == "Colored") // ----------------------------------------  {    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(3, GL_FLOAT, 0, mesh_.points());    glEnableClientState(GL_NORMAL_ARRAY);    glNormalPointer(GL_FLOAT, 0, mesh_.vertex_normals());    if ( mesh_.has_vertex_colors() )    {      glEnableClientState( GL_COLOR_ARRAY );      glColorPointer(3, GL_UNSIGNED_BYTE, 0,mesh_.vertex_colors());    }    glBegin(GL_TRIANGLES);    for (; fIt!=fEnd; ++fIt)    {      fvIt = mesh_.cfv_iter(fIt.handle());       glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());    }    glEnd();        glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_NORMAL_ARRAY);    glDisableClientState(GL_COLOR_ARRAY);  }    else if (_draw_mode == "Colored Faces") // ----------------------------------  {    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(3, GL_FLOAT, 0, mesh_.points());    glEnableClientState(GL_NORMAL_ARRAY);    glNormalPointer(GL_FLOAT, 0, mesh_.vertex_normals());    glBegin(GL_TRIANGLES);    for (; fIt!=fEnd; ++fIt)    {      glColor( fIt.handle() );      fvIt = mesh_.cfv_iter(fIt.handle());       glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());      ++fvIt;      glArrayElement(fvIt.handle().idx());    }    glEnd();        glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_NORMAL_ARRAY);  }    else if ( _draw_mode == "Strips'n VertexArrays" ) // -------------------------  {    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(3, GL_FLOAT, 0, mesh_.points());    glEnableClientState(GL_NORMAL_ARRAY);    glNormalPointer(GL_FLOAT, 0, mesh_.vertex_normals());    if ( tex_id_ && mesh_.has_vertex_texcoords2D() )    {      glEnableClientState(GL_TEXTURE_COORD_ARRAY);      glTexCoordPointer(2, GL_FLOAT, 0, mesh_.texcoords2D());      glEnable(GL_TEXTURE_2D);      glBindTexture(GL_TEXTURE_2D, tex_id_);      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_mode_);    }    typename MyStripifier::StripsIterator strip_it = strips_.begin();    typename MyStripifier::StripsIterator strip_last = strips_.end();    // Draw all strips    for (; strip_it!=strip_last; ++strip_it)    {      glDrawElements(GL_TRIANGLE_STRIP, 		     strip_it->size(), GL_UNSIGNED_INT, &(*strip_it)[0] );    }    glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_NORMAL_ARRAY);    glDisableClientState(GL_TEXTURE_COORD_ARRAY);  }  else if (_draw_mode == "Show Strips" && strips_.is_valid() ) // -------------  {    typename MyStripifier::StripsIterator strip_it = strips_.begin();    typename MyStripifier::StripsIterator strip_last = strips_.end();    float cmax  = 256.0f;    int   range = 220;    int   base  = (int)cmax-range;    int   drcol  = 13;    int   dgcol  = 31;    int   dbcol  = 17;        int rcol=0, gcol=dgcol, bcol=dbcol+dbcol;             // Draw all strips    for (; strip_it!=strip_last; ++strip_it)    {      typename MyStripifier::IndexIterator idx_it   = strip_it->begin();      typename MyStripifier::IndexIterator idx_last = strip_it->end();            rcol = (rcol+drcol) % range;      gcol = (gcol+dgcol) % range;      bcol = (bcol+dbcol) % range;            glBegin(GL_TRIANGLE_STRIP);      glColor3f((rcol+base)/cmax, (gcol+base)/cmax, (bcol+base)/cmax);      for ( ;idx_it != idx_last; ++idx_it )        glVertex3fv( &mesh_.point( OM_TYPENAME Mesh::VertexHandle(*idx_it))[0] );      glEnd();    }    glColor3f(1.0, 1.0, 1.0);  }  else if( _draw_mode == "Points" ) // -----------------------------------------  {    glEnableClientState(GL_VERTEX_ARRAY);    glVertexPointer(3, GL_FLOAT, 0, mesh_.points());    glDrawArrays( GL_POINTS, 0, mesh_.n_vertices() );    glDisableClientState(GL_VERTEX_ARRAY);  }}//-----------------------------------------------------------------------------template <typename M>void MeshViewerWidgetT<M>::draw_scene(const std::string& _draw_mode){    if ( ! mesh_.n_vertices() )    return;   #if defined(OM_USE_OSG) && OM_USE_OSG  else if ( _draw_mode == "OpenSG Indices")  {         glEnable(GL_LIGHTING);    glShadeModel(GL_SMOOTH);    draw_openmesh( _draw_mode );  }       else#endif  if ( _draw_mode == "Points" )  {    glDisable(GL_LIGHTING);    draw_openmesh(_draw_mode);  }  else if (_draw_mode == "Wireframe")  {    glDisable(GL_LIGHTING);    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);    draw_openmesh(_draw_mode);    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);  }    else if ( _draw_mode == "Hidden-Line" )  {    glEnable(GL_LIGHTING);    glShadeModel(GL_SMOOTH);    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);    glDepthRange(0.01, 1.0);    draw_openmesh("Solid Smooth");        glDisable(GL_LIGHTING);    glPolygonMode( GL_FRONT_AND_BACK, GL_LINE);    glColor4f( 0.4f, 0.4f, 0.4f, 1.0f );    glDepthRange( 0.0, 1.0 );    draw_openmesh( "Wireframe" );        glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);            }    else if (_draw_mode == "Solid Flat")  {    glEnable(GL_LIGHTING);    glShadeModel(GL_FLAT);    draw_openmesh(_draw_mode);  }    else if (_draw_mode == "Solid Smooth"        ||	   _draw_mode == "Strips'n VertexArrays" )  {    glEnable(GL_LIGHTING);    glShadeModel(GL_SMOOTH);    draw_openmesh(_draw_mode);  }    else if (_draw_mode == "Show Strips")  {    glDisable(GL_LIGHTING);    draw_openmesh(_draw_mode);  }    else if (_draw_mode == "Colored" )  {    glDisable(GL_LIGHTING);    draw_openmesh(_draw_mode);  }  else if (_draw_mode == "Colored Faces" )  {    glDisable(GL_LIGHTING);    draw_openmesh(_draw_mode);  }}//-----------------------------------------------------------------------------#define TEXMODE( Mode ) \   tex_mode_ = Mode; std::cout << "Texture mode set to " << #Mode << std::endltemplate <typename M>void MeshViewerWidgetT<M>::keyPressEvent( QKeyEvent* _event){  switch( _event->key() )  {    case Key_I:      std::cout << "\n# Vertices     : " << mesh_.n_vertices() << std::endl;      std::cout << "# Edges        : " << mesh_.n_edges()    << std::endl;      std::cout << "# Faces        : " << mesh_.n_faces()    << std::endl;      std::cout << "binary  input  : " << opt_.check(opt_.Binary) << std::endl;      std::cout << "swapped input  : " << opt_.check(opt_.Swap) << std::endl;      std::cout << "vertex normal  : " 		<< opt_.check(opt_.VertexNormal) << std::endl;      std::cout << "vertex texcoord: " 		<< opt_.check(opt_.VertexTexCoord) << std::endl;      std::cout << "vertex color   : " 		<< opt_.check(opt_.VertexColor) << std::endl;      this->QGLViewerWidget::keyPressEvent( _event );      break;    case Key_T:      switch( tex_mode_ )      {	case GL_MODULATE: TEXMODE(GL_DECAL); break;	case GL_DECAL:    TEXMODE(GL_BLEND); break;	case GL_BLEND:    TEXMODE(GL_REPLACE); break;	case GL_REPLACE:  TEXMODE(GL_MODULATE); break;      }      updateGL();      break;    default:      this->QGLViewerWidget::keyPressEvent( _event );  }}#undef TEXMODE//=============================================================================

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