📄 meshviewerwidgett.cc
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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 == "Solid 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 == "Smooth 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) { glMaterial( 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()); if (mesh_.has_vertex_colors() && use_color_) { glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_UNSIGNED_BYTE, 0, mesh_.vertex_colors()); } glDrawArrays( GL_POINTS, 0, mesh_.n_vertices() ); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_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" ) { glDisable(GL_LIGHTING); glShadeModel(GL_FLAT); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor4f( 0.0f, 0.0f, 0.0f, 1.0f ); glDepthRange(0.01, 1.0); draw_openmesh( "Wireframe" ); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE); glColor4f( 1.0f, 1.0f, 1.0f, 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 Vertices" ) { glDisable(GL_LIGHTING); glShadeModel(GL_SMOOTH); draw_openmesh(_draw_mode); } else if (_draw_mode == "Solid Colored Faces") { glDisable(GL_LIGHTING); glShadeModel(GL_FLAT); draw_openmesh(_draw_mode); setDefaultMaterial(); } else if (_draw_mode == "Smooth Colored Faces" ) { glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); draw_openmesh(_draw_mode); setDefaultMaterial(); } if (show_vnormals_) { typename Mesh::VertexIter vit; glDisable(GL_LIGHTING); glBegin(GL_LINES); glColor3f(1.000f, 0.803f, 0.027f); // orange for(vit=mesh_.vertices_begin(); vit!=mesh_.vertices_end(); ++vit) { glVertex( vit ); glVertex( mesh_.point( vit ) + normal_scale_*mesh_.normal( vit ) ); } glEnd(); } if (show_fnormals_) { typename Mesh::FaceIter fit; glDisable(GL_LIGHTING); glBegin(GL_LINES); glColor3f(0.705f, 0.976f, 0.270f); // greenish for(fit=mesh_.faces_begin(); fit!=mesh_.faces_end(); ++fit) { glVertex( mesh_.property(fp_normal_base_, fit) ); glVertex( mesh_.property(fp_normal_base_, fit) + normal_scale_*mesh_.normal( fit ) ); } glEnd(); }}//-----------------------------------------------------------------------------template <typename M>void MeshViewerWidgetT<M>::enable_strips() { if (!f_strips_) { f_strips_ = true; add_draw_mode("Strips'n VertexArrays"); add_draw_mode("Show Strips"); }}//-----------------------------------------------------------------------------template <typename M>void MeshViewerWidgetT<M>::disable_strips() { if (f_strips_) { f_strips_ = false; del_draw_mode("Show Strips"); del_draw_mode("Strip'n VertexArrays"); }}//-----------------------------------------------------------------------------#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_D: if ( mesh_.has_vertex_colors() && (current_draw_mode()=="Points") ) { use_color_ = !use_color_; std::cout << "use color: " << (use_color_?"yes\n":"no\n"); if (!use_color_) glColor3f(1.0f, 1.0f, 1.0f); updateGL(); } break; case Key_N: if ( _event->state() & ShiftButton ) { show_fnormals_ = !show_fnormals_; std::cout << "show face normals: " << (show_fnormals_?"yes\n":"no\n"); } else { show_vnormals_ = !show_vnormals_; std::cout << "show vertex normals: " << (show_vnormals_?"yes\n":"no\n"); } updateGL(); break; 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; std::cout << "face normal : " << opt_.check(opt_.FaceNormal) << std::endl; std::cout << "face color : " << opt_.check(opt_.FaceColor) << 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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