moved several functions from glfield and added useful functions to draw and debug UV space , seams and other

This commit is contained in:
Nico Pietroni 2012-11-18 18:09:02 +00:00
parent 70b2cd1d25
commit ab19874591
1 changed files with 131 additions and 79 deletions

View File

@ -7,6 +7,137 @@ class Miq_Gl_Utils
{
public:
///singular vertices should be selected
template <class MeshType>
static void GLDrawSingularities(MeshType &mesh,
float size=8,
bool DrawUV=false)
{
bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree"));
if (!hasSingular)return;
typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularDegree;
Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
Handle_SingularDegree=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularityDegree"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDepthRange(0,0.999);
glPointSize(size);
glBegin(GL_POINTS);
glColor4d(0,0,1,0.7);
for (unsigned int j=0;j<mesh.face.size();j++)
{
CFace *f=&mesh.face[j];
if (f->IsD())continue;
for (int i=0;i<3;i++)
{
CVertex *v=f->V(i);
if (!Handle_Singular[v])continue;
int mmatch=3;
if (hasSingularDegree)
mmatch=Handle_SingularDegree[i];
if (!DrawUV)
vcg::glVertex(v->P());
else
glVertex3d(f->WT(i).P().X(),f->WT(i).P().Y(),0);
}
}
glEnd();
glPopAttrib();
}
template <class FaceType>
static void GLDrawFaceSeams(const FaceType &f,
vcg::Point3<bool> seams,
vcg::Color4b seamCol[3],
float size=3,
bool UV=false)
{
typedef typename FaceType::CoordType CoordType;
typedef typename FaceType::ScalarType ScalarType;
glLineWidth(size);
glBegin(GL_LINES);
for (int i=0;i<3;i++)
{
if (!seams[i])continue;
vcg::glColor(seamCol[i]);
if (!UV)
{
glVertex(f.cV0(i)->P());
glVertex(f.cV1(i)->P());
}
else
{
int i0=i;
int i1=(i0+1)%3;
CoordType p0=CoordType(f.cWT(i0).P().X(),f.cWT(i0).P().Y(),0);
CoordType p1=CoordType(f.cWT(i1).P().X(),f.cWT(i1).P().Y(),0);
glVertex(p0);
glVertex(p1);
}
}
glEnd();
}
template <class MeshType>
static void GLDrawSeams(MeshType &mesh,
float size=3,
bool UV=false)
{
bool hasSeam = vcg::tri::HasPerFaceAttribute(mesh,std::string("Seams"));
if(!hasSeam)return;
bool HasSeamIndex=vcg::tri::HasPerFaceAttribute(mesh,std::string("SeamsIndex"));
typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3<bool> > SeamsHandleType;
typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3i > SeamsIndexHandleType;
typedef typename vcg::tri::Allocator<MeshType> SeamsAllocator;
SeamsHandleType Handle_Seam;
Handle_Seam=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3<bool> >(mesh,std::string("Seams"));
SeamsIndexHandleType Handle_SeamIndex;
if (HasSeamIndex)
Handle_SeamIndex=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3i >(mesh,std::string("SeamsIndex"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDepthRange(0,0.999);
for (unsigned int i=0;i<mesh.face.size();i++)
{
if (mesh.face[i].IsD())continue;
vcg::Point3<bool> seams=Handle_Seam[i];
vcg::Color4b seamCol[3];
for (int j=0;j<3;j++)
{
seamCol[j]=vcg::Color4b(0,255,0,255);
if (HasSeamIndex)
{
int index=Handle_SeamIndex[i][j];
//assert(index>0);
if (index>=0)
seamCol[j]=vcg::Color4b::Scatter(100,index);
}
}
GLDrawFaceSeams(mesh.face[i],seams,seamCol,size,UV);
}
glPopAttrib();
}
///this is useful to debug the output
///of the vertex indexing class
template <class VertexIndexingType>
static void GLDrawVertexIndexing(VertexIndexingType &VI)
{
@ -29,45 +160,6 @@ public:
glPopAttrib();
}
template <class MeshType>
static void DrawFlippedFacesIfSelected(MeshType &ParamMesh,
bool DrawUV=false,
vcg::Color4b color=vcg::Color4b(255,0,0,255),
typename MeshType::ScalarType width=2.0)
{
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_LIGHTING);
glLineWidth(width);
vcg::glColor(color);
glBegin(GL_LINES);
for (unsigned int i=0;i<ParamMesh.face.size();i++)
{
FaceType *f=&ParamMesh.face[i];
if (!f->IsS())continue;
for (int k=0;k<3;k++)
{
CoordType p0,p1;
if (!DrawUV)
{
p0=f->P0(k);
p1=f->P1(k);
}
else
{
p0=CoordType(f->WT(k).P().X(),f->WT(k).P().Y(),0);
p1=CoordType(f->WT((k+1)%3).P().X(),f->WT((k+1)%3).P().Y(),0);
}
vcg::glVertex(p0);
vcg::glVertex(p1);
}
}
glEnd();
glPopAttrib();
}
template <class QuadrangulatorType>
static void QuadGLDrawIntegerVertices(QuadrangulatorType &Quadr)
@ -162,45 +254,5 @@ public:
glPopAttrib();
}
template <class PolyMesh>
static void GLDrawPolygonalMesh(PolyMesh &polymesh)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glColor3d(0.7,0.8,0.9);
//glFrontFace(GL_CW);
glDepthRange(0,0.998);
for (unsigned int i=0;i<polymesh.face.size();i++)
{
glBegin(GL_POLYGON);
for (int j=0;j<polymesh.face[i].VN();j++)
{
typename PolyMesh::VertexType* v=polymesh.face[i].V(j);
glNormal(v->N());
glVertex(v->P());
}
glEnd();
}
glDepthRange(0,0.997);
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColor3d(0,0,0);
for (unsigned int i=0;i<polymesh.face.size();i++)
{
glBegin(GL_LINE_LOOP);
for (int j=0;j<polymesh.face[i].VN();j++)
{
typename PolyMesh::VertexType* v=polymesh.face[i].V(j);
glNormal(v->N());
glVertex(v->P());
}
glEnd();
}
glPopAttrib();
}
};
#endif