vcglib/wrap/miq/core/glUtils.h

265 lines
8.5 KiB
C++

#ifndef MIQ_GL_UTILS
#define MIQ_GL_UTILS
//#include <wrap/gl/space.h>
#include "vertex_indexing.h"
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(0,1,1,0.7);
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)
{
int mmatch=Handle_SingularDegree[v];
if (mmatch==1)vcg::glColor(vcg::Color4b(255,0,0,255));///valence 5
if (mmatch==2)vcg::glColor(vcg::Color4b(0,255,0,255));///valence 6
if (mmatch==3)vcg::glColor(vcg::Color4b(0,0,255,255));///valence 3
}
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,
int numCuts=400)
{
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(255,0,0,255);
//seamCol[j]=vcg::Color4b::Scatter(numCuts,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)
{
typedef typename VertexIndexingType::ScalarType ScalarType;
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDepthRange(0,0.999);
typename VertexIndexingType::ScalarType size=5;
glPointSize(size);
vcg::glColor(vcg::Color4b(0,255,0,255));
glBegin(GL_POINTS);
for (unsigned int i=0;i<VI.duplicated.size();i++)
{
assert(!VI.duplicated[i]->IsD());
vcg::glVertex(VI.duplicated[i]->P());
}
glEnd();
glPopAttrib();
}
template <class QuadrangulatorType>
static void QuadGLDrawIntegerVertices(QuadrangulatorType &Quadr)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glPointSize(8);
glDepthRange(0,0.997);
/*glColor3d(1,0,0);*/
glBegin(GL_POINTS);
for (int i=0;i<Quadr.IntegerVertex.size();i++)
{
typename QuadrangulatorType::TriVertexType* v=Quadr.IntegerVertex[i];
typename QuadrangulatorType::CoordType pos=v->P();
if (v->IsV())
glColor3d(1,0,0);
else
glColor3d(1,1,0);
glVertex(pos);
}
glEnd();
glPopAttrib();
}
template <class QuadrangulatorType>
static void GLDrawIntegerLines(QuadrangulatorType &Quadr)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
glLineWidth(2);
glColor3d(0,1,0);
glDepthRange(0,0.998);
for (int i=0;i<Quadr.IntegerLines.size();i++)
{
typename QuadrangulatorType::TriFaceType *f=Quadr.IntegerLines[i].first;
int edge=Quadr.IntegerLines[i].second;
typename QuadrangulatorType::TriVertexType* v0=f->V0(edge);
typename QuadrangulatorType::TriVertexType* v1=f->V1(edge);
glBegin(GL_LINES);
glVertex(v0->P());
glVertex(v1->P());
glEnd();
}
glPopAttrib();
}
template <class QuadrangulatorType>
static void GLDrawPolygons(QuadrangulatorType &Quadr)
{
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<Quadr.polygons.size();i++)
{
glBegin(GL_POLYGON);
for (unsigned int j=0;j<Quadr.polygons[i].size();j++)
{
typename QuadrangulatorType::TriVertexType* v=Quadr.polygons[i][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<Quadr.polygons.size();i++)
{
glBegin(GL_LINE_LOOP);
for (unsigned int j=0;j<Quadr.polygons[i].size();j++)
{
typename QuadrangulatorType::TriVertexType* v=Quadr.polygons[i][j];
glVertex(v->P());
}
glEnd();
}
glPopAttrib();
}
};
#endif