803 lines
22 KiB
C++
803 lines
22 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.3 2004/07/13 11:25:57 pietroni
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changed order of initial include ( it had problems with extension of openGL)
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Revision 1.2 2004/07/12 15:57:33 ganovelli
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first draft: it includes glew !
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****************************************************************************/
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#ifndef __VCG_GLTRIMESH
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#define __VCG_GLTRIMESH
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#include <queue>
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#include <vector>
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#include <GL/glew.h>
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#include <wrap/gl/space.h>
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#include <vcg/space/Color4.h>
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namespace vcg {
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// classe base di glwrap usata solo per poter usare i vari drawmode, normalmode senza dover
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// specificare tutto il tipo (a volte lunghissimo)
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// della particolare classe glwrap usata.
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class GLW
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{
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public:
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enum DrawMode {DMNone, DMBox, DMPoints, DMWire, DMHidden, DMFlat, DMSmooth, DMFlatWire, DMRadar, DMLast} ;
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enum NormalMode{NMNone, NMPerVert, NMPerFace, NMPerWedge, NMLast};
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enum ColorMode {CMNone, CMPerMesh, CMPerFace, CMPerVert, CMLast};
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enum TextureMode {TMNone, TMPerVert, TMPerWedge, TMPerWedgeMulti};
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enum Hint {
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HNUseTriStrip = 0x0001, // ha bisogno che ci sia la fftopology gia calcolata!
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// HNUseEdgeStrip = 0x0002, //
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HNUseDisplayList = 0x0004,
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HNCacheDisplayList = 0x0008, // Each mode has its dl;
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HNLazyDisplayList = 0x0010, // Display list are generated only when requested
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HNIsTwoManifold = 0x0020, // There is no need to make DetachComplex before .
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HNUsePerWedgeNormal = 0x0040, //
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HNHasFFTopology = 0x0080, // E' l'utente che si preoccupa di tenere aggiornata la topologia ff
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HNHasVFTopology = 0x0100, // E' l'utente che si preoccupa di tenere aggiornata la topologia vf
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HNHasVertNormal = 0x0200, // E' l'utente che si preoccupa di tenere aggiornata le normali per faccia
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HNHasFaceNormal = 0x0400, // E' l'utente che si preoccupa di tenere aggiornata le normali per vertice
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HNUseVArray = 0x0800,
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HNUseLazyEdgeStrip = 0x1000, // Edge Strip are generated only when requested
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HNUseVBO = 0x2000 // Use Vertex Buffer Object
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};
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enum Change {
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CHVertex = 0x01,
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CHNormal = 0x02,
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CHColor = 0x04,
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CHFace = 0x08,
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CHFaceNormal= 0x10,
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CHAll = 0xff
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};
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enum HintParami {
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HNPDisplayListSize =0
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};
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enum HintParamf {
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HNPCreaseAngle =0, // crease angle in radians
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HNPZTwist = 1 // Z offset used in Flatwire and hiddenline modality
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};
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template<class MESH_TYPE>
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class VertToSplit
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{
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public:
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typename MESH_TYPE::face_base_pointer f;
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char z;
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char edge;
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bool newp;
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typename MESH_TYPE::vertex_pointer v;
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};
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// GL Array Elemet
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class GLAElem {
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public :
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int glmode;
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int len;
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int start;
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};
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};
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template <class MESH_TYPE, bool partial = false , class FACE_POINTER_CONTAINER = std::vector<MESH_TYPE::FacePointer> >
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class GlTrimesh : public GLW
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{
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public:
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MESH_TYPE *m;
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GLWrap(){
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m=0;
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dl=0xffffffff;
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h=HNUseLazyEdgeStrip;
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cdm=DMNone;
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ccm=CMNone;
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cnm=NMNone;
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SetHintParamf(HNPCreaseAngle,float(M_PI/5));
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SetHintParamf(HNPZTwist,0.00005f);
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}
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typedef MESH_TYPE mesh_type;
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FACE_POINTER_CONTAINER face_pointers;
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unsigned int b[3];
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int h; // the current hints
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// The parameters of hints
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int HNParami[8];
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float HNParamf[8];
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void SetHintParami(const HintParami hip, const int value)
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{
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HNParamI[hip]=value;
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}
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int GetHintParami(const HintParami hip) const
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{
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return HNParamI[hip];
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}
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void SetHintParamf(const HintParamf hip, const float value)
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{
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HNParamf[hip]=value;
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}
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float GetHintParamf(const HintParamf hip) const
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{
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return HNParamf[hip];
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}
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void SetHint(Hint hn)
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{
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h |= hn;
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}
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void ClearHint(Hint hn)
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{
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h&=(~hn);
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}
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unsigned int dl;
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std::vector<unsigned int> indices;
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DrawMode cdm; // Current DrawMode
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NormalMode cnm; // Current NormalMode
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ColorMode ccm; // Current ColorMode
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void Update(Change c=CHAll)
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{
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if(m==0) return;
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if(h&HNUseVArray){
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MESH_TYPE::FaceIterator fi;
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indices.clear();
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for(fi = m->face.begin(); fi != m->face.end(); ++fi)
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{
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indices.push_back((unsigned int)((*fi).V(0) - &(*m->vert.begin())));
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indices.push_back((unsigned int)((*fi).V(1) - &(*m->vert.begin())));
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indices.push_back((unsigned int)((*fi).V(2) - &(*m->vert.begin())));
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}
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if(h&HNUseVBO){
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if(!glIsBuffer(b[1]))
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glGenBuffers(2,b);
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glBindBuffer(GL_ARRAY_BUFFER,b[0]);
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glBufferData(GL_ARRAY_BUFFER_ARB, m->vn * sizeof(MESH_TYPE::VertexType),
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(char *)&(m->vert[0].P()), GL_STATIC_DRAW_ARB);
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glBindBuffer(GL_ARRAY_BUFFER,b[1]);
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glBufferData(GL_ARRAY_BUFFER_ARB, m->vn * sizeof(MESH_TYPE::VertexType),
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(char *)&(m->vert[0].N()), GL_STATIC_DRAW_ARB);
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}
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glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
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glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
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}
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//int C=c;
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//if((C&CHVertex) || (C&CHFace)) {
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// ComputeBBox(*m);
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// if(!(h&HNHasFaceNormal)) m->ComputeFaceNormal();
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// if(!(h&HNHasVertNormal)) m->ComputeVertexNormal();
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// C= (C | CHFaceNormal);
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//}
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//if((C&CHFace) && (h&HNUseEdgeStrip)) ComputeEdges();
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//if((C&CHFace) && (h&HNUseLazyEdgeStrip)) ClearEdges();
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//if(MESH_TYPE::HasFFTopology())
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// if((C&CHFace) && (h&HNUseTriStrip)) {
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// if(!(h&HNHasFFTopology)) m->FFTopology();
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// ComputeTriStrip();
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// }
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//if((C&CHFaceNormal) && (h&HNUsePerWedgeNormal)) {
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// if(!(h&HNHasVFTopology)) m->VFTopology();
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// CreaseWN(*m,MESH_TYPE::scalar_type(GetHintParamf(HNPCreaseAngle)));
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//}
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//if(C!=0) { // force the recomputation of display list
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// cdm=DMNone;
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// ccm=CMNone;
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// cnm=NMNone;
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//}
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//if((h&HNUseVArray) && (h&HNUseTriStrip))
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// {
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// ConvertTriStrip<MESH_TYPE>(*m,TStrip,TStripF,TStripVED,TStripVEI);
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// }
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}
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void Draw(DrawMode dm ,ColorMode cm, TextureMode tm)
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{
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switch(dm)
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{
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case DMNone : Draw<DMNone >(cm,tm); break;
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case DMBox : Draw<DMBox >(cm,tm); break;
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case DMPoints : Draw<DMPoints >(cm,tm); break;
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case DMWire : Draw<DMWire >(cm,tm); break;
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case DMHidden : Draw<DMHidden >(cm,tm); break;
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case DMFlat : Draw<DMFlat >(cm,tm); break;
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case DMSmooth : Draw<DMSmooth >(cm,tm); break;
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case DMFlatWire: Draw<DMFlatWire>(cm,tm); break;
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default : break;
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}
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}
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template< DrawMode dm >
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void Draw(ColorMode cm, TextureMode tm)
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{
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switch(cm)
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{
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case CMNone : Draw<dm,CMNone >(tm); break;
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case CMPerMesh : Draw<dm,CMPerMesh>(tm); break;
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case CMPerFace : Draw<dm,CMPerFace>(tm); break;
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case CMPerVert : Draw<dm,CMPerVert>(tm); break;
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default : break;
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}
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}
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template< DrawMode dm, ColorMode cm >
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void Draw(TextureMode tm)
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{
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switch(tm)
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{
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case TMNone : Draw<dm,cm,TMNone >(); break;
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case TMPerVert : Draw<dm,cm,TMPerVert >(); break;
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case TMPerWedge : Draw<dm,cm,TMPerWedge >(); break;
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case TMPerWedgeMulti : Draw<dm,cm,TMPerWedgeMulti >(); break;
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default : break;
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}
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}
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template< DrawMode dm, ColorMode cm, TextureMode tm>
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void Draw()
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{
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if(!m) return;
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if((h & HNUseDisplayList)){
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if (cdm==dm && ccm==cm){
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glCallList(dl);
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return;
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}
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else {
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if(dl==0xffffffff) dl=glGenLists(1);
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glNewList(dl,GL_COMPILE);
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}
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}
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glPushMatrix();
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switch(dm)
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{
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case DMNone : break;
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case DMBox : DrawBBox(cm);break;
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case DMPoints : DrawPoints<NMPerVert,cm>();break;
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case DMHidden : DrawHidden();break;
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case DMFlat : DrawFill<NMPerFace,cm,tm>();break;
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case DMFlatWire : DrawFlatWire<NMPerFace,cm,tm>();break;
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case DMRadar : DrawRadar<NMPerFace,cm>();break;
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case DMWire : DrawWire<NMPerVert,cm>();break;
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case DMSmooth : DrawFill<NMPerVert,cm,tm>();break;
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default : break;
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}
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glPopMatrix();
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if((h & HNUseDisplayList)){
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cdm=dm;
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ccm=cm;
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glEndList();
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glCallList(dl);
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}
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}
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/*********************************************************************************************/
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/*********************************************************************************************/
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template <NormalMode nm, ColorMode cm, TextureMode tm>
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void DrawFill()
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{
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FACE_POINTER_CONTAINER::iterator fp;
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MESH_TYPE::FaceIterator fi;
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std::vector<MESH_TYPE::FaceType*>::iterator fip;
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short curtexname=-1;
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if(cm == CMPerMesh) glColor(m->C());
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if(h&HNUseVArray)
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{
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if( (nm==NMPerVert) && ((cm==CMNone) || (cm==CMPerMesh)))
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{
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glEnableClientState (GL_NORMAL_ARRAY);
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glEnableClientState (GL_VERTEX_ARRAY);
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if(h&HNUseVBO){
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glBindBuffer(GL_ARRAY_BUFFER,b[1]);
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glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
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glBindBuffer(GL_ARRAY_BUFFER,b[0]);
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glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
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}
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else
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{
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glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),&m->vert[0].N()[0]);
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glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),&m->vert[0].P()[0]);
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}
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glDrawElements(GL_TRIANGLES ,m->fn*3,GL_UNSIGNED_INT, &(*indices.begin()) );
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glDisableClientState (GL_VERTEX_ARRAY);
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glDisableClientState (GL_NORMAL_ARRAY );
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return;
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}
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}
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else
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if(h&HNUseTriStrip)
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{
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//if( (nm==NMPerVert) && ((cm==CMNone) || (cm==CMPerMesh)))
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// if(h&HNUseVArray){
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// glEnableClientState (GL_NORMAL_ARRAY );
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// glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),&(m->vert[0].cN()));
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// glEnableClientState (GL_VERTEX_ARRAY);
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// glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),&(m->vert[0].cP()));
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// std::vector<GLAElem>::iterator vi;
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// for(vi=TStripVED.begin();vi!=TStripVED.end();++vi)
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// glDrawElements(vi->glmode ,vi->len,GL_UNSIGNED_SHORT,&TStripVEI[vi->start] );
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//
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// glDisableClientState (GL_NORMAL_ARRAY );
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// glDisableClientState (GL_VERTEX_ARRAY);
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// return;
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// }
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//std::vector< MESH_TYPE::VertexType *>::iterator vi;
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//glBegin(GL_TRIANGLE_STRIP);
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//if(nm == NMPerFace) fip=TStripF.begin();
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//for(vi=TStrip.begin();vi!=TStrip.end(); ++vi){
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// if((*vi)){
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// if(nm==NMPerVert) glNormal((*vi)->cN());
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// if(nm==NMPerFace) glNormal((*fip)->cN());
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// glVertex((*vi)->P());
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// }
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// else
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// {
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// glEnd();
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// glBegin(GL_TRIANGLE_STRIP);
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// }
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// if(nm == NMPerFace) ++fip;
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// }
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//glEnd();
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}
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else
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{
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glBegin(GL_TRIANGLES);
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if(partial)
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fp = face_pointers.begin();
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else
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fi = m->face.begin();
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while( (partial)?(fp!=face_pointers.end()):(fi!=m->face.end()))
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{
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MESH_TYPE::FaceType & f = (partial)?(*(*fp)): *fi;
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if(!f.IsD()){
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//ATLTRACE("Drawing face\n");
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//if(tm==TMPerWedgeMulti)
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// if(f.WT(0).n() != curtexname)
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// {
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// curtexname=(*fi).WT(0).n();
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// glEnd();
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// glBindTexture(GL_TEXTURE_2D,TMId(curtexname));
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// glBegin(GL_TRIANGLES);
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// }
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if(nm == NMPerFace) glNormal(f.cN());
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if(cm == CMPerFace) glColor(f.C());
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if(nm==NMPerVert) glNormal(f.V(0)->cN());
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if(nm==NMPerWedge)glNormal(f.WN(0));
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if(cm==CMPerVert) glColor(f.V(0)->C());
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// if(tm==TMPerVert) glTexCoord(f.V(0)->T());
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if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(0).t(0));
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glVertex(f.V(0)->P());
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if(nm==NMPerVert) glNormal(f.V(1)->cN());
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if(nm==NMPerWedge)glNormal(f.WN(1));
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if(cm == CMPerVert) glColor(f.V(1)->C());
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// if(tm==TMPerVert) glTexCoord(f.V(1)->T());
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if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(1).t(0));
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glVertex(f.V(1)->P());
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if(nm==NMPerVert) glNormal(f.V(2)->cN());
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if(nm==NMPerWedge)glNormal(f.WN(2));
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if(cm == CMPerVert) glColor(f.V(2)->C());
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// if(tm==TMPerVert) glTexCoord(f.V(2)->T());
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if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(2).t(0));
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glVertex(f.V(2)->P());
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}
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if(partial) ++fp; else ++fi;
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}
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glEnd();
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}
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}
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template<NormalMode nm, ColorMode cm>
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void DrawPoints()
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{
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MESH_TYPE::VertexIterator vi;
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glBegin(GL_POINTS);
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if(cm==CMPerMesh) glColor(m->C());
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for(vi=m->vert.begin();vi!=m->vert.end();++vi)if(!(*vi).IsD())
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{
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if(nm==NMPerVert) glNormal((*vi).cN());
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if(cm==CMPerVert) glColor((*vi).C());
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glVertex((*vi).P());
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}
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glEnd();
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}
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void DrawHidden()
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{
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const float ZTWIST=HNParamf[HNPZTwist];
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glDepthRange(ZTWIST,1.0f);
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glDisable(GL_LIGHTING);
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glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
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DrawFill<NMNone,CMNone,TMNone>();
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glEnable(GL_LIGHTING);
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glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
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glDepthRange(0.0f,1.0f-ZTWIST);
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DrawWire<NMPerVert,CMNone>();
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glDepthRange(0,1.0f);
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}
|
|
|
|
template <NormalMode nm, ColorMode cm, TextureMode tm>
|
|
void DrawFlatWire()
|
|
{
|
|
const float ZTWIST=HNParamf[HNPZTwist];
|
|
glDepthRange(ZTWIST,1.0f);
|
|
DrawFill<nm,cm,tm>();
|
|
glDepthRange(0.0f,1.0f-ZTWIST);
|
|
glPushAttrib(GL_CURRENT_BIT);
|
|
glColor3f(.3f,.3f,.3f);
|
|
DrawWire<NMPerVert,CMNone>();
|
|
glPopAttrib();
|
|
glDepthRange(0,1.0f);
|
|
}
|
|
|
|
template <NormalMode nm, ColorMode cm>
|
|
void DrawRadar()
|
|
{
|
|
const float ZTWIST=HNParamf[HNPZTwist];
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask(0);
|
|
glDepthRange(ZTWIST,1.0f);
|
|
|
|
if (cm == CMNone)
|
|
glColor4f(0.2f, 1.0f, 0.4f, 0.2f);
|
|
// DrawFill<nm,cm,TMNone>();
|
|
Draw<DMFlat,CMNone,TMNone>();
|
|
|
|
glDepthMask(1);
|
|
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
|
|
// DrawFill<nm,cm,TMNone>();
|
|
Draw<DMFlat,CMNone,TMNone>();
|
|
|
|
glDepthRange(0.0f,1.0f-ZTWIST);
|
|
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
|
|
glColor4f(0.1f, 1.0f, 0.2f, 0.6f);
|
|
Draw<DMWire,CMNone,TMNone>();
|
|
glDisable(GL_BLEND);
|
|
glDepthRange(0,1.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef GL_TEXTURE0_ARB
|
|
// Multitexturing nel caso voglia usare due texture unit.
|
|
void DrawTexture_NPV_TPW2()
|
|
{
|
|
unsigned int texname=(*(m->face.begin())).WT(0).n(0);
|
|
glBindTexture(GL_TEXTURE_2D,TMId(texname));
|
|
MESH_TYPE::FaceIterator fi;
|
|
glBegin(GL_TRIANGLES);
|
|
for(fi=m->face.begin();fi!=m->face.end();++fi)if(!(*fi).IsD()){
|
|
if(texname!=(*fi).WT(0).n(0)) {
|
|
texname=(*fi).WT(0).n(0);
|
|
glEnd();
|
|
glBindTexture(GL_TEXTURE_2D,TMId(texname));
|
|
glBegin(GL_TRIANGLES);
|
|
}
|
|
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(0).t(0));
|
|
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(0).t(0));
|
|
glNormal((*fi).V(0)->N());
|
|
glVertex((*fi).V(0)->P());
|
|
|
|
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(1).t(0));
|
|
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(1).t(0));
|
|
glNormal((*fi).V(1)->N());
|
|
glVertex((*fi).V(1)->P());
|
|
|
|
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(2).t(0));
|
|
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(2).t(0));
|
|
glNormal((*fi).V(2)->N());
|
|
glVertex((*fi).V(2)->P());
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
int MemUsed()
|
|
{
|
|
int tot=sizeof(GLWrap);
|
|
tot+=sizeof(edge_type)*edge.size();
|
|
tot+=sizeof(MESH_TYPE::VertexType *) * EStrip.size();
|
|
tot+=sizeof(MESH_TYPE::VertexType *) * TStrip.size();
|
|
tot+=sizeof(MESH_TYPE::FaceType *) * TStripF.size();
|
|
return tot;
|
|
}
|
|
|
|
private:
|
|
|
|
template <NormalMode nm, ColorMode cm>
|
|
void DrawWire()
|
|
{
|
|
//if(!(h & (HNUseEdgeStrip | HNUseLazyEdgeStrip) ) )
|
|
// {
|
|
glPushAttrib(GL_POLYGON_BIT);
|
|
glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE);
|
|
DrawFill<nm,cm,TMNone>();
|
|
glPopAttrib();
|
|
// }
|
|
//else
|
|
// {
|
|
// if(!HasEdges()) ComputeEdges();
|
|
|
|
//if(cm==CMPerMesh) glColor(m->C());
|
|
//std::vector< MESH_TYPE::VertexType *>::iterator vi;
|
|
//glBegin(GL_LINE_STRIP);
|
|
//for(vi=EStrip.begin();vi!=EStrip.end(); ++vi){
|
|
// if((*vi)){
|
|
// glNormal((*vi)->N());
|
|
// glVertex((*vi)->P());
|
|
// }
|
|
// else
|
|
// {
|
|
// glEnd();
|
|
// glBegin(GL_LINE_STRIP);
|
|
// }
|
|
//}
|
|
//glEnd();
|
|
// }
|
|
}
|
|
|
|
void DrawBBox(ColorMode cm)
|
|
{
|
|
if(cm==CMPerMesh) glColor(m->C());
|
|
// glBoxWire(m->bbox);
|
|
}
|
|
|
|
|
|
};// end class
|
|
|
|
/*
|
|
Crease Angle
|
|
Assume che:
|
|
la mesh abbia la topologia ff
|
|
la mesh non abbia complex (o se li aveva fossero stati detached)
|
|
Abbia le normali per faccia normalizzate!!
|
|
|
|
|
|
Prende una mesh e duplica tutti gli edge le cui normali nelle facce incidenti formano un angolo maggiore
|
|
di <angle> (espresso in rad).
|
|
foreach face
|
|
foreach unvisited vert vi
|
|
scan the star of triangles around vi duplicating vi each time we encounter a crease angle.
|
|
|
|
the new (and old) vertexes are put in a std::vector that is swapped with the original one at the end.
|
|
*/
|
|
// uncomment one of the following line to enable the Verbose Trace for Crease
|
|
#define VCTRACE (void)0
|
|
//#define VCTRACE TRACE
|
|
|
|
template<class MESH_TYPE>
|
|
void Crease(MESH_TYPE &m, typename MESH_TYPE::scalar_type angleRad)
|
|
{
|
|
assert(m.HasFFTopology());
|
|
MESH_TYPE::scalar_type cosangle=Cos(angleRad);
|
|
|
|
std::vector<GLW::VertToSplit<MESH_TYPE> > SPL;
|
|
std::vector<MESH_TYPE::VertexType> newvert;
|
|
newvert.reserve(m.fn*3);
|
|
// indica se un il vertice z della faccia e' stato processato
|
|
enum {VISITED_0= MESH_TYPE::FaceType::USER0,
|
|
VISITED_1= MESH_TYPE::FaceType::USER0<<1,
|
|
VISITED_2= MESH_TYPE::FaceType::USER0<<2} ;
|
|
int vis[3]={VISITED_0,VISITED_1,VISITED_2};
|
|
|
|
int _t2=clock();
|
|
MESH_TYPE::FaceIterator fi;
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi)
|
|
if(!(*fi).IsD()) (*fi).Supervisor_Flags()&= (~(VISITED_0 | VISITED_1 | VISITED_2));
|
|
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi)
|
|
if(!(*fi).IsD())
|
|
for(int j=0;j<3;++j)
|
|
if(!((*fi).Supervisor_Flags() & (vis[j])))
|
|
{
|
|
//VCTRACE("Face %i Spinning around vertex %i\n",fi-m.face.begin(), (*fi).V(j)-m.vert.begin());
|
|
//(*fi).Supervisor_Flags() |= vis[j];
|
|
MESH_TYPE::hedgepos_type he(&*fi,j,(*fi).V(j));
|
|
MESH_TYPE::hedgepos_type she=he;
|
|
MESH_TYPE::face_base_pointer nextf;
|
|
GLW::VertToSplit<MESH_TYPE> spl;
|
|
spl.newp=false;
|
|
spl.edge=-1;
|
|
|
|
//Primo giro per trovare un bordo da cui partire
|
|
do {
|
|
he.FlipF();
|
|
he.FlipE();
|
|
if(he.IsBorder()) break;
|
|
} while(he!=she);
|
|
if(he==she) // non c'e'bordi allora si cerca un crease
|
|
{
|
|
do {
|
|
he.FlipF();
|
|
he.FlipE();
|
|
nextf=he.f->F(he.z);
|
|
MESH_TYPE::scalar_type ps=nextf->N()*he.f->N();
|
|
if(ps<cosangle) break;
|
|
int vz=0;
|
|
if(he.v == he.f->V(he.z)) vz=he.z;
|
|
if(he.v == he.f->V((he.z+1)%3)) vz=(he.z+1)%3;
|
|
assert((he.f->Supervisor_Flags() & vis[vz] )==0);
|
|
} while(he!=she);
|
|
}
|
|
he.FlipE();
|
|
|
|
she=he;
|
|
newvert.push_back(*(*fi).V(j));
|
|
MESH_TYPE::vertex_pointer curvert=&newvert.back();
|
|
// VCTRACE("Starting from face %i edge %i vert %i \n",he.f-m.face.begin(), he.z, he.v-m.vert.begin());
|
|
|
|
// Secondo giro in cui si riempie il vettore SPL con tutte le info per fare i nuovi vertici
|
|
do{
|
|
//TRACE(" -- spinning face %i edge %i vert %i\n",he.f-m.face.begin(), he.z, he.v-m.vert.begin());
|
|
spl.v=curvert;
|
|
spl.f=he.f;
|
|
spl.z=-1;
|
|
if(he.v == he.f->V(he.z)) spl.z=he.z;
|
|
if(he.v == he.f->V((he.z+1)%3)) spl.z=(he.z+1)%3;
|
|
assert(spl.z>=0);
|
|
//VCTRACE(" -- spinning face vert %i Adding spl face %i vert %i\n",\
|
|
// he.v-m.vert.begin(), spl.f-m.face.begin(), spl.z );
|
|
assert((spl.f->Supervisor_Flags() & vis[spl.z] )==0);
|
|
spl.f->Supervisor_Flags() |= vis[spl.z];
|
|
SPL.push_back(spl);
|
|
spl.newp=false;
|
|
spl.edge=-1;
|
|
if(he.IsBorder()) break;
|
|
nextf=he.f->F(he.z);
|
|
if(nextf==she.f) break;
|
|
MESH_TYPE::scalar_type ps=nextf->N()*he.f->N();
|
|
if(ps<cosangle){
|
|
// VCTRACE("splitting faces %i-%i edge %i vert %i\n",nextf-m.face.begin(),he.f-m.face.begin(), he.z, he.v-m.vert.begin());
|
|
newvert.push_back(*(he.v));
|
|
curvert=&newvert.back();
|
|
spl.newp=true;
|
|
//spl.edge=he.z;
|
|
}
|
|
he.FlipF();
|
|
if(spl.newp) spl.edge=he.z;
|
|
he.FlipE();
|
|
|
|
}while(he!=she);
|
|
}
|
|
assert(SPL.size()==m.fn*3);
|
|
|
|
std::vector<GLW::VertToSplit<MESH_TYPE> >::iterator vsi;
|
|
for(vsi=SPL.begin();vsi!=SPL.end();++vsi)
|
|
{
|
|
(*vsi).f->V((*vsi).z)=(*vsi).v;
|
|
if((*vsi).newp){
|
|
assert((*vsi).edge>=0 && (*vsi).edge<3);
|
|
if(!(*vsi).f->IsBorder( (*vsi).edge) )
|
|
(*vsi).f->Detach((*vsi).edge);
|
|
|
|
}
|
|
}
|
|
|
|
m.vert.math::Swap(newvert);
|
|
m.vn=m.vert.size();
|
|
}
|
|
|
|
/*
|
|
Secondo tipo di crease angle. ha bisogno del per wedge normal
|
|
e delle adiacence per vertice faccia gia fatte;
|
|
Assume che le normali per faccia siano gia'state fatte (se ci sono)
|
|
*/
|
|
|
|
template<class MESH_TYPE>
|
|
void CreaseWN(MESH_TYPE &m, typename MESH_TYPE::scalar_type angle)
|
|
{
|
|
if(!(MESH_TYPE::FaceType::OBJ_TYPE & MESH_TYPE::FaceType::OBJ_TYPE_WN) )
|
|
{
|
|
assert(0); // You needs a mesh with faces having per wedge normals
|
|
return;
|
|
}
|
|
|
|
MESH_TYPE::scalar_type cosangle=Cos(angle);
|
|
|
|
MESH_TYPE::FaceIterator fi;
|
|
|
|
// Clear the per wedge normals
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
|
|
{
|
|
(*fi).WN(0)=MESH_TYPE::vectorial_type(0,0,0);
|
|
(*fi).WN(1)=MESH_TYPE::vectorial_type(0,0,0);
|
|
(*fi).WN(2)=MESH_TYPE::vectorial_type(0,0,0);
|
|
}
|
|
|
|
MESH_TYPE::FaceType::vectorial_type nn;
|
|
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
|
|
{
|
|
nn=(*fi).cN();
|
|
for(int i=0;i<3;++i)
|
|
{
|
|
VEdgePosB<MESH_TYPE::FaceType::face_base> x;
|
|
for(x.f = (*fi).V(i)->Fp(), x.z = (*fi).V(i)->Zp(); x.f!=0; x.NextF() ) {
|
|
assert(x.f->V(x.z)==(*fi).V(i));
|
|
if(x.f->cN()*nn > cosangle) x.f->WN(x.z)+=nn;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
} // end namespace
|
|
|
|
#endif
|