151 lines
4.1 KiB
C++
151 lines
4.1 KiB
C++
#ifndef MIQ_GL_UTILS
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#define MIQ_GL_UTILS
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//#include <wrap/gl/space.h>
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#include "vertex_indexing.h"
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#include "quadrangulator.h"
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class Miq_Gl_Utils
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{
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public:
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template <class VertexIndexingType>
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static void GLDrawVertexIndexing(VertexIndexingType &VI)
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{
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typedef typename VertexIndexingType::ScalarType ScalarType;
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDepthRange(0,0.999);
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typename VertexIndexingType::ScalarType size=5;
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glPointSize(size);
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vcg::glColor(vcg::Color4b(0,255,0,255));
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glBegin(GL_POINTS);
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for (unsigned int i=0;i<VI.duplicated.size();i++)
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{
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assert(!VI.duplicated[i]->IsD());
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vcg::glVertex(VI.duplicated[i]->P());
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}
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glEnd();
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glPopAttrib();
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}
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template <class MeshType>
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static void DrawFlippedFacesIfSelected(MeshType &Tmesh)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glLineWidth(1.5);
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glDepthRange(0,0.998);
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vcg::glColor(vcg::Color4b(255,0,0,255));
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glBegin(GL_LINES);
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for (unsigned int i=0;i<Tmesh.face.size();i++)
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{
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if (!Tmesh.face[i].IsS())continue;
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for (int k=0;k<3;k++)
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{
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vcg::glVertex(Tmesh.face[i].P0(k));
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vcg::glVertex(Tmesh.face[i].P1(k));
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}
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}
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glEnd();
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glPopAttrib();
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}
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template <class QuadrangulatorType>
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static void QuadGLDrawIntegerVertices(QuadrangulatorType &Quadr)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_TEXTURE_2D);
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glPointSize(8);
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glDepthRange(0,0.997);
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/*glColor3d(1,0,0);*/
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glBegin(GL_POINTS);
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for (int i=0;i<Quadr.IntegerVertex.size();i++)
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{
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typename QuadrangulatorType::TriVertexType* v=Quadr.IntegerVertex[i];
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typename QuadrangulatorType::CoordType pos=v->P();
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if (v->IsV())
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glColor3d(1,0,0);
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else
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glColor3d(1,1,0);
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glVertex(pos);
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}
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glEnd();
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glPopAttrib();
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}
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template <class QuadrangulatorType>
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static void GLDrawIntegerLines(QuadrangulatorType &Quadr)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_TEXTURE_2D);
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glLineWidth(2);
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glColor3d(0,1,0);
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glDepthRange(0,0.998);
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for (int i=0;i<Quadr.IntegerLines.size();i++)
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{
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typename QuadrangulatorType::TriFaceType *f=Quadr.IntegerLines[i].first;
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int edge=Quadr.IntegerLines[i].second;
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typename QuadrangulatorType::TriVertexType* v0=f->V0(edge);
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typename QuadrangulatorType::TriVertexType* v1=f->V1(edge);
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glBegin(GL_LINES);
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glVertex(v0->P());
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glVertex(v1->P());
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glEnd();
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}
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glPopAttrib();
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}
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template <class QuadrangulatorType>
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static void GLDrawPolygons(QuadrangulatorType &Quadr)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glEnable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_TEXTURE_2D);
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glColor3d(0.7,0.8,0.9);
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//glFrontFace(GL_CW);
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glDepthRange(0,0.998);
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for (unsigned int i=0;i<Quadr.polygons.size();i++)
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{
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glBegin(GL_POLYGON);
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for (unsigned int j=0;j<Quadr.polygons[i].size();j++)
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{
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typename QuadrangulatorType::TriVertexType* v=Quadr.polygons[i][j];
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glNormal(v->N());
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glVertex(v->P());
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}
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glEnd();
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}
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glDepthRange(0,0.997);
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glDisable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glColor3d(0,0,0);
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for (unsigned int i=0;i<Quadr.polygons.size();i++)
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{
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glBegin(GL_LINE_LOOP);
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for (unsigned int j=0;j<Quadr.polygons[i].size();j++)
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{
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typename QuadrangulatorType::TriVertexType* v=Quadr.polygons[i][j];
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glVertex(v->P());
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}
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glEnd();
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}
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glPopAttrib();
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}
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};
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#endif
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