vcglib/wrap/miq/glUtils.h

151 lines
4.1 KiB
C++

#ifndef MIQ_GL_UTILS
#define MIQ_GL_UTILS
//#include <wrap/gl/space.h>
#include "vertex_indexing.h"
#include "quadrangulator.h"
class Miq_Gl_Utils
{
public:
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 MeshType>
static void DrawFlippedFacesIfSelected(MeshType &Tmesh)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_LIGHTING);
glLineWidth(1.5);
glDepthRange(0,0.998);
vcg::glColor(vcg::Color4b(255,0,0,255));
glBegin(GL_LINES);
for (unsigned int i=0;i<Tmesh.face.size();i++)
{
if (!Tmesh.face[i].IsS())continue;
for (int k=0;k<3;k++)
{
vcg::glVertex(Tmesh.face[i].P0(k));
vcg::glVertex(Tmesh.face[i].P1(k));
}
}
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