0025088: Revert or change API of BRepMesh_IncrementalMesh to prevent possible errors...
[occt.git] / src / MeshVS / MeshVS_NodalColorPrsBuilder.cxx
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b311480e 1// Created on: 2003-11-12
2// Created by: Alexander SOLOVYOV
973c2be1 3// Copyright (c) 2003-2014 OPEN CASCADE SAS
b311480e 4//
973c2be1 5// This file is part of Open CASCADE Technology software library.
b311480e 6//
d5f74e42 7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
973c2be1 9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
b311480e 12//
973c2be1 13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
7fd59977 15
16#define _POLYGONES_
17// if define _POLYGONES_ ColorPrsBuilder use ArrayOfPolygons for drawing faces
18
19#include <MeshVS_NodalColorPrsBuilder.ixx>
20
21#include <Graphic3d_AspectFillArea3d.hxx>
22#include <Graphic3d_AspectLine3d.hxx>
23#include <Graphic3d_ArrayOfPolygons.hxx>
24#include <Graphic3d_ArrayOfPolylines.hxx>
7fd59977 25#include <Graphic3d_Group.hxx>
bf75be98 26#include <Graphic3d_TextureParams.hxx>
7fd59977 27
28#include <Prs3d_ShadingAspect.hxx>
29#include <Prs3d_Root.hxx>
30#include <Prs3d_LineAspect.hxx>
31
32#include <TColStd_MapIteratorOfPackedMapOfInteger.hxx>
33#include <TColStd_ListIteratorOfListOfInteger.hxx>
34#include <TColStd_Array1OfReal.hxx>
35#include <TColStd_HArray1OfReal.hxx>
36#include <TColStd_Array1OfInteger.hxx>
37#include <TColStd_SequenceOfInteger.hxx>
38#include <TColStd_HPackedMapOfInteger.hxx>
39
40#include <MeshVS_DisplayModeFlags.hxx>
41#include <MeshVS_DrawerAttribute.hxx>
42#include <MeshVS_DataSource.hxx>
43#include <MeshVS_Drawer.hxx>
44#include <MeshVS_Mesh.hxx>
45#include <MeshVS_MeshPrsBuilder.hxx>
46#include <MeshVS_HArray1OfSequenceOfInteger.hxx>
47#include <MeshVS_Buffer.hxx>
48
49#include <gp_Pnt.hxx>
3c3131a0 50#include <Image_PixMap.hxx>
7fd59977 51#include <Graphic3d_Texture2D.hxx>
52#include <Graphic3d_TypeOfTextureMode.hxx>
53#include <Standard_DefineHandle.hxx>
54#include <PrsMgr_PresentationManager3d.hxx>
7fd59977 55#include <AIS_Drawer.hxx>
56#include <Quantity_Array1OfColor.hxx>
57#include <Aspect_SequenceOfColor.hxx>
58
59/*
60 Class : MeshVS_ImageTexture2D
61 Description : Texture for nodal presentation
62*/
63class MeshVS_ImageTexture2D : public Graphic3d_Texture2D
64{
65public:
bf75be98 66
f376ac72 67 MeshVS_ImageTexture2D (const Handle(Image_PixMap)& theImg) : Graphic3d_Texture2D (theImg, Graphic3d_TOT_2D)
bf75be98 68 {
69 myParams->SetModulate (Standard_True);
70 myParams->SetFilter (Graphic3d_TOTF_BILINEAR);
71 }
72
7fd59977 73public:
bf75be98 74
7fd59977 75 DEFINE_STANDARD_RTTI(MeshVS_ImageTexture2D)
76};
77
3c3131a0 78DEFINE_STANDARD_HANDLE (MeshVS_ImageTexture2D, Graphic3d_Texture2D)
79IMPLEMENT_STANDARD_HANDLE (MeshVS_ImageTexture2D, Graphic3d_Texture2D)
7fd59977 80IMPLEMENT_STANDARD_RTTIEXT(MeshVS_ImageTexture2D, Graphic3d_Texture2D)
81
7fd59977 82//================================================================
83// Function : getNearestPow2
3c3131a0 84// Purpose : Returns the nearest power of two greater than the
7fd59977 85// argument value
86//================================================================
87static inline Standard_Integer getNearestPow2( Standard_Integer theValue )
88{
89 // Precaution against overflow
90 Standard_Integer aHalfMax = IntegerLast() >> 1, aRes = 1;
91 if ( theValue > aHalfMax ) theValue = aHalfMax;
92 while ( aRes < theValue ) aRes <<= 1;
93 return aRes;
94}
95
96/*
97 Class : MeshVS_NodalColorPrsBuilder
3c3131a0 98 Description : This class provides methods to create presentation of
7fd59977 99 nodes with assigned color (See hxx for more description )
100*/
101
102//================================================================
103// Function : Constructor MeshVS_NodalColorPrsBuilder
104// Purpose :
105//================================================================
106MeshVS_NodalColorPrsBuilder::MeshVS_NodalColorPrsBuilder ( const Handle(MeshVS_Mesh)& Parent,
107 const MeshVS_DisplayModeFlags& Flags,
108 const Handle (MeshVS_DataSource)& DS,
109 const Standard_Integer Id,
110 const MeshVS_BuilderPriority& Priority )
111: MeshVS_PrsBuilder ( Parent, Flags, DS, Id, Priority ),
3c3131a0 112 myUseTexture( Standard_False ),
7fd59977 113 myInvalidColor( Quantity_NOC_GRAY )
114{
115 SetExcluding ( Standard_True );
116}
117
118//================================================================
119// Function : Build
120// Purpose :
121//================================================================
122void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
123 const TColStd_PackedMapOfInteger& IDs,
124 TColStd_PackedMapOfInteger& IDsToExclude,
125 const Standard_Boolean IsElement,
126 const Standard_Integer DisplayMode) const
127{
128 Handle (MeshVS_DataSource) aSource = GetDataSource();
129 Handle (MeshVS_Drawer) aDrawer = GetDrawer();
130 if ( aSource.IsNull() || aDrawer.IsNull() )
131 return;
132
133 Standard_Integer aMaxFaceNodes;
134 if ( !aDrawer->GetInteger ( MeshVS_DA_MaxFaceNodes, aMaxFaceNodes ) || aMaxFaceNodes <= 0 )
135 return;
136
137 MeshVS_Buffer aCoordsBuf (3*aMaxFaceNodes*sizeof(Standard_Real));
138 TColStd_Array1OfReal aCoords ( aCoordsBuf, 1, 3 * aMaxFaceNodes );
139 Standard_Integer NbNodes;
140 MeshVS_EntityType aType;
141
142 if ( !( DisplayMode & GetFlags() ) || !IsElement )
143 return;
144
0ebaa4db 145 if ( (myUseTexture && ( !myTextureCoords.Extent() || !myTextureColorMap.Length() )) ||
146 (!myUseTexture && !myNodeColorMap.Extent()) )
7fd59977 147 return;
148
149 // subtract the hidden elements and ids to exclude (to minimise allocated memory)
150 TColStd_PackedMapOfInteger anIDs;
151 anIDs.Assign( IDs );
152 Handle(TColStd_HPackedMapOfInteger) aHiddenElems = myParentMesh->GetHiddenElems();
153 if ( !aHiddenElems.IsNull() )
154 anIDs.Subtract( aHiddenElems->Map() );
155 anIDs.Subtract( IDsToExclude );
156
157 Standard_Boolean IsReflect = Standard_False, IsMeshSmoothShading = Standard_False;
158 aDrawer->GetBoolean( MeshVS_DA_ColorReflection, IsReflect );
159 aDrawer->GetBoolean( MeshVS_DA_SmoothShading, IsMeshSmoothShading );
3c3131a0 160
7fd59977 161 // Following parameter are used for texture presentation only
162 int nbColors = 0; // Number of colors from color map
163 int nbTextureColors = 0; // Number of colors in texture (it will be pow of 2)
164 if ( myUseTexture )
165 {
166 nbColors = myTextureColorMap.Length();
167 nbTextureColors = getNearestPow2( nbColors );
168 }
3c3131a0 169
7fd59977 170 Standard_Integer aSize = anIDs.Extent();
171
172 // Calculate maximum possible number of vertices and bounds
173 Handle( MeshVS_HArray1OfSequenceOfInteger ) aTopo;
174 Standard_Integer PolygonVerticesFor3D = 0, PolygonBoundsFor3D = 0;
175 TColStd_MapIteratorOfPackedMapOfInteger it (anIDs);
176 for( ; it.More(); it.Next() )
177 {
178 Standard_Integer aKey = it.Key();
179 if ( aSource->Get3DGeom( aKey, NbNodes, aTopo ) )
180 MeshVS_MeshPrsBuilder::HowManyPrimitives
181 ( aTopo, Standard_True, Standard_False, NbNodes,
182 PolygonVerticesFor3D, PolygonBoundsFor3D );
183 }
184
185 // Draw faces with nodal color
186 // OCC20644 Use "plastic" material as it is "non-physic" and so it is easier
187 // to get the required colors (see TelUpdateMaterial() function in OpenGl_attri.c)
3c3131a0 188 Graphic3d_MaterialAspect aMaterial[ 2 ];
7fd59977 189 aMaterial[ 0 ] = Graphic3d_MaterialAspect( Graphic3d_NOM_PLASTIC );
190 aMaterial[ 1 ] = Graphic3d_MaterialAspect( Graphic3d_NOM_PLASTIC );
191 Standard_Integer i;
192 for ( i = 0; i < 2; i++ )
193 {
194 if ( !IsReflect )
195 {
196 aMaterial[ i ].SetReflectionModeOff( Graphic3d_TOR_SPECULAR );
197 aMaterial[ i ].SetReflectionModeOff( Graphic3d_TOR_AMBIENT );
198 aMaterial[ i ].SetReflectionModeOff( Graphic3d_TOR_DIFFUSE );
199 aMaterial[ i ].SetReflectionModeOff( Graphic3d_TOR_EMISSION );
200 }
201 else{
202 // OCC20644 Using the material with reflection properties same as in
203 // ElementalColorPrsBuilder, to get the same colors.
204 // Additionally, ambient and diffuse coefficients are used below to scale incoming colors,
205 // to simulate TelUpdateMaterial() function from OpenGl_attri.c.
206 // This is mandatory, as these "scaled" colors are then passed directly to OpenGL
207 // as ambient and diffuse colors of the current material using glColorMaterial().
208 // In ElementalColorPrsBuilder we do not need to do scale the colors, as this
209 // is done by TelUpdateMaterial().
210 // 0.5 is used to have the colors in 3D maximally similar to those in the color scale.
211 // This is possible when the sum of all coefficient is equal to 1.
212 aMaterial[i].SetAmbient( .5 );
213 aMaterial[i].SetDiffuse( .5 );
214 aMaterial[i].SetSpecular( 0. );
215 aMaterial[i].SetEmissive( 0. );
216 }
3c3131a0 217
218 }
7fd59977 219
220
221 // Create array of polygons for interior presentation of faces and volumes
222 Handle(Graphic3d_ArrayOfPolygons) aCPolyArr = new Graphic3d_ArrayOfPolygons
3c3131a0 223 ( aMaxFaceNodes * aSize + PolygonVerticesFor3D, aSize + PolygonBoundsFor3D,
7fd59977 224 0, myUseTexture || IsReflect, !myUseTexture, Standard_False, myUseTexture );
225
3c3131a0 226 // Create array of polylines for presentation of edges
227 // (used for optimization insted of SetEdgeOn method call)
7fd59977 228 Handle(Graphic3d_ArrayOfPolylines) aPolyL = new Graphic3d_ArrayOfPolylines
229 ( ( aMaxFaceNodes + 1 ) * aSize + PolygonVerticesFor3D, aSize + PolygonBoundsFor3D );
230
231 gp_Pnt P, Start;
232 Standard_Real aMin = gp::Resolution() * gp::Resolution();
233 gp_Dir aDefNorm( 0., 0., 1. );
234
235 // Prepare for scaling the incoming colors
236 Standard_Real anColorRatio = aMaterial[0].Ambient();
237
238 for( it.Reset(); it.More(); it.Next() )
239 {
240 Standard_Integer aKey = it.Key();
241 if ( aSource->GetGeom ( aKey, Standard_True, aCoords, NbNodes, aType ) )
242 {
243 MeshVS_Buffer aNodesBuf (NbNodes*sizeof(Standard_Integer));
244 TColStd_Array1OfInteger aNodes(aNodesBuf, 1, NbNodes);
245 if ( !aSource->GetNodesByElement ( aKey, aNodes, NbNodes ) )
246 continue;
247
248 Quantity_Color aNColor;
249
250 Standard_Boolean isValid = Standard_True;
251 Standard_Integer i;
252 if ( myUseTexture )
253 {
254 for ( i = 1; i <= NbNodes && isValid; i++ )
255 isValid = myTextureCoords.IsBound( aNodes( i ) );
256 }
257 else
258 {
259 for ( i = 1; i <= NbNodes && isValid; i++ )
260 isValid = GetColor ( aNodes( i ), aNColor );
261 }
262
263 if ( !isValid )
264 continue;
265
266 // Preparing normal(s) to show reflections if requested
267 Handle(TColStd_HArray1OfReal) aNormals;
3c3131a0 268 Standard_Boolean hasNormals =
7fd59977 269 ( IsReflect && aSource->GetNormalsByElement( aKey, IsMeshSmoothShading, aMaxFaceNodes, aNormals ) );
270
271 if ( aType == MeshVS_ET_Face )
272 {
273 aCPolyArr->AddBound ( NbNodes );
274 aPolyL->AddBound ( NbNodes + 1 );
275
276 for ( i = 1; i <= NbNodes; i++)
277 {
278 P = gp_Pnt( aCoords( 3 * i - 2 ), aCoords( 3 * i - 1 ), aCoords( 3 * i ) );
279 if ( myUseTexture )
280 {
281 int anId = aNodes( i );
282 double aTexCoord = myTextureCoords( anId );
283
3c3131a0 284 // transform texture coordinate in accordance with number of colors specified
7fd59977 285 // by upper level and real size of Gl texture
3ba3388b 286 // The Gl texture has border colors interpolated with the colors from the color map,
3c3131a0 287 // thats why we need to shrink texture coordinates around the middle point to
3ba3388b
A
288 // exclude areas where the map colors are interpolated with the borders color
289 double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
7fd59977 290
3ba3388b
A
291 if ( hasNormals )
292 {
3c3131a0 293 gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
294 aNormals->Value( 3 * i - 1 ),
3ba3388b
A
295 aNormals->Value( 3 * i ));
296 // There are two "rows" of colors: user's invalid color at the top
297 // of texture and line of map colors at the bottom of the texture.
298 // Since the texture has borders, which are interpolated with the "rows" of colors
299 // we should specify the 0.25 offset to get the correct texture color
300 aNorm.SquareMagnitude() > aMin ?
3c3131a0 301 aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
302 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
303 aCPolyArr->AddVertex(P, aDefNorm,
3ba3388b
A
304 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
305 }
306 else
3c3131a0 307 aCPolyArr->AddVertex( P, aDefNorm,
3ba3388b 308 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
7fd59977 309 }
310 else
311 {
312 GetColor ( aNodes( i ), aNColor );
3c3131a0 313
7fd59977 314 if ( IsReflect )
3c3131a0 315 {
7fd59977 316 // Simulating TelUpdateMaterial() from OpenGl_attri.c
317 // to get the same colors in elemental and nodal color prs builders
318 aNColor.SetValues(anColorRatio * aNColor.Red(),
319 anColorRatio * aNColor.Green(),
3c3131a0 320 anColorRatio * aNColor.Blue(),
7fd59977 321 Quantity_TOC_RGB);
3c3131a0 322
7fd59977 323 if ( hasNormals )
324 {
3c3131a0 325 gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
326 aNormals->Value( 3 * i - 1 ),
7fd59977 327 aNormals->Value( 3 * i ));
328 aNorm.SquareMagnitude() > aMin ?
3c3131a0 329 aCPolyArr->AddVertex(P, gp_Dir( aNorm ), aNColor ) :
7fd59977 330 aCPolyArr->AddVertex(P, aDefNorm , aNColor );
331 }
332 else
333 aCPolyArr->AddVertex(P, aDefNorm, aNColor );
334 }
335 else
336 aCPolyArr->AddVertex( P, aNColor );
337 }
338 aPolyL->AddVertex ( P );
339 if ( i == 1 )
340 Start = P;
341 }
342 aPolyL->AddVertex ( Start );
343
344 // if IsExcludingOn then presentation must not be built by other builders
345 if ( IsExcludingOn() )
346 IDsToExclude.Add( aKey );
347 }
348 else if ( aType == MeshVS_ET_Volume )
349 {
350 if ( !aSource->Get3DGeom( aKey, NbNodes, aTopo ) )
351 continue;
352
3c3131a0 353 // iterate through faces of volume
7fd59977 354 for ( Standard_Integer k = aTopo->Lower(), last = aTopo->Upper(), normIndex = 1; k <= last; k++, normIndex++ )
355 {
356 const TColStd_SequenceOfInteger& aSeq = aTopo->Value( k );
357 Standard_Integer m = aSeq.Length(), ind;
358
359 // build polygon & polylines for current face
360 aCPolyArr->AddBound( m );
361 aPolyL->AddBound( m + 1 );
362 for ( Standard_Integer j = 1; j <= m; j++ )
363 {
364 ind = aSeq.Value( j );
3c3131a0 365 P = gp_Pnt( aCoords( 3 * ind + 1 ),
366 aCoords( 3 * ind + 2 ),
7fd59977 367 aCoords( 3 * ind + 3 ) );
368 if ( myUseTexture )
369 {
370 Standard_Integer anId = aNodes( ind + 1 );
371 Standard_Real aTexCoord = myTextureCoords( anId );
372
3c3131a0 373 // transform texture coordinate in accordance with number of colors specified
7fd59977 374 // by upper level and real size of Gl texture
3ba3388b 375 // The Gl texture has border colors interpolated with the colors from the color map,
3c3131a0 376 // thats why we need to shrink texture coordinates around the middle point to
3ba3388b
A
377 // exclude areas where the map colors are interpolated with the borders color
378 double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
7fd59977 379
3ba3388b
A
380 if ( hasNormals )
381 {
3c3131a0 382 gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
383 aNormals->Value( 3 * i - 1 ),
3ba3388b
A
384 aNormals->Value( 3 * i ));
385 // There are two "rows" of colors: user's invalid color at the top
386 // of texture and line of map colors at the bottom of the texture.
387 // Since the texture has borders, which are interpolated with the "rows" of colors
388 // we should specify the 0.25 offset to get the correct texture color
389 aNorm.SquareMagnitude() > aMin ?
3c3131a0 390 aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
391 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
392 aCPolyArr->AddVertex(P, aDefNorm,
3ba3388b
A
393 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
394 }
395 else
3c3131a0 396 aCPolyArr->AddVertex( P, aDefNorm,
3ba3388b 397 gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
7fd59977 398 }
399 else
400 {
401 GetColor( aNodes( ind + 1 ), aNColor );
402 if ( IsReflect )
3c3131a0 403 {
7fd59977 404 // Simulating TelUpdateMaterial() from OpenGl_attri.c
405 // to get the same colors in elemental and nodal color prs builders
406 aNColor.SetValues(anColorRatio * aNColor.Red(),
407 anColorRatio * aNColor.Green(),
3c3131a0 408 anColorRatio * aNColor.Blue(),
7fd59977 409 Quantity_TOC_RGB);
3c3131a0 410
7fd59977 411 if ( hasNormals )
412 {
3c3131a0 413 gp_Vec aNorm(aNormals->Value( 3 * normIndex - 2 ),
414 aNormals->Value( 3 * normIndex - 1 ),
7fd59977 415 aNormals->Value( 3 * normIndex ));
3c3131a0 416 aNorm.SquareMagnitude() > aMin ?
417 aCPolyArr->AddVertex( P, gp_Dir( aNorm ), aNColor ) :
7fd59977 418 aCPolyArr->AddVertex( P, aDefNorm , aNColor );
419 }
420 else
421 aCPolyArr->AddVertex( P, aDefNorm, aNColor );
422 }
423 else
424 aCPolyArr->AddVertex( P, aNColor );
425 }
426 aPolyL->AddVertex ( P );
427 if ( j == 1 )
428 Start = P;
429 }
430 aPolyL->AddVertex ( Start );
431 }
432
433 // if IsExcludingOn then presentation must not be built by other builders
434 if ( IsExcludingOn() )
435 IDsToExclude.Add( aKey );
3c3131a0 436 }
437 }
7fd59977 438 } // for ( ...
439
440 Handle(Graphic3d_AspectFillArea3d) anAsp;
441
442// Aspect_InteriorStyle aStyle;
443// Standard_Integer aStyleInt;
444 Aspect_TypeOfLine anEdgeType = Aspect_TOL_SOLID;
445 Standard_Integer anEdgeInt;
446 Standard_Real anEdgeWidth;
447 Quantity_Color anInteriorColor;
448 Quantity_Color anEdgeColor, aLineColor;
449 Standard_Boolean aShowEdges = Standard_True;
450
451 aDrawer->GetColor ( MeshVS_DA_InteriorColor, anInteriorColor );
452 aDrawer->GetColor ( MeshVS_DA_EdgeColor, anEdgeColor );
453 aDrawer->GetColor ( MeshVS_DA_BeamColor, aLineColor );
454 aDrawer->GetDouble ( MeshVS_DA_EdgeWidth, anEdgeWidth );
455 aDrawer->GetBoolean( MeshVS_DA_ShowEdges, aShowEdges );
456
457 if ( aDrawer->GetInteger ( MeshVS_DA_EdgeType, anEdgeInt ) )
458 anEdgeType = (Aspect_TypeOfLine) anEdgeInt;
459
460 if ( myUseTexture )
461 {
462 Handle(AIS_Drawer) anAISDrawer = myParentMesh->Attributes();
463 if ( anAISDrawer.IsNull() )
464 return;
3c3131a0 465
7fd59977 466 anAISDrawer->SetShadingAspect( new Prs3d_ShadingAspect() );
467 anAsp = anAISDrawer->ShadingAspect()->Aspect();
468 if ( anAsp.IsNull() )
469 return;
470
471 anAsp->SetFrontMaterial( aMaterial[ 0 ] );
472 anAsp->SetBackMaterial( aMaterial[ 1 ] );
3c3131a0 473
7fd59977 474
475 Handle(Graphic3d_Texture2D) aTexture = CreateTexture();
476 if ( aTexture.IsNull() )
477 return;
478
3c3131a0 479 anAsp->SetTextureMapOn();
7fd59977 480 anAsp->SetTextureMap( aTexture );
3ba3388b 481 anAsp->SetInteriorColor( Quantity_NOC_WHITE );
7fd59977 482 }
483 else
484 {
485// if ( aDrawer->GetInteger ( MeshVS_DA_InteriorStyle, aStyleInt ) )
486// aStyle = (Aspect_InteriorStyle)aStyleInt;
487
3c3131a0 488 anAsp = new Graphic3d_AspectFillArea3d (
7fd59977 489 Aspect_IS_SOLID, Quantity_NOC_GRAY, anEdgeColor,
490 anEdgeType, anEdgeWidth, aMaterial[ 0 ], aMaterial[ 1 ] );
491 }
492
493 anAsp->SetDistinguishOff();
494 anAsp->SetEdgeOff();
7fd59977 495
3c3131a0 496 Handle(Graphic3d_AspectLine3d) anLAsp =
7fd59977 497 new Graphic3d_AspectLine3d( anEdgeColor, anEdgeType, anEdgeWidth );
3c3131a0 498
7fd59977 499 Prs3d_Root::NewGroup ( Prs );
500 Handle(Graphic3d_Group) aGroup1 = Prs3d_Root::CurrentGroup ( Prs );
3c3131a0 501
7fd59977 502 aGroup1->SetPrimitivesAspect( anAsp );
7fd59977 503 aGroup1->AddPrimitiveArray( aCPolyArr );
7fd59977 504
505 if (aShowEdges)
506 {
507 Prs3d_Root::NewGroup ( Prs );
508 Handle(Graphic3d_Group) aGroup2 = Prs3d_Root::CurrentGroup ( Prs );
509
510 anAsp->SetEdgeOff();
3c3131a0 511 anAsp->SetTextureMapOff();
7fd59977 512 aGroup2->SetPrimitivesAspect( anAsp );
513 aGroup2->SetPrimitivesAspect( anLAsp );
7fd59977 514 aGroup2->AddPrimitiveArray( aPolyL );
7fd59977 515 anAsp->SetEdgeOn();
516 }
517}
518
519//================================================================
520// Function : SetColors
521// Purpose :
522//================================================================
3c3131a0 523void MeshVS_NodalColorPrsBuilder::SetColors (
7fd59977 524 const MeshVS_DataMapOfIntegerColor& theColorMap )
525{
526 myNodeColorMap = theColorMap;
527}
528
529//================================================================
530// Function : GetColors
531// Purpose :
532//================================================================
533const MeshVS_DataMapOfIntegerColor& MeshVS_NodalColorPrsBuilder::GetColors() const
534{
535 return myNodeColorMap;
536}
537
538//================================================================
539// Function : HasColors
540// Purpose :
541//================================================================
542Standard_Boolean MeshVS_NodalColorPrsBuilder::HasColors () const
543{
544 return ( myNodeColorMap.Extent() >0 );
545}
546
547//================================================================
548// Function : GetColor
549// Purpose :
550//================================================================
551Standard_Boolean MeshVS_NodalColorPrsBuilder::GetColor ( const Standard_Integer ID,
552 Quantity_Color& theColor ) const
553{
554 Standard_Boolean aRes = myNodeColorMap.IsBound ( ID );
555 if ( aRes )
556 theColor = myNodeColorMap.Find ( ID );
557 return aRes;
558}
559
560//================================================================
561// Function : SetColor
562// Purpose :
563//================================================================
564void MeshVS_NodalColorPrsBuilder::SetColor ( const Standard_Integer theID,
565 const Quantity_Color& theCol )
566{
567 Standard_Boolean aRes = myNodeColorMap.IsBound ( theID );
568 if ( aRes )
569 myNodeColorMap.ChangeFind ( theID ) = theCol;
570 else
571 myNodeColorMap.Bind ( theID, theCol );
572}
573
574//================================================================
575// Function : UseTexture
576// Purpose : Specify whether texture must be used to build presentation
577//================================================================
578void MeshVS_NodalColorPrsBuilder::UseTexture( const Standard_Boolean theToUse )
579{
580 myUseTexture = theToUse;
581 if ( myUseTexture )
582 myNodeColorMap.Clear();
583 else
584 myTextureColorMap.Clear();
585}
586
587//================================================================
588// Function : IsUseTexture
589// Purpose : Verify whether texture is used to build presentation
590//================================================================
591Standard_Boolean MeshVS_NodalColorPrsBuilder::IsUseTexture() const
592{
593 return myUseTexture;
594}
595
596//================================================================
597// Function : SetColorMap
3c3131a0 598// Purpose : Set colors to be used for texrture presentation.
7fd59977 599// Generate texture in accordance with given parameters
600//================================================================
601void MeshVS_NodalColorPrsBuilder::SetColorMap( const Aspect_SequenceOfColor& theColors )
602{
603 myTextureColorMap = theColors;
604}
605
606//================================================================
607// Function : GetColorMap
3c3131a0 608// Purpose : Return colors used for texrture presentation
7fd59977 609//================================================================
610const Aspect_SequenceOfColor& MeshVS_NodalColorPrsBuilder::GetColorMap() const
611{
612 return myTextureColorMap;
613}
614
615//================================================================
616// Function : SetInvalidColor
3c3131a0 617// Purpose : Set color representing invalid texture coordinate
7fd59977 618// (laying outside range [0, 1])
619//================================================================
3c3131a0 620void MeshVS_NodalColorPrsBuilder::SetInvalidColor(
7fd59977 621 const Quantity_Color& theInvalidColor )
622{
623 myInvalidColor = theInvalidColor;
624}
625
626//================================================================
627// Function : GetInvalidColor
628// Purpose : Return color representing invalid texture coordinate
629// (laying outside range [0, 1])
630//================================================================
631Quantity_Color MeshVS_NodalColorPrsBuilder::GetInvalidColor() const
632{
633 return myInvalidColor;
634}
635
636//================================================================
637// Function : SetTextureCoords
3c3131a0 638// Purpose : Specify correspondence between node IDs and texture
7fd59977 639// coordinates (range [0, 1])
640//================================================================
3c3131a0 641void MeshVS_NodalColorPrsBuilder::SetTextureCoords (
7fd59977 642 const TColStd_DataMapOfIntegerReal& theMap )
643{
644 myTextureCoords = theMap;
645}
646
647//================================================================
648// Function : GetTextureCoords
3c3131a0 649// Purpose : Get correspondence between node IDs and texture
650// coordinates (range [0, 1])
7fd59977 651//================================================================
652const TColStd_DataMapOfIntegerReal& MeshVS_NodalColorPrsBuilder::GetTextureCoords() const
653{
654 return myTextureCoords;
655}
656
657//================================================================
658// Function : SetTextureCoord
3c3131a0 659// Purpose : Specify correspondence between node ID and texture
660// coordinate (range [0, 1])
7fd59977 661//================================================================
662void MeshVS_NodalColorPrsBuilder::SetTextureCoord( const Standard_Integer theID,
663 const Standard_Real theCoord )
664{
665 myTextureCoords.Bind( theID, theCoord );
666}
667
668//================================================================
669// Function : GetTextureCoord
3c3131a0 670// Purpose : Return correspondence between node IDs and texture
671// coordinate (range [0, 1])
7fd59977 672//================================================================
673Standard_Real MeshVS_NodalColorPrsBuilder::GetTextureCoord( const Standard_Integer theID )
674{
675 return myTextureCoords.IsBound( theID ) ? myTextureCoords( theID ) : -1;
676}
677
678//================================================================
679// Function : CreateTexture
680// Purpose : Create texture in accordance with myTextureColorMap
681//================================================================
682Handle(Graphic3d_Texture2D) MeshVS_NodalColorPrsBuilder::CreateTexture() const
683{
3c3131a0 684 const Standard_Integer aColorsNb = myTextureColorMap.Length();
685 if (aColorsNb == 0)
686 {
687 return NULL;
688 }
7fd59977 689
3c3131a0 690 // create and fill image with colors
bf75be98 691 Handle(Image_PixMap) anImage = new Image_PixMap();
692 if (!anImage->InitTrash (Image_PixMap::ImgRGBA, Standard_Size(getNearestPow2 (aColorsNb)), 2))
3c3131a0 693 {
694 return NULL;
695 }
7fd59977 696
bf75be98 697 anImage->SetTopDown (false);
3c3131a0 698 for (Standard_Size aCol = 0; aCol < Standard_Size(aColorsNb); ++aCol)
699 {
700 const Quantity_Color& aSrcColor = myTextureColorMap.Value (Standard_Integer(aCol) + 1);
ca0c0b11 701 Image_ColorRGBA& aColor = anImage->ChangeValue<Image_ColorRGBA> (0, aCol);
8263fcd3 702 aColor.r() = Standard_Byte(255.0 * aSrcColor.Red());
703 aColor.g() = Standard_Byte(255.0 * aSrcColor.Green());
704 aColor.b() = Standard_Byte(255.0 * aSrcColor.Blue());
3c3131a0 705 aColor.a() = 0xFF;
706 }
7fd59977 707
3c3131a0 708 // fill padding bytes
709 const Quantity_Color& aLastColorSrc = myTextureColorMap.Last();
710 const Image_ColorRGBA aLastColor =
711 {{
8263fcd3 712 Standard_Byte(255.0 * aLastColorSrc.Red()),
713 Standard_Byte(255.0 * aLastColorSrc.Green()),
714 Standard_Byte(255.0 * aLastColorSrc.Blue()),
3c3131a0 715 0xFF
716 }};
717
718 // fill second row
bf75be98 719 for (Standard_Size aCol = (Standard_Size )aColorsNb; aCol < anImage->SizeX(); ++aCol)
7fd59977 720 {
ca0c0b11 721 anImage->ChangeValue<Image_ColorRGBA> (0, aCol) = aLastColor;
7fd59977 722 }
723
3c3131a0 724 const Image_ColorRGBA anInvalidColor =
725 {{
8263fcd3 726 Standard_Byte(255.0 * myInvalidColor.Red()),
727 Standard_Byte(255.0 * myInvalidColor.Green()),
728 Standard_Byte(255.0 * myInvalidColor.Blue()),
3c3131a0 729 0xFF
730 }};
bf75be98 731 for (Standard_Size aCol = 0; aCol < anImage->SizeX(); ++aCol)
3c3131a0 732 {
ca0c0b11 733 anImage->ChangeValue<Image_ColorRGBA> (1, aCol) = anInvalidColor;
3c3131a0 734 }
7fd59977 735
3c3131a0 736 // create texture
bf75be98 737 return new MeshVS_ImageTexture2D (anImage);
7fd59977 738}