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b311480e | 1 | // Created on: 2011-07-13 |
2 | // Created by: Sergey ZERCHANINOV | |
3 | // Copyright (c) 2011-2012 OPEN CASCADE SAS | |
4 | // | |
5 | // The content of this file is subject to the Open CASCADE Technology Public | |
6 | // License Version 6.5 (the "License"). You may not use the content of this file | |
7 | // except in compliance with the License. Please obtain a copy of the License | |
8 | // at http://www.opencascade.org and read it completely before using this file. | |
9 | // | |
10 | // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its | |
11 | // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. | |
12 | // | |
13 | // The Original Code and all software distributed under the License is | |
14 | // distributed on an "AS IS" basis, without warranty of any kind, and the | |
15 | // Initial Developer hereby disclaims all such warranties, including without | |
16 | // limitation, any warranties of merchantability, fitness for a particular | |
17 | // purpose or non-infringement. Please see the License for the specific terms | |
18 | // and conditions governing the rights and limitations under the License. | |
19 | ||
2166f0fa SK |
20 | |
21 | #define OCC749 /* SAV 19/09/02 added processing of colored vertices */ | |
22 | #define OCC7824 /* ASL 26/01/05 transparency of polygon with colors assigned to vertices */ | |
23 | ||
24 | /*----------------------------------------------------------------------*/ | |
25 | /* | |
26 | * Includes | |
27 | */ | |
28 | ||
5f8b738e | 29 | #include <OpenGl_GlCore11.hxx> |
2166f0fa SK |
30 | |
31 | #include <OpenGl_Mesh.hxx> | |
32 | ||
33 | #include <OpenGl_telem_util.hxx> | |
34 | #include <OpenGl_TextureBox.hxx> | |
35 | ||
36 | #include <OpenGl_AspectFace.hxx> | |
37 | #include <OpenGl_Structure.hxx> | |
38 | ||
39 | #include <float.h> | |
40 | ||
41 | static long s_Rand = 1L; | |
42 | # define OPENGL_RAND() ( ( unsigned )( s_Rand = s_Rand * 214013L + 2531011L ) ) | |
43 | ||
44 | /*----------------------------------------------------------------------*/ | |
45 | /* | |
46 | * Prototypes | |
47 | */ | |
48 | ||
49 | typedef TEL_INDEXPOLY_DATA* tel_indexpoly_data; | |
50 | ||
51 | void set_drawable_items ( GLboolean*, int, const float ); | |
52 | ||
53 | /*----------------------------------------------------------------------*/ | |
54 | ||
55 | void OpenGl_Mesh::draw_indexpoly (const Tint front_lighting_model, | |
56 | const Aspect_InteriorStyle interior_style, | |
57 | const TEL_COLOUR *edge_colour, | |
58 | const OPENGL_SURF_PROP *prop, | |
59 | const Handle(OpenGl_Workspace) &AWorkspace) const | |
60 | { | |
61 | Tint i, j, k, a, newList = 0; | |
62 | Tint lighting_model; | |
63 | ||
64 | /* Following pointers have been provided for performance improvement */ | |
65 | Tint *ind; | |
66 | tel_point pfn, pvn, pv; | |
67 | tel_colour pvc, pfc; | |
68 | tel_texture_coord pvt; | |
69 | ||
70 | ind = myData.indices; | |
71 | pfn = myData.fnormals; | |
72 | pvn = myData.vnormals; | |
73 | pvc = myData.vcolours; | |
74 | pfc = myData.fcolours; | |
75 | pv = myData.vertices; | |
76 | pvt = myData.vtexturecoord; | |
77 | if ( AWorkspace->DegenerateModel < 2 && interior_style != Aspect_IS_EMPTY ) | |
78 | { | |
79 | if ( AWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT ) | |
80 | { | |
81 | pvc = 0; | |
82 | pfc = 0; | |
83 | } | |
84 | ||
85 | if ( interior_style == Aspect_IS_HIDDENLINE) | |
86 | { | |
87 | pvc = 0; | |
88 | pfc = 0; | |
89 | } | |
90 | ||
91 | if ( front_lighting_model ) | |
92 | glEnable(GL_LIGHTING); | |
93 | else | |
94 | glDisable(GL_LIGHTING); | |
95 | ||
96 | lighting_model = front_lighting_model; | |
97 | ||
98 | if ( (AWorkspace->NamedStatus & OPENGL_NS_ANIMATION) == 0 ) | |
99 | goto doDraw; /* Disable object display list out of animation */ | |
100 | /* window's context and bitmap's one */ | |
101 | ||
102 | if ( myDS->model != lighting_model || !myDS->list || | |
103 | myDS->model == -1 || ( AWorkspace->DegenerateModel && myDS->skipRatio != AWorkspace->SkipRatio )) | |
104 | { | |
105 | myDS->skipRatio = AWorkspace->SkipRatio; | |
106 | myDS->model = lighting_model; | |
107 | myDS->degMode = AWorkspace->DegenerateModel; | |
108 | if ( AWorkspace->SkipRatio <= 0.f ) { | |
109 | if ( !myDS->list ) myDS->list = glGenLists ( 1 ); | |
110 | ||
111 | glNewList ( myDS->list, GL_COMPILE_AND_EXECUTE ); | |
112 | newList = 1; | |
113 | doDraw: | |
114 | if ( !lighting_model ) | |
115 | { | |
116 | if ( myData.num_bounds == 3 ) | |
117 | glBegin ( GL_TRIANGLES ); | |
118 | else if ( myData.num_bounds == 4 ) | |
119 | glBegin ( GL_QUADS ); | |
120 | else glBegin ( GL_POLYGON ); | |
121 | ||
122 | if ( pvc ) | |
123 | { | |
124 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) | |
125 | { | |
126 | a = j + myData.num_bounds; | |
127 | for ( ; j < a; ++j ) | |
128 | { | |
129 | glColor3fv ( pvc[ ind[ j ] ].rgb ); | |
130 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
131 | } | |
132 | } | |
133 | } | |
134 | else if ( pfc ) | |
135 | { | |
136 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) | |
137 | { | |
138 | a = j + myData.num_bounds; | |
139 | glColor3fv ( pfc[ i ].rgb ); | |
140 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
141 | } | |
142 | } | |
143 | else | |
144 | { | |
145 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) | |
146 | { | |
147 | a = j + myData.num_bounds; | |
148 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
149 | } | |
150 | } | |
151 | glEnd (); | |
152 | } | |
153 | else | |
154 | { | |
155 | /* lighting_model != TelLModelNone */ | |
156 | if ( myData.num_bounds == 3 ) | |
157 | glBegin ( GL_TRIANGLES ); | |
158 | else if ( myData.num_bounds == 4 ) | |
159 | glBegin ( GL_QUADS ); | |
160 | else glBegin ( GL_POLYGON ); | |
161 | ||
162 | #ifdef OCC749 | |
163 | for ( i = a = 0; i < myData.num_facets; ++i ) { | |
164 | j = a; a += myData.num_bounds; | |
165 | if( pfn ) glNormal3fv ( pfn[ i ].xyz ); | |
166 | if( pfc && !prop->isphysic ) { | |
167 | GLfloat diff[4], ambi[4], emsv[4], r, g, b; | |
168 | ||
169 | ambi[3] = diff[3] = emsv[3] = prop->trans; | |
170 | ||
171 | r = pfc[ i ].rgb[0]; g = pfc[ i ].rgb[1]; b = pfc[ i ].rgb[2]; | |
172 | ||
173 | if( prop->color_mask & OPENGL_AMBIENT_MASK ) { | |
174 | ambi[0] = prop->amb * r; | |
175 | ambi[1] = prop->amb * g; | |
176 | ambi[2] = prop->amb * b; | |
177 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambi); | |
178 | } | |
179 | if( prop->color_mask & OPENGL_DIFFUSE_MASK ) { | |
180 | diff[0] = prop->diff * r; | |
181 | diff[1] = prop->diff * g; | |
182 | diff[2] = prop->diff * b; | |
183 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); | |
184 | } | |
185 | if( prop->color_mask & OPENGL_EMISSIVE_MASK ) { | |
186 | emsv[0] = prop->emsv * r; | |
187 | emsv[1] = prop->emsv * g; | |
188 | emsv[2] = prop->emsv * b; | |
189 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emsv); | |
190 | } | |
191 | } | |
192 | for ( ; j < a; ++j ) { | |
193 | k = ind[ j ]; | |
194 | if( pvn ) glNormal3fv ( pvn[ k ].xyz ); | |
195 | if( pvc && !prop->isphysic ) { | |
196 | GLfloat diff[4], ambi[4], emsv[4], r, g, b; | |
197 | ||
198 | ambi[3] = diff[3] = emsv[3] = prop->trans; | |
199 | ||
200 | r = pvc[ k ].rgb[0]; g = pvc[ k ].rgb[1]; b = pvc[ k ].rgb[2]; | |
201 | ||
202 | if( prop->color_mask & OPENGL_AMBIENT_MASK ) { | |
203 | ambi[0] = prop->amb * r; | |
204 | ambi[1] = prop->amb * g; | |
205 | ambi[2] = prop->amb * b; | |
206 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambi); | |
207 | } | |
208 | if( prop->color_mask & OPENGL_DIFFUSE_MASK ) { | |
209 | diff[0] = prop->diff * r; | |
210 | diff[1] = prop->diff * g; | |
211 | diff[2] = prop->diff * b; | |
212 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff); | |
213 | } | |
214 | if( prop->color_mask & OPENGL_EMISSIVE_MASK ) { | |
215 | emsv[0] = prop->emsv * r; | |
216 | emsv[1] = prop->emsv * g; | |
217 | emsv[2] = prop->emsv * b; | |
218 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emsv); | |
219 | } | |
220 | } | |
221 | if( pvt && (AWorkspace->NamedStatus & OPENGL_NS_FORBIDSETTEX) == 0 ) glTexCoord2fv ( pvt[ k ].xy ); | |
222 | glVertex3fv ( pv[ k ].xyz ); | |
223 | } /* end for ( j . . . ) */ | |
224 | } /* end for ( i . . . ) */ | |
225 | glEnd (); | |
226 | #else | |
227 | if ( pvn ) { | |
228 | if ( pvt && (AWorkspace->NamedStatus & OPENGL_NS_FORBIDSETTEX) == 0 ) | |
229 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
230 | a = j + myData.num_bounds; | |
231 | for ( ; j < a; ++j ) { | |
232 | glNormal3fv ( pvn[ ind[ j ] ].xyz ); | |
233 | glTexCoord2fv ( pvt[ ind[ j ] ].xy ); | |
234 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
235 | } /* end for ( j . . . ) */ | |
236 | } /* end for ( i . . . ) */ | |
237 | else | |
238 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
239 | a = j + myData.num_bounds; | |
240 | for ( ; j < a; ++j ) { | |
241 | glNormal3fv ( pvn[ ind[ j ] ].xyz ); | |
242 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
243 | } /* end for ( j . . . ) */ | |
244 | } /* end for ( i . . . ) */ | |
245 | } else { /* !pvn */ | |
246 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
247 | a = j + myData.num_bounds; | |
248 | glNormal3fv ( pfn[ i ].xyz ); | |
249 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
250 | } /* end for */ | |
251 | } /* end else */ | |
252 | glEnd (); | |
253 | #endif /* OCC749 */ | |
254 | ||
255 | } /* end else */ | |
256 | } else if ( AWorkspace->SkipRatio < 1.f ) { | |
257 | if ( !myDS->dlist ) myDS->dlist = glGenLists ( 1 ); | |
258 | glNewList ( myDS->dlist, GL_COMPILE_AND_EXECUTE ); | |
259 | newList = 1; | |
260 | set_drawable_items ( myDS->bDraw, myData.num_facets, AWorkspace->SkipRatio ); | |
261 | if ( !lighting_model ) { | |
262 | if ( myData.num_bounds == 3 ) | |
263 | glBegin ( GL_TRIANGLES ); | |
264 | else if ( myData.num_bounds == 4 ) | |
265 | glBegin ( GL_QUADS ); | |
266 | else glBegin ( GL_POLYGON ); | |
267 | ||
268 | if ( pvc ) { | |
269 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
270 | a = j + myData.num_bounds; | |
271 | if ( myDS->bDraw[ i ] ) | |
272 | for ( ; j < a; ++j ) { | |
273 | glColor3fv ( pvc[ ind[ j ] ].rgb ); | |
274 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
275 | } /* end for ( j . . . ) */ | |
276 | else j = a; | |
277 | } /* end for ( i . . . ) */ | |
278 | } else if ( pfc ) { | |
279 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
280 | a = j + myData.num_bounds; | |
281 | if ( myDS->bDraw[ i ] ) { | |
282 | glColor3fv ( pfc[ i ].rgb ); | |
283 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
284 | } else j = a; | |
285 | } /* end for */ | |
286 | } else { | |
287 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
288 | a = j + myData.num_bounds; | |
289 | if ( myDS->bDraw[ i ] ) | |
290 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
291 | else j = a; | |
292 | } /* end for */ | |
293 | } /* end else */ | |
294 | glEnd (); | |
295 | } else { /* lighting_model != TelLModelNone */ | |
296 | if ( myData.num_bounds == 3 ) | |
297 | glBegin ( GL_TRIANGLES ); | |
298 | else if ( myData.num_bounds == 4 ) | |
299 | glBegin ( GL_QUADS ); | |
300 | else glBegin ( GL_POLYGON ); | |
301 | ||
302 | if ( pvn ) { | |
303 | if ( pvt && (AWorkspace->NamedStatus & OPENGL_NS_FORBIDSETTEX) == 0 ) | |
304 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
305 | a = j + myData.num_bounds; | |
306 | if ( myDS->bDraw[ i ] ) | |
307 | for ( ; j < a; ++j ) { | |
308 | glNormal3fv ( pvn[ ind[ j ] ].xyz ); | |
309 | glTexCoord2fv ( pvt[ ind[ j ] ].xy ); | |
310 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
311 | } /* end for ( j . . . ) */ | |
312 | else j = a; | |
313 | } /* end for ( i . . . ) */ | |
314 | else | |
315 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
316 | a = j + myData.num_bounds; | |
317 | if ( myDS->bDraw[ i ] ) | |
318 | for ( ; j < a; ++j ) { | |
319 | glNormal3fv ( pvn[ ind[ j ] ].xyz ); | |
320 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
321 | } /* end for ( j . . . ) */ | |
322 | else j = a; | |
323 | } /* end for ( i . . . ) */ | |
324 | } else { /* !pvn */ | |
325 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
326 | a = j + myData.num_bounds; | |
327 | if ( myDS->bDraw[ i ] ) { | |
328 | glNormal3fv ( pfn[ i ].xyz ); | |
329 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
330 | } else j = a; | |
331 | } /* end for */ | |
332 | } /* end else */ | |
333 | glEnd (); | |
334 | } /* end else */ | |
335 | } else { | |
336 | if ( !myDS->dlist ) myDS->dlist = glGenLists ( 1 ); | |
337 | glNewList ( myDS->dlist, GL_COMPILE_AND_EXECUTE ); | |
338 | newList = 1; | |
339 | } /* end else */ | |
340 | if ( newList ) glEndList (); | |
341 | if ( AWorkspace->DegenerateModel ) return; | |
342 | } else { | |
343 | glCallList ( AWorkspace->SkipRatio <= 0.f ? myDS->list : myDS->dlist ); | |
344 | if ( AWorkspace->DegenerateModel ) return; | |
345 | } /* end else */ | |
346 | } | |
347 | ||
348 | i = 0; | |
349 | ||
350 | switch ( AWorkspace->DegenerateModel ) | |
351 | { | |
352 | default: | |
353 | break; | |
354 | ||
355 | case 2: /* XXX_TDM_WIREFRAME */ | |
356 | i = 1; | |
357 | break; | |
358 | ||
359 | case 3: /* XXX_TDM_MARKER */ | |
360 | draw_degenerates_as_points ( AWorkspace->SkipRatio ); | |
361 | return; | |
362 | ||
363 | case 4: /* XXX_TDM_BBOX */ | |
364 | draw_degenerates_as_bboxs (); | |
365 | return; | |
366 | } | |
367 | ||
368 | draw_edges ( edge_colour, interior_style, i, AWorkspace ); | |
369 | } | |
370 | ||
371 | /*----------------------------------------------------------------------*/ | |
372 | ||
373 | void OpenGl_Mesh::draw_edges (const TEL_COLOUR *edge_colour, const Aspect_InteriorStyle interior_style, | |
374 | Tint forceDraw, const Handle(OpenGl_Workspace) &AWorkspace) const | |
375 | { | |
376 | const OpenGl_AspectFace *aspect_face = AWorkspace->AspectFace( Standard_True ); | |
377 | ||
378 | if ( interior_style != Aspect_IS_HIDDENLINE && !forceDraw && aspect_face->Context().Edge == TOff ) | |
379 | return; | |
380 | ||
381 | glDisable(GL_LIGHTING); | |
382 | const GLboolean texture_on = IsTextureEnabled(); | |
383 | if (texture_on) DisableTexture(); | |
384 | ||
385 | // Setup line aspect | |
386 | const OpenGl_AspectLine *aspect_line_old = AWorkspace->SetAspectLine( aspect_face->AspectEdge() ); | |
387 | AWorkspace->AspectLine( Standard_True ); | |
388 | ||
389 | tel_point pv = myData.vertices; | |
390 | Tint *ind = myData.indices; | |
391 | Tint *vis = myData.edge_vis; | |
392 | ||
393 | Tint i, j, a, newList = 0; | |
394 | ||
395 | if ( !forceDraw ) { | |
396 | ||
397 | glColor3fv ( edge_colour -> rgb ); | |
398 | glPushAttrib ( GL_POLYGON_BIT ); | |
399 | glPolygonMode ( GL_FRONT_AND_BACK, GL_LINE ); | |
400 | ||
401 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
402 | ||
403 | a = j + myData.num_bounds; | |
404 | ||
405 | glBegin ( GL_POLYGON ); | |
406 | ||
407 | for ( ; j < a; ++j ) { | |
408 | ||
409 | glEdgeFlag ( ( GLboolean )( vis[ j ] == 1 ? GL_TRUE : GL_FALSE ) ); | |
410 | glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
411 | ||
412 | } /* end for */ | |
413 | ||
414 | glEnd(); | |
415 | ||
416 | glEdgeFlag ( GL_TRUE ); | |
417 | ||
418 | } /* end for */ | |
419 | ||
420 | glPopAttrib (); | |
421 | ||
422 | } else { | |
423 | ||
424 | if ( (AWorkspace->NamedStatus & OPENGL_NS_ANIMATION) == 0 ) | |
425 | goto doDraw; /* Disable object display list out of animation */ | |
426 | ||
427 | if ( myDS->degMode != 2 || myDS->skipRatio != AWorkspace->SkipRatio || !myDS->dlist ) { | |
428 | ||
429 | if ( !myDS->dlist ) myDS->dlist = glGenLists ( 1 ); | |
430 | ||
431 | myDS->degMode = 2; | |
432 | myDS->skipRatio = AWorkspace->SkipRatio; | |
433 | glNewList ( myDS->dlist, GL_COMPILE_AND_EXECUTE ); | |
434 | newList = 1; | |
435 | ||
436 | doDraw: | |
437 | glPushAttrib ( GL_POLYGON_BIT | GL_DEPTH_BUFFER_BIT ); | |
438 | ||
439 | glEdgeFlag ( GL_TRUE ); | |
440 | glDisable ( GL_DEPTH_TEST ); | |
441 | glPolygonMode ( GL_FRONT_AND_BACK, GL_LINE ); | |
442 | ||
443 | if ( AWorkspace->SkipRatio <= 0.f ) | |
444 | ||
445 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
446 | ||
447 | a = j + myData.num_bounds; | |
448 | ||
449 | glBegin ( GL_POLYGON ); | |
450 | ||
451 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
452 | ||
453 | glEnd(); | |
454 | ||
455 | } /* end for */ | |
456 | ||
457 | else if ( AWorkspace->SkipRatio < 1.f ) { | |
458 | ||
459 | set_drawable_items ( myDS->bDraw, myData.num_facets, AWorkspace->SkipRatio ); | |
460 | ||
461 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
462 | ||
463 | a = j + myData.num_bounds; | |
464 | ||
465 | if ( myDS->bDraw[ i ] ) { | |
466 | ||
467 | glBegin ( GL_POLYGON ); | |
468 | ||
469 | for ( ; j < a; ++j ) glVertex3fv ( pv[ ind[ j ] ].xyz ); | |
470 | ||
471 | glEnd(); | |
472 | ||
473 | } else j = a; | |
474 | ||
475 | } /* end for */ | |
476 | ||
477 | } /* end if */ | |
478 | ||
479 | glPopAttrib (); | |
480 | if ( newList ) glEndList (); | |
481 | ||
482 | } else glCallList ( myDS->dlist ); | |
483 | ||
484 | } /* end else */ | |
485 | ||
486 | // Restore line context | |
487 | AWorkspace->SetAspectLine( aspect_line_old ); | |
488 | ||
489 | if (texture_on) EnableTexture(); | |
490 | } | |
491 | ||
492 | /*----------------------------------------------------------------------*/ | |
493 | ||
494 | void OpenGl_Mesh::draw_degenerates_as_points (const float aSkipRatio) const | |
495 | { | |
496 | Tint* ind, *vis; | |
497 | Tint i, j, n, a, newList = 0; | |
498 | GLfloat pt[ 3 ]; | |
499 | tel_point pv; | |
500 | ||
501 | pv = myData.vertices; | |
502 | ind = myData.indices; | |
503 | vis = myData.edge_vis; | |
504 | ||
505 | glDisable(GL_LIGHTING); | |
506 | ||
507 | if ( myDS->degMode != 3 || myDS->skipRatio != aSkipRatio || !myDS->dlist ) { | |
508 | ||
509 | if ( !myDS->dlist ) myDS->dlist = glGenLists ( 1 ); | |
510 | ||
511 | myDS->degMode = 3; | |
512 | myDS->skipRatio = aSkipRatio; | |
513 | glNewList ( myDS->dlist, GL_COMPILE_AND_EXECUTE ); | |
514 | newList = 1; | |
515 | ||
516 | if ( aSkipRatio <= 0.f ) { | |
517 | ||
518 | glBegin ( GL_POINTS ); | |
519 | ||
520 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
521 | ||
522 | n = myData.num_bounds; | |
523 | a = j + n; | |
524 | ||
525 | for ( pt [ 0 ] = pt[ 1 ] = pt[ 2 ] = 0.; j < a; ++j ) { | |
526 | ||
527 | pt[ 0 ] += pv[ ind[ j ] ].xyz[ 0 ]; | |
528 | pt[ 1 ] += pv[ ind[ j ] ].xyz[ 1 ]; | |
529 | pt[ 2 ] += pv[ ind[ j ] ].xyz[ 2 ]; | |
530 | ||
531 | } /* end for ( j ) */ | |
532 | ||
533 | pt[ 0 ] /= n; | |
534 | pt[ 1 ] /= n; | |
535 | pt[ 2 ] /= n; | |
536 | ||
537 | glVertex3fv ( pt ); | |
538 | ||
539 | } /* end for ( i ) */ | |
540 | ||
541 | glEnd (); | |
542 | ||
543 | } else if ( aSkipRatio < 1.f ) { | |
544 | ||
545 | set_drawable_items ( myDS->bDraw, myData.num_facets, aSkipRatio ); | |
546 | ||
547 | glBegin ( GL_POINTS ); | |
548 | ||
549 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
550 | ||
551 | n = myData.num_bounds; | |
552 | a = j + n; | |
553 | ||
554 | if ( myDS->bDraw[ i ] ) { | |
555 | ||
556 | for ( pt [ 0 ] = pt[ 1 ] = pt[ 2 ] = 0.; j < a; ++j ) { | |
557 | ||
558 | pt[ 0 ] += pv[ ind[ j ] ].xyz[ 0 ]; | |
559 | pt[ 1 ] += pv[ ind[ j ] ].xyz[ 1 ]; | |
560 | pt[ 2 ] += pv[ ind[ j ] ].xyz[ 2 ]; | |
561 | ||
562 | } /* end for ( j ) */ | |
563 | ||
564 | pt[ 0 ] /= n; | |
565 | pt[ 1 ] /= n; | |
566 | pt[ 2 ] /= n; | |
567 | ||
568 | glVertex3fv ( pt ); | |
569 | ||
570 | } else j = a; | |
571 | ||
572 | } /* end for ( i ) */ | |
573 | ||
574 | glEnd (); | |
575 | ||
576 | } /* end if */ | |
577 | ||
578 | glEndList (); | |
579 | ||
580 | } else glCallList ( myDS->dlist ); | |
581 | ||
582 | } | |
583 | ||
584 | void OpenGl_Mesh::draw_degenerates_as_bboxs () const | |
585 | { | |
586 | Tint* ind, *vis; | |
587 | Tint i, j, n, a, newList = 0; | |
588 | GLfloat minp[ 3 ] = { FLT_MAX, FLT_MAX, FLT_MAX }; | |
589 | GLfloat maxp[ 3 ] = { FLT_MIN, FLT_MIN, FLT_MIN }; | |
590 | tel_point pv; | |
591 | ||
592 | pv = myData.vertices; | |
593 | ind = myData.indices; | |
594 | vis = myData.edge_vis; | |
595 | ||
596 | glDisable(GL_LIGHTING); | |
597 | ||
598 | if ( myDS->degMode != 4 || !myDS->dlist ) { | |
599 | ||
600 | if ( !myDS->dlist ) myDS->dlist = glGenLists ( 1 ); | |
601 | ||
602 | myDS->degMode = 4; | |
603 | ||
604 | glNewList ( myDS->dlist, GL_COMPILE_AND_EXECUTE ); | |
605 | newList = 1; | |
606 | ||
607 | for ( i = 0, j = 0, a = 0; i < myData.num_facets; ++i ) { | |
608 | ||
609 | n = myData.num_bounds; | |
610 | a = j + n; | |
611 | ||
612 | for ( ; j < a; ++j ) { | |
613 | ||
614 | if ( pv[ ind[ j ] ].xyz[ 0 ] < minp[ 0 ] ) | |
615 | minp[ 0 ] = pv[ ind[ j ] ].xyz[ 0 ] ; | |
616 | if ( pv[ ind[ j ] ].xyz[ 1 ] < minp[ 1 ] ) | |
617 | minp[ 1 ] = pv[ ind[ j ] ].xyz[ 1 ] ; | |
618 | if ( pv[ ind[ j ] ].xyz[ 2 ] < minp[ 2 ] ) | |
619 | minp[ 2 ] = pv[ ind[ j ] ].xyz[ 2 ] ; | |
620 | ||
621 | if ( pv[ ind[ j ] ].xyz[ 0 ] > maxp[ 0 ] ) | |
622 | maxp[ 0 ] = pv[ ind[ j ] ].xyz[ 0 ] ; | |
623 | if ( pv[ ind[ j ] ].xyz[ 1 ] > maxp[ 1 ] ) | |
624 | maxp[ 1 ] = pv[ ind[ j ] ].xyz[ 1 ] ; | |
625 | if ( pv[ ind[ j ] ].xyz[ 2 ] > maxp[ 2 ] ) | |
626 | maxp[ 2 ] = pv[ ind[ j ] ].xyz[ 2 ] ; | |
627 | ||
628 | } /* end for ( j ) */ | |
629 | ||
630 | } /* end for ( i ) */ | |
631 | ||
632 | /* OCC11904 -- Temporarily disable environment mapping */ | |
633 | glPushAttrib(GL_ENABLE_BIT); | |
634 | glDisable(GL_TEXTURE_1D); | |
635 | glDisable(GL_TEXTURE_2D); | |
636 | ||
637 | glBegin ( GL_LINE_STRIP ); | |
638 | ||
639 | glVertex3fv ( minp ); | |
640 | glVertex3f ( minp[ 0 ], maxp[ 1 ], minp[ 2 ] ); | |
641 | glVertex3f ( minp[ 0 ], maxp[ 1 ], maxp[ 2 ] ); | |
642 | glVertex3f ( minp[ 0 ], minp[ 1 ], maxp[ 2 ] ); | |
643 | glVertex3f ( minp[ 0 ], minp[ 1 ], minp[ 2 ] ); | |
644 | ||
645 | glVertex3f ( maxp[ 0 ], minp[ 1 ], minp[ 2 ] ); | |
646 | glVertex3f ( maxp[ 0 ], maxp[ 1 ], minp[ 2 ] ); | |
647 | glVertex3f ( maxp[ 0 ], maxp[ 1 ], maxp[ 2 ] ); | |
648 | glVertex3f ( maxp[ 0 ], minp[ 1 ], maxp[ 2 ] ); | |
649 | glVertex3f ( maxp[ 0 ], minp[ 1 ], minp[ 2 ] ); | |
650 | ||
651 | glVertex3f ( maxp[ 0 ], minp[ 1 ], maxp[ 2 ] ); | |
652 | glVertex3f ( minp[ 0 ], minp[ 1 ], maxp[ 2 ] ); | |
653 | glVertex3f ( minp[ 0 ], maxp[ 1 ], maxp[ 2 ] ); | |
654 | glVertex3fv ( maxp ); | |
655 | glVertex3f ( maxp[ 0 ], maxp[ 1 ], minp[ 2 ] ); | |
656 | glVertex3f ( minp[ 0 ], maxp[ 1 ], minp[ 2 ] ); | |
657 | ||
658 | glEnd(); | |
659 | glPopAttrib(); | |
660 | glEndList (); | |
661 | ||
662 | } else glCallList ( myDS->dlist ); | |
663 | } | |
664 | ||
665 | /*----------------------------------------------------------------------*/ | |
666 | ||
667 | void set_drawable_items ( GLboolean* pbDraw, int n, const float aSkipRatio ) | |
668 | { | |
669 | memset ( pbDraw, 0, sizeof ( GLboolean ) * n ); | |
670 | ||
671 | int i = ( int )( ( 1.0F - aSkipRatio ) * n ); | |
672 | ||
673 | while ( i-- ) pbDraw[ OPENGL_RAND() % n ] = 1; | |
674 | } | |
675 | ||
676 | /*----------------------------------------------------------------------*/ | |
677 | ||
678 | OpenGl_Mesh::OpenGl_Mesh (const Graphic3d_Array1OfVertex& AListVertex, const Aspect_Array1OfEdge& AListEdge) | |
679 | { | |
680 | const Standard_Integer nv = AListVertex.Length(); | |
681 | ||
682 | // Dynamic allocation | |
683 | TEL_POINT *points = new TEL_POINT[nv]; | |
684 | memcpy( points, &AListVertex(AListVertex.Lower()), nv*sizeof(TEL_POINT) ); | |
685 | ||
686 | Init (nv,points,NULL,NULL,NULL,AListEdge,3); | |
687 | } | |
688 | ||
689 | /*----------------------------------------------------------------------*/ | |
690 | ||
691 | OpenGl_Mesh::OpenGl_Mesh (const Graphic3d_Array1OfVertexN& AListVertex, const Aspect_Array1OfEdge& AListEdge) | |
692 | { | |
693 | const Standard_Integer nv = AListVertex.Length (); | |
694 | ||
695 | // Dynamic allocation | |
696 | TEL_POINT *points = new TEL_POINT[nv]; | |
697 | TEL_POINT *normals = new TEL_POINT[nv]; | |
698 | ||
699 | Standard_Integer i = 0, j = AListVertex.Lower(); | |
700 | Standard_Real X, Y, Z; | |
701 | for ( ; i < nv; i++, j++) | |
702 | { | |
703 | AListVertex(j).Coord(X, Y, Z); | |
704 | points[i].xyz[0] = float (X); | |
705 | points[i].xyz[1] = float (Y); | |
706 | points[i].xyz[2] = float (Z); | |
707 | AListVertex(j).Normal(X, Y, Z); | |
708 | normals[i].xyz[0] = float (X); | |
709 | normals[i].xyz[1] = float (Y); | |
710 | normals[i].xyz[2] = float (Z); | |
711 | } | |
712 | ||
713 | Init (nv,points,normals,NULL,NULL,AListEdge,3); | |
714 | } | |
715 | ||
716 | /*----------------------------------------------------------------------*/ | |
717 | ||
718 | OpenGl_Mesh::OpenGl_Mesh (const Graphic3d_Array1OfVertexC& AListVertex, const Aspect_Array1OfEdge& AListEdge) | |
719 | { | |
720 | const Standard_Integer nv = AListVertex.Length (); | |
721 | ||
722 | // Dynamic allocation | |
723 | TEL_POINT *points = new TEL_POINT[nv]; | |
724 | TEL_COLOUR *colors = new TEL_COLOUR[nv]; | |
725 | ||
726 | Standard_Integer i = 0, j = AListVertex.Lower(); | |
727 | Standard_Real X, Y, Z; | |
728 | for ( ; i < nv; i++, j++) | |
729 | { | |
730 | AListVertex(j).Coord(X, Y, Z); | |
731 | points[i].xyz[0] = float (X); | |
732 | points[i].xyz[1] = float (Y); | |
733 | points[i].xyz[2] = float (Z); | |
734 | AListVertex(j).Color().Values (X, Y, Z, Quantity_TOC_RGB); | |
735 | colors[i].rgb[0] = float (X); | |
736 | colors[i].rgb[1] = float (Y); | |
737 | colors[i].rgb[2] = float (Z); | |
738 | colors[i].rgb[3] = 1.0F; | |
739 | } | |
740 | ||
741 | Init (nv,points,NULL,colors,NULL,AListEdge,3); | |
742 | } | |
743 | ||
744 | /*----------------------------------------------------------------------*/ | |
745 | ||
746 | OpenGl_Mesh::OpenGl_Mesh (const Graphic3d_Array1OfVertexNC& AListVertex, const Aspect_Array1OfEdge& AListEdge) | |
747 | { | |
748 | const Standard_Integer nv = AListVertex.Length (); | |
749 | ||
750 | // Dynamic allocation | |
751 | TEL_POINT *points = new TEL_POINT[nv]; | |
752 | TEL_POINT *normals = new TEL_POINT[nv]; | |
753 | TEL_COLOUR *colors = new TEL_COLOUR[nv]; | |
754 | ||
755 | Standard_Integer i = 0, j = AListVertex.Lower(); | |
756 | Standard_Real X, Y, Z; | |
757 | for ( ; i < nv; i++, j++) | |
758 | { | |
759 | AListVertex(j).Coord(X, Y, Z); | |
760 | points[i].xyz[0] = float (X); | |
761 | points[i].xyz[1] = float (Y); | |
762 | points[i].xyz[2] = float (Z); | |
763 | AListVertex(j).Normal(X, Y, Z); | |
764 | normals[i].xyz[0] = float (X); | |
765 | normals[i].xyz[1] = float (Y); | |
766 | normals[i].xyz[2] = float (Z); | |
767 | AListVertex(j).Color().Values (X, Y, Z, Quantity_TOC_RGB); | |
768 | colors[i].rgb[0] = float (X); | |
769 | colors[i].rgb[1] = float (Y); | |
770 | colors[i].rgb[2] = float (Z); | |
771 | colors[i].rgb[3] = 1.0F; | |
772 | } | |
773 | ||
774 | Init (nv,points,normals,colors,NULL,AListEdge,3); | |
775 | } | |
776 | ||
777 | /*----------------------------------------------------------------------*/ | |
778 | ||
779 | OpenGl_Mesh::OpenGl_Mesh (const Graphic3d_Array1OfVertexNT& AListVertex, const Aspect_Array1OfEdge& AListEdge) | |
780 | { | |
781 | const Standard_Integer nv = AListVertex.Length (); | |
782 | ||
783 | // Dynamic allocation | |
784 | TEL_POINT *points = new TEL_POINT[nv]; | |
785 | TEL_POINT *normals = new TEL_POINT[nv]; | |
786 | TEL_TEXTURE_COORD *tcoords = new TEL_TEXTURE_COORD[nv]; | |
787 | ||
788 | Standard_Integer i = 0, j = AListVertex.Lower(); | |
789 | Standard_Real X, Y, Z; | |
790 | for ( ; i < nv; i++, j++) | |
791 | { | |
792 | AListVertex(j).Coord(X, Y, Z); | |
793 | points[i].xyz[0] = float (X); | |
794 | points[i].xyz[1] = float (Y); | |
795 | points[i].xyz[2] = float (Z); | |
796 | AListVertex(j).Normal(X, Y, Z); | |
797 | normals[i].xyz[0] = float (X); | |
798 | normals[i].xyz[1] = float (Y); | |
799 | normals[i].xyz[2] = float (Z); | |
800 | AListVertex(j).TextureCoordinate(X, Y); | |
801 | tcoords[i].xy[0] = float(X); | |
802 | tcoords[i].xy[1] = float(Y); | |
803 | } | |
804 | ||
805 | Init (nv,points,normals,NULL,tcoords,AListEdge,3); | |
806 | } | |
807 | ||
808 | /*----------------------------------------------------------------------*/ | |
809 | ||
810 | void OpenGl_Mesh::Init (const Tint ANbVertices, tel_point AVertices, | |
811 | tel_point AVNormals, tel_colour AVColors, tel_texture_coord ATCoords, | |
812 | const Aspect_Array1OfEdge& AListEdge, const Tint ANbBounds) | |
813 | { | |
814 | // Get number of bounds in a facet | |
815 | myData.num_bounds = ANbBounds; | |
816 | ||
817 | // Get number of vertices | |
818 | myData.num_vertices = ANbVertices; | |
819 | ||
820 | // Get vertices | |
821 | myData.vertices = AVertices; | |
822 | ||
823 | // Get number of edges | |
824 | const Standard_Integer nb_edges = AListEdge.Length (); | |
825 | ||
826 | myData.indices = new Tint[nb_edges]; | |
827 | myData.edge_vis = new Tint[nb_edges]; | |
828 | ||
829 | const Standard_Integer LowerE = AListEdge.Lower (); | |
830 | const Standard_Integer UpperE = AListEdge.Upper (); | |
831 | ||
832 | // Loop on edges | |
833 | Standard_Integer i, j; | |
834 | for (j=0, i=LowerE; i<=UpperE; i++, j++) | |
835 | { | |
836 | myData.indices[j] = AListEdge(i).FirstIndex() - LowerE; //LastIndex unused | |
837 | myData.edge_vis[j] = AListEdge(i).Type() ? TOff : TOn; | |
838 | } | |
839 | ||
840 | // Get number of facets | |
841 | myData.num_facets = nb_edges / ANbBounds; | |
842 | ||
843 | myData.vnormals = AVNormals; | |
844 | if (AVNormals) | |
845 | { | |
846 | myData.vertex_flag = TEL_VT_NORMAL; | |
847 | for( i = 0; i < ANbVertices; i++ ) | |
848 | vecnrm( myData.vnormals[i].xyz ); | |
849 | } | |
850 | else | |
851 | { | |
852 | myData.vertex_flag = TEL_VT_NONE; | |
853 | } | |
854 | ||
855 | myData.vcolours = AVColors; | |
856 | myData.vtexturecoord = ATCoords; | |
857 | ||
858 | myData.facet_flag = TEL_FA_NONE; | |
859 | myData.fnormals = new TEL_POINT[myData.num_facets]; | |
860 | for( i = 0, j = 0; i < myData.num_facets; i++ ) | |
861 | { | |
862 | TelGetPolygonNormal( myData.vertices, &myData.indices[j], myData.num_bounds, myData.fnormals[i].xyz ); | |
863 | j += myData.num_bounds; | |
864 | } | |
865 | ||
866 | myData.fcolours = NULL; | |
867 | ||
868 | myDS = new DS_INTERNAL(); | |
869 | myDS->list = 0; | |
870 | myDS->dlist = 0; | |
871 | myDS->degMode = 0; | |
872 | myDS->model = -1; | |
873 | myDS->skipRatio = 0.0F; | |
874 | myDS->bDraw = new unsigned char[myData.num_facets]; | |
875 | } | |
876 | ||
877 | /*----------------------------------------------------------------------*/ | |
878 | ||
879 | OpenGl_Mesh::~OpenGl_Mesh () | |
880 | { | |
881 | if( myData.edge_vis ) | |
882 | delete[] myData.edge_vis; | |
883 | if( myData.indices ) | |
884 | delete[] myData.indices; | |
885 | if( myData.fcolours ) | |
886 | delete[] myData.fcolours; | |
887 | if( myData.fnormals ) | |
888 | delete[] myData.fnormals; | |
889 | if( myData.vertices ) | |
890 | delete[] myData.vertices; | |
891 | if( myData.vcolours ) | |
892 | delete[] myData.vcolours; | |
893 | if( myData.vnormals ) | |
894 | delete[] myData.vnormals; | |
895 | if( myData.vtexturecoord ) | |
896 | delete[] myData.vtexturecoord; | |
897 | ||
898 | if ( myDS ) | |
899 | { | |
900 | if ( GET_GL_CONTEXT() != NULL ) | |
901 | { | |
902 | if ( myDS->list ) glDeleteLists ( myDS->list, 1 ); | |
903 | if ( myDS->dlist ) glDeleteLists ( myDS->dlist, 1 ); | |
904 | } | |
905 | ||
906 | if ( myDS->bDraw ) | |
907 | delete[] myDS->bDraw; | |
908 | ||
909 | delete myDS; | |
910 | } | |
911 | } | |
912 | ||
913 | /*----------------------------------------------------------------------*/ | |
914 | ||
915 | void OpenGl_Mesh::Render (const Handle(OpenGl_Workspace) &AWorkspace) const | |
916 | { | |
917 | const OpenGl_AspectFace *aspect_face = AWorkspace->AspectFace( Standard_True ); | |
918 | ||
919 | Tint front_lighting_model = aspect_face->Context().IntFront.color_mask; | |
920 | const TEL_COLOUR *interior_colour = &aspect_face->Context().IntFront.matcol; | |
921 | const TEL_COLOUR *edge_colour = &aspect_face->AspectEdge()->Color(); | |
922 | ||
923 | // Use highlight colors | |
924 | if ( AWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT ) | |
925 | { | |
926 | edge_colour = interior_colour = AWorkspace->HighlightColor; | |
927 | front_lighting_model = 0; | |
928 | } | |
929 | ||
930 | glColor3fv( interior_colour->rgb ); | |
931 | ||
932 | draw_indexpoly( front_lighting_model, | |
933 | aspect_face->Context().InteriorStyle, | |
934 | edge_colour, | |
935 | &aspect_face->Context().IntFront, | |
936 | AWorkspace ); | |
937 | } | |
938 | ||
939 | /*----------------------------------------------------------------------*/ |