void Implicit::Render()
{
  // Draw bounding box for debugging
  Bbox b = GetBoundingBox();

  Vector3<float> & v0 = b.pMin;
  Vector3<float> & v1 = b.pMax;

  if(mSelected) {
    glLineWidth(2.0f);
    glColor3f(0.8f,0.8f,0.8f);
  }
  else glColor3f(0.1f,0.1f,0.1f);

  glBegin(GL_LINE_STRIP);
  glVertex3f(v0[0], v0[1], v0[2]);
  glVertex3f(v1[0], v0[1], v0[2]);
  glVertex3f(v1[0], v1[1], v0[2]);
  glVertex3f(v0[0], v1[1], v0[2]);
  glVertex3f(v0[0], v0[1], v0[2]);
  glEnd();

  glBegin(GL_LINE_STRIP);
  glVertex3f(v0[0], v0[1], v1[2]);
  glVertex3f(v1[0], v0[1], v1[2]);
  glVertex3f(v1[0], v1[1], v1[2]);
  glVertex3f(v0[0], v1[1], v1[2]);
  glVertex3f(v0[0], v0[1], v1[2]);
  glEnd();

  glBegin(GL_LINES);
  glVertex3f(v0[0], v0[1], v0[2]);
  glVertex3f(v0[0], v0[1], v1[2]);

  glVertex3f(v1[0], v0[1], v0[2]);
  glVertex3f(v1[0], v0[1], v1[2]);

  glVertex3f(v0[0], v1[1], v0[2]);
  glVertex3f(v0[0], v1[1], v1[2]);

  glVertex3f(v1[0], v1[1], v0[2]);
  glVertex3f(v1[0], v1[1], v1[2]);
  glEnd();
  glLineWidth(1.0f);
  glPushMatrix();
  glMultMatrixf(mTransform.ToGLMatrix().GetArrayPtr());

  Geometry * mesh = dynamic_cast<Geometry *>(mMesh);
  if (mesh == NULL)
    std::cerr << "Error: implicit geometry not triangulated, add call to triangulate()" << std::endl;
  else {
    mesh->SetShowNormals(mShowNormals);
    mesh->SetWireframe(mWireframe);
    mesh->SetOpacity(mOpacity);

    mesh->Render();
  }

  if (mVisualizationMode == Gradients) {
    if(typeid(*mMesh) == typeid(SimpleMesh)){

      SimpleMesh * ptr = static_cast<SimpleMesh*>(mMesh);
      const std::vector<SimpleMesh::Vertex>& verts = ptr->GetVerts();

      glDisable(GL_LIGHTING);

      Matrix4x4<float> M = GetTransform().Transpose();

      glColor3f(0, 0, 1);
      glBegin(GL_LINES);
      for(unsigned int i=0; i < verts.size(); i++){
        const Vector3<float> vObject = verts.at(i).pos;

        // Transform vertex position to world space
        Vector4<float> vWorld = GetTransform() * Vector4<float>(vObject[0],vObject[1],vObject[2],1);

        // Get gradient in world space
        Vector3<float> nWorld = GetGradient(vWorld[0], vWorld[1], vWorld[2]);

        // Transform gradient to object space
        Vector4<float> nObject = M * Vector4<float>(nWorld[0],nWorld[1],nWorld[2],0);
        Vector3<float> n = Vector3<float>(nObject[0], nObject[1], nObject[2]);

        glVertex3fv(vObject.GetArrayPtr());
        glVertex3fv((vObject + n*0.1).GetArrayPtr());
      }
      glEnd();
    }
    else {
      std::cerr << "No Gradient visualization mode implemented for mesh type: " << typeid(*mMesh).name() << std::endl;
    }
  }

  glPopMatrix();

  GLObject::Render();
}
Example #2
0
void HalfEdgeMesh::Render()
{
  glEnable(GL_LIGHTING);
  glMatrixMode(GL_MODELVIEW);

  // Apply transform
  glPushMatrix(); // Push modelview matrix onto stack

  // Convert transform-matrix to format matching GL matrix format
  // Load transform into modelview matrix
  glMultMatrixf(  mTransform.ToGLMatrix().GetArrayPtr() );

  if (mWireframe)
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

  // Draw geometry
  glBegin(GL_TRIANGLES);
  const int numTriangles = GetNumFaces();
  for (int i = 0; i < numTriangles; i++){

    Face & face = f(i);

    HalfEdge* edge = &e(face.edge);

    Vertex & v1 = v(edge->vert);
    edge = &e(edge->next);

    Vertex & v2 = v(edge->vert);
    edge = &e(edge->next);

    Vertex & v3 = v(edge->vert);

    if (mVisualizationMode == CurvatureVertex) {
      glColor3fv(v1.color.GetArrayPtr());
      glNormal3fv(v1.normal.GetArrayPtr());
      glVertex3fv(v1.pos.GetArrayPtr());

      glColor3fv(v2.color.GetArrayPtr());
      glNormal3fv(v2.normal.GetArrayPtr());
      glVertex3fv(v2.pos.GetArrayPtr());

      glColor3fv(v3.color.GetArrayPtr());
      glNormal3fv(v3.normal.GetArrayPtr());
      glVertex3fv(v3.pos.GetArrayPtr());
    }
    else {
      glColor3fv(face.color.GetArrayPtr());
      glNormal3fv(face.normal.GetArrayPtr());

      glVertex3fv(v1.pos.GetArrayPtr());
      glVertex3fv(v2.pos.GetArrayPtr());
      glVertex3fv(v3.pos.GetArrayPtr());
    }

  }
  glEnd();

  // Mesh normals by courtesy of Richard Khoury
  if (mShowNormals)
  {
    glDisable(GL_LIGHTING);
    glBegin(GL_LINES);
    const int numTriangles = GetNumFaces();
    for (int i = 0; i < numTriangles; i++){

      Face & face = f(i);

      HalfEdge* edge = &e(face.edge);

      Vertex & v1 = v(edge->vert);
      edge = &e(edge->next);

      Vertex & v2 = v(edge->vert);
      edge = &e(edge->next);

      Vertex & v3 = v(edge->vert);

      Vector3<float> faceStart = (v1.pos + v2.pos + v3.pos) / 3.0f;
      Vector3<float> faceEnd = faceStart + face.normal*0.1;

      glColor3f(1,0,0); // Red for face normal
      glVertex3fv(faceStart.GetArrayPtr());
      glVertex3fv(faceEnd.GetArrayPtr());

      glColor3f(0,1,0); // Vertex normals in Green
      glVertex3fv(v1.pos.GetArrayPtr());
      glVertex3fv((v1.pos + v1.normal*0.1).GetArrayPtr());
      glVertex3fv(v2.pos.GetArrayPtr());
      glVertex3fv((v2.pos + v2.normal*0.1).GetArrayPtr());
      glVertex3fv(v3.pos.GetArrayPtr());
      glVertex3fv((v3.pos + v3.normal*0.1).GetArrayPtr());
    }
    glEnd();
    glEnable(GL_LIGHTING);

  }


  if (mWireframe)
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

  // Restore modelview matrix
  glPopMatrix();

  GLObject::Render();

}
Example #3
0
void SimpleMesh::Render()
{
  glEnable(GL_LIGHTING);
  glMatrixMode(GL_MODELVIEW);

  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  // Apply transform
  glPushMatrix(); // Push modelview matrix onto stack

  // Convert transform-matrix to format matching GL matrix format
  // Load transform into modelview matrix
  glMultMatrixf( mTransform.ToGLMatrix().GetArrayPtr() );

  if (mWireframe)
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

  // Draw geometry
  glBegin(GL_TRIANGLES);
  const int numFaces = mFaces.size();
  for (int i = 0; i < numFaces; i++){
    Face& triangle = mFaces[i];

    Vector3<float>& p0 = mVerts[triangle.v1].pos;
    Vector3<float>& p1 = mVerts[triangle.v2].pos;
    Vector3<float>& p2 = mVerts[triangle.v3].pos;

    if (mVisualizationMode == CurvatureVertex) {
      Vector3<float>& c1 = mVerts.at(triangle.v1).color;
      glColor4f(c1[0], c1[1], c1[2], mOpacity);
      glNormal3fv(mVerts.at(triangle.v1).normal.GetArrayPtr());
      glVertex3fv(p0.GetArrayPtr());

      Vector3<float>& c2 = mVerts.at(triangle.v2).color;
      glColor4f(c2[0], c2[1], c2[2], mOpacity);
      glNormal3fv(mVerts.at(triangle.v2).normal.GetArrayPtr());
      glVertex3fv(p1.GetArrayPtr());

      Vector3<float>& c3 = mVerts.at(triangle.v3).color;
      glColor4f(c3[0], c3[1], c3[2], mOpacity);
      glNormal3fv(mVerts.at(triangle.v3).normal.GetArrayPtr());
      glVertex3fv(p2.GetArrayPtr());
    }
    else {
      Vector3<float>& color = triangle.color;
      glColor4f(color[0], color[1], color[2], mOpacity);
      glNormal3fv(triangle.normal.GetArrayPtr());

      glVertex3fv(p0.GetArrayPtr());
      glVertex3fv(p1.GetArrayPtr());
      glVertex3fv(p2.GetArrayPtr());
    }

  }
  glEnd();

  // Mesh normals by courtesy of Richard Khoury
  if (mShowNormals)
  {
    glDisable(GL_LIGHTING);
    glBegin(GL_LINES);
    for (unsigned int i = 0; i < mFaces.size(); i++){

      Face & face = mFaces.at(i);

      Vertex & v1 = mVerts.at(face.v1);
      Vertex & v2 = mVerts.at(face.v2);
      Vertex & v3 = mVerts.at(face.v3);

      Vector3<float> faceStart = (v1.pos + v2.pos + v3.pos) / 3.0f;
      Vector3<float> faceEnd = faceStart + face.normal*0.1;

      glColor3f(1,0,0); // Red for face normal
      glVertex3fv(faceStart.GetArrayPtr());
      glVertex3fv(faceEnd.GetArrayPtr());

      glColor3f(0,1,0); // Vertex normals in Green
      glVertex3fv(v1.pos.GetArrayPtr());
      glVertex3fv((v1.pos + v1.normal*0.1).GetArrayPtr());
      glVertex3fv(v2.pos.GetArrayPtr());
      glVertex3fv((v2.pos + v2.normal*0.1).GetArrayPtr());
      glVertex3fv(v3.pos.GetArrayPtr());
      glVertex3fv((v3.pos + v3.normal*0.1).GetArrayPtr());
    }
    glEnd();
    glEnable(GL_LIGHTING);

  }

  if (mWireframe)
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

  // Restore modelview matrix
  glPopMatrix();

  GLObject::Render();

}