Esempio n. 1
0
void ccOctree::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	if (m_thePointsAndTheirCellCodes.empty())
		return;

	if (MACRO_Draw3D(context))
	{
		bool pushName = MACRO_DrawEntityNames(context);

		if (pushName)
		{
			//not fast at all!
			if (MACRO_DrawFastNamesOnly(context))
				return;
			glPushName(getUniqueIDForDisplay());
		}

		assert(m_displayedLevel < 256);
		RenderOctreeAs(m_displayType,this,static_cast<uchar>(m_displayedLevel),m_theAssociatedCloudAsGPC,m_glListID,m_shouldBeRefreshed);

		if (m_shouldBeRefreshed)
			m_shouldBeRefreshed = false;

		if (pushName)
			glPopName();
	}
}
Esempio n. 2
0
void ccKdTree::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	if (!m_associatedGenericCloud || !m_root)
		return;

	if (MACRO_Draw3D(context))
	{
		bool pushName = MACRO_DrawEntityNames(context);

		if (pushName)
		{
			//not fast at all!
			if (MACRO_DrawFastNamesOnly(context))
				return;
			glPushName(getUniqueIDForDisplay());
		}

		DrawMeOnlyVisitor(m_associatedGenericCloud->getBB()).visit(m_root);

		if (pushName)
			glPopName();
	}
}
Esempio n. 3
0
void ccGenericMesh::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	ccGenericPointCloud* vertices = getAssociatedCloud();
	if (!vertices)
		return;

	handleColorRamp(context);

	//3D pass
	if (MACRO_Draw3D(context))
	{
		//any triangle?
		unsigned triNum = size();
		if (triNum == 0)
			return;

		//L.O.D.
		bool lodEnabled = (triNum > GET_MAX_LOD_FACES_NUMBER() && context.decimateMeshOnMove && MACRO_LODActivated(context));
		unsigned decimStep = (lodEnabled ? (unsigned)ceil((float)triNum*3 / (float)GET_MAX_LOD_FACES_NUMBER()) : 1);
		unsigned displayedTriNum = triNum / decimStep;

		//display parameters
		glDrawParams glParams;
		getDrawingParameters(glParams);
		glParams.showNorms &= bool(MACRO_LightIsEnabled(context));

		//vertices visibility
		const ccGenericPointCloud::VisibilityTableType* verticesVisibility = vertices->getTheVisibilityArray();
		bool visFiltering = (verticesVisibility && verticesVisibility->isAllocated());

		//wireframe ? (not compatible with LOD)
		bool showWired = isShownAsWire() && !lodEnabled;

		//per-triangle normals?
		bool showTriNormals = (hasTriNormals() && triNormsShown());
		//fix 'showNorms'
		glParams.showNorms = showTriNormals || (vertices->hasNormals() && m_normalsDisplayed);

		//materials & textures
		bool applyMaterials = (hasMaterials() && materialsShown());
		bool showTextures = (hasTextures() && materialsShown() && !lodEnabled);

		//GL name pushing
		bool pushName = MACRO_DrawEntityNames(context);
		//special case: triangle names pushing (for picking)
		bool pushTriangleNames = MACRO_DrawTriangleNames(context);
		pushName |= pushTriangleNames;

		if (pushName)
		{
			//not fast at all!
			if (MACRO_DrawFastNamesOnly(context))
				return;
			glPushName(getUniqueIDForDisplay());
			//minimal display for picking mode!
			glParams.showNorms = false;
			glParams.showColors = false;
			//glParams.showSF --> we keep it only if SF 'NaN' values are hidden
			showTriNormals = false;
			applyMaterials = false;
			showTextures = false;
		}

		//in the case we need to display scalar field colors
		ccScalarField* currentDisplayedScalarField = 0;
		bool greyForNanScalarValues = true;
		unsigned colorRampSteps = 0;
		ccColorScale::Shared colorScale(0);

		if (glParams.showSF)
		{
			assert(vertices->isA(CC_TYPES::POINT_CLOUD));
			ccPointCloud* cloud = static_cast<ccPointCloud*>(vertices);

			greyForNanScalarValues = (cloud->getCurrentDisplayedScalarField() && cloud->getCurrentDisplayedScalarField()->areNaNValuesShownInGrey());
			if (greyForNanScalarValues && pushName)
			{
				//in picking mode, no need to take SF into account if we don't hide any points!
				glParams.showSF = false;
			}
			else
			{
				currentDisplayedScalarField = cloud->getCurrentDisplayedScalarField();
				colorScale = currentDisplayedScalarField->getColorScale();
				colorRampSteps = currentDisplayedScalarField->getColorRampSteps();

				assert(colorScale);
				//get default color ramp if cloud has no scale associated?!
				if (!colorScale)
					colorScale = ccColorScalesManager::GetUniqueInstance()->getDefaultScale(ccColorScalesManager::BGYR);
			}
		}

		//materials or color?
		bool colorMaterial = false;
		if (glParams.showSF || glParams.showColors)
		{
			applyMaterials = false;
			colorMaterial = true;
			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
			glEnable(GL_COLOR_MATERIAL);
		}

		//in the case we need to display vertex colors
		ColorsTableType* rgbColorsTable = 0;
		if (glParams.showColors)
		{
			if (isColorOverriden())
			{
				glColor3ubv(m_tempColor);
				glParams.showColors = false;
			}
			else
			{
				assert(vertices->isA(CC_TYPES::POINT_CLOUD));
				rgbColorsTable = static_cast<ccPointCloud*>(vertices)->rgbColors();
			}
		}
		else
		{
			glColor3fv(context.defaultMat.diffuseFront);
		}

		if (glParams.showNorms)
		{
			//DGM: Strangely, when Qt::renderPixmap is called, the OpenGL version can fall to 1.0!
			glEnable((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2 ? GL_RESCALE_NORMAL : GL_NORMALIZE));
			glEnable(GL_LIGHTING);
			context.defaultMat.applyGL(true,colorMaterial);
		}

		//in the case we need normals (i.e. lighting)
		NormsIndexesTableType* normalsIndexesTable = 0;
		ccNormalVectors* compressedNormals = 0;
		if (glParams.showNorms)
		{
			assert(vertices->isA(CC_TYPES::POINT_CLOUD));
			normalsIndexesTable = static_cast<ccPointCloud*>(vertices)->normals();
			compressedNormals = ccNormalVectors::GetUniqueInstance();
		}

		//stipple mask
		if (stipplingEnabled())
			EnableGLStippleMask(true);

		if (!pushTriangleNames && !visFiltering && !(applyMaterials || showTextures) && (!glParams.showSF || greyForNanScalarValues))
		{
			//the GL type depends on the PointCoordinateType 'size' (float or double)
			GLenum GL_COORD_TYPE = sizeof(PointCoordinateType) == 4 ? GL_FLOAT : GL_DOUBLE;
			
			glEnableClientState(GL_VERTEX_ARRAY);
			glVertexPointer(3,GL_COORD_TYPE,0,GetVertexBuffer());

			if (glParams.showNorms)
			{
				glEnableClientState(GL_NORMAL_ARRAY);
				glNormalPointer(GL_COORD_TYPE,0,GetNormalsBuffer());
			}
			if (glParams.showSF || glParams.showColors)
			{
				glEnableClientState(GL_COLOR_ARRAY);
				glColorPointer(3,GL_UNSIGNED_BYTE,0,GetColorsBuffer());
			}

			//we can scan and process each chunk separately in an optimized way
			//we mimic the way ccMesh beahves by using virtual chunks!
			unsigned chunks = static_cast<unsigned>(ceil((double)displayedTriNum/(double)MAX_NUMBER_OF_ELEMENTS_PER_CHUNK));
			unsigned chunkStart = 0;
			const colorType* col = 0;
			for (unsigned k=0; k<chunks; ++k, chunkStart += MAX_NUMBER_OF_ELEMENTS_PER_CHUNK)
			{
				//virtual chunk size
				const unsigned chunkSize = k+1 < chunks ? MAX_NUMBER_OF_ELEMENTS_PER_CHUNK : (displayedTriNum % MAX_NUMBER_OF_ELEMENTS_PER_CHUNK);

				//vertices
				PointCoordinateType* _vertices = GetVertexBuffer();
				for (unsigned n=0; n<chunkSize; n+=decimStep)
				{
					const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
					memcpy(_vertices,vertices->getPoint(ti->i1)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i2)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i3)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
				}

				//scalar field
				if (glParams.showSF)
				{
					colorType* _rgbColors = GetColorsBuffer();
					assert(colorScale);
					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						col = currentDisplayedScalarField->getValueColor(ti->i1);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i2);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i3);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}
				//colors
				else if (glParams.showColors)
				{
					colorType* _rgbColors = GetColorsBuffer();

					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i1),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i2),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i3),sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}

				//normals
				if (glParams.showNorms)
				{
					PointCoordinateType* _normals = GetNormalsBuffer();
					if (showTriNormals)
					{
						for (unsigned n=0; n<chunkSize; n+=decimStep)
						{
							CCVector3 Na, Nb, Nc;
							getTriangleNormals(chunkStart + n, Na, Nb, Nc);
							memcpy(_normals,Na.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,Nb.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,Nc.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
						}
					}
					else
					{
						for (unsigned n=0; n<chunkSize; n+=decimStep)
						{
							const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
							memcpy(_normals,vertices->getPointNormal(ti->i1).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,vertices->getPointNormal(ti->i2).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,vertices->getPointNormal(ti->i3).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
						}
					}
				}

				if (!showWired)
				{
					glDrawArrays(lodEnabled ? GL_POINTS : GL_TRIANGLES,0,(chunkSize/decimStep)*3);
				}
				else
				{
					glDrawElements(GL_LINES,(chunkSize/decimStep)*6,GL_UNSIGNED_INT,GetWireVertexIndexes());
				}
			}

			//disable arrays
			glDisableClientState(GL_VERTEX_ARRAY);
			if (glParams.showNorms)
				glDisableClientState(GL_NORMAL_ARRAY);
			if (glParams.showSF || glParams.showColors)
				glDisableClientState(GL_COLOR_ARRAY);
		}
		else
		{
			//current vertex color
			const colorType *col1=0,*col2=0,*col3=0;
			//current vertex normal
			const PointCoordinateType *N1=0,*N2=0,*N3=0;
			//current vertex texture coordinates
			float *Tx1=0,*Tx2=0,*Tx3=0;

			//loop on all triangles
			int lasMtlIndex = -1;

			if (showTextures)
			{
				//#define TEST_TEXTURED_BUNDLER_IMPORT
#ifdef TEST_TEXTURED_BUNDLER_IMPORT
				glPushAttrib(GL_COLOR_BUFFER_BIT);
				glEnable(GL_BLEND);
				glBlendFunc(context.sourceBlend, context.destBlend);
#endif

				glEnable(GL_TEXTURE_2D);
			}

			if (pushTriangleNames)
				glPushName(0);

			GLenum triangleDisplayType = lodEnabled ? GL_POINTS : showWired ? GL_LINE_LOOP : GL_TRIANGLES;
			glBegin(triangleDisplayType);

			//per-triangle normals
			const NormsIndexesTableType* triNormals = getTriNormsTable();
			//materials
			const ccMaterialSet* materials = getMaterialSet();

			for (unsigned n=0; n<triNum; ++n)
			{
				//current triangle vertices
				const CCLib::TriangleSummitsIndexes* tsi = getTriangleIndexes(n);

				//LOD: shall we display this triangle?
				if (n % decimStep)
					continue;

				if (visFiltering)
				{
					//we skip the triangle if at least one vertex is hidden
					if ((verticesVisibility->getValue(tsi->i1) != POINT_VISIBLE) ||
						(verticesVisibility->getValue(tsi->i2) != POINT_VISIBLE) ||
						(verticesVisibility->getValue(tsi->i3) != POINT_VISIBLE))
						continue;
				}

				if (glParams.showSF)
				{
					assert(colorScale);
					col1 = currentDisplayedScalarField->getValueColor(tsi->i1);
					if (!col1)
						continue;
					col2 = currentDisplayedScalarField->getValueColor(tsi->i2);
					if (!col2)
						continue;
					col3 = currentDisplayedScalarField->getValueColor(tsi->i3);
					if (!col3)
						continue;
				}
				else if (glParams.showColors)
				{
					col1 = rgbColorsTable->getValue(tsi->i1);
					col2 = rgbColorsTable->getValue(tsi->i2);
					col3 = rgbColorsTable->getValue(tsi->i3);
				}

				if (glParams.showNorms)
				{
					if (showTriNormals)
					{
						assert(triNormals);
						int n1,n2,n3;
						getTriangleNormalIndexes(n,n1,n2,n3);
						N1 = (n1>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n1)).u : 0);
						N2 = (n1==n2 ? N1 : n1>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n2)).u : 0);
						N3 = (n1==n3 ? N1 : n3>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n3)).u : 0);

					}
					else
					{
						N1 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i1)).u;
						N2 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i2)).u;
						N3 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i3)).u;
					}
				}

				if (applyMaterials || showTextures)
				{
					assert(materials);
					int newMatlIndex = this->getTriangleMtlIndex(n);

					//do we need to change material?
					if (lasMtlIndex != newMatlIndex)
					{
						assert(newMatlIndex<(int)materials->size());
						glEnd();
						if (showTextures)
						{
							GLuint texID = (newMatlIndex>=0 ? (*materials)[newMatlIndex].texID : 0);
							if (texID>0)
								assert(glIsTexture(texID));
							glBindTexture(GL_TEXTURE_2D, texID);
						}

						//if we don't have any current material, we apply default one
						(newMatlIndex>=0 ? (*materials)[newMatlIndex] : context.defaultMat).applyGL(glParams.showNorms,false);
						glBegin(triangleDisplayType);
						lasMtlIndex=newMatlIndex;
					}

					if (showTextures)
					{
						getTriangleTexCoordinates(n,Tx1,Tx2,Tx3);
					}
				}

				if (pushTriangleNames)
				{
					glEnd();
					glLoadName(n);
					glBegin(triangleDisplayType);
				}
				else if (showWired)
				{
					glEnd();
					glBegin(triangleDisplayType);
				}

				//vertex 1
				if (N1)
					ccGL::Normal3v(N1);
				if (col1)
					glColor3ubv(col1);
				if (Tx1)
					glTexCoord2fv(Tx1);
				ccGL::Vertex3v(vertices->getPoint(tsi->i1)->u);

				//vertex 2
				if (N2)
					ccGL::Normal3v(N2);
				if (col2)
					glColor3ubv(col2);
				if (Tx2)
					glTexCoord2fv(Tx2);
				ccGL::Vertex3v(vertices->getPoint(tsi->i2)->u);

				//vertex 3
				if (N3)
					ccGL::Normal3v(N3);
				if (col3)
					glColor3ubv(col3);
				if (Tx3)
					glTexCoord2fv(Tx3);
				ccGL::Vertex3v(vertices->getPoint(tsi->i3)->u);
			}

			glEnd();

			if (pushTriangleNames)
				glPopName();

			if (showTextures)
			{
#ifdef TEST_TEXTURED_BUNDLER_IMPORT
				glPopAttrib(); //GL_COLOR_BUFFER_BIT 
#endif
				glBindTexture(GL_TEXTURE_2D, 0);
				glDisable(GL_TEXTURE_2D);
			}
		}

		if (stipplingEnabled())
			EnableGLStippleMask(false);

		if (colorMaterial)
			glDisable(GL_COLOR_MATERIAL);

		if (glParams.showNorms)
		{
			glDisable(GL_LIGHTING);
			glDisable((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2 ? GL_RESCALE_NORMAL : GL_NORMALIZE));
		}

		if (pushName)
			glPopName();
	}
}
Esempio n. 4
0
void ccSymbolCloud::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	if (!m_points->isAllocated())
		return;

	//nothing to do?!
	if (!m_showSymbols && !m_showLabels)
		return;

	if (MACRO_Draw2D(context) && MACRO_Foreground(context))
	{
		//we get display parameters
		glDrawParams glParams;
		getDrawingParameters(glParams);

		//standard case: list names pushing
		bool pushName = MACRO_DrawEntityNames(context);
		bool hasLabels = !m_labels.empty();
		if (pushName)
		{
			//not fast at all!
			if (MACRO_DrawFastNamesOnly(context))
				return;

			glPushName(getUniqueID());
			hasLabels = false; //no need to display labels in 'picking' mode
		}

		//we should already be in orthoprojective & centered omde
		//glOrtho(-halfW,halfW,-halfH,halfH,-maxS,maxS);

		//default color
		const unsigned char* color = context.pointsDefaultCol;
		if (isColorOverriden())
		{
			color = m_tempColor;
			glParams.showColors = false;
		}
		
		if (!glParams.showColors)
			glColor3ubv(color);

		unsigned numberOfPoints = size();

		//viewport parameters (will be used to project 3D positions to 2D)
		int VP[4];
		context._win->getViewportArray(VP);
		const double* MM = context._win->getModelViewMatd(); //viewMat
		const double* MP = context._win->getProjectionMatd(); //projMat

		//only usefull when displaying labels!
		QFont font(context._win->getTextDisplayFont()); //takes rendering zoom into account!
		font.setPointSize(static_cast<int>(m_fontSize * context.renderZoom));
		//font.setBold(true);
		QFontMetrics fontMetrics(font);

		double symbolSizeBackup = m_symbolSize;
		m_symbolSize *= static_cast<double>(context.renderZoom);

		double xpShift = 0.0;
		if (m_labelAlignFlags & ccGenericGLDisplay::ALIGN_HLEFT)
			xpShift = m_symbolSize/2.0;
		else if (m_labelAlignFlags & ccGenericGLDisplay::ALIGN_HRIGHT)
			xpShift = -m_symbolSize/2.0;

		double ypShift = 0.0;
		if (m_labelAlignFlags & ccGenericGLDisplay::ALIGN_VTOP)
			ypShift = m_symbolSize/2.0;
		else if (m_labelAlignFlags & ccGenericGLDisplay::ALIGN_VBOTTOM)
			ypShift = -m_symbolSize/2.0;

		//draw symbols + labels
		{
			for (unsigned i=0;i<numberOfPoints;i++)
			{
				//symbol center
				const CCVector3* P = getPoint(i);

				//project it in 2D screen coordinates
				GLdouble xp,yp,zp;
				gluProject(P->x,P->y,P->z,MM,MP,VP,&xp,&yp,&zp);

				//apply point color (if any)
				if (glParams.showColors)
				{
					color = getPointColor(i);
					glColor3ubv(color);
				}
			
				//draw associated symbol
				if (m_showSymbols && m_symbolSize > 0.0)
				{
					drawSymbolAt(xp-static_cast<double>(context.glW/2),yp-static_cast<double>(context.glH/2));
				}

				//draw associated label?
				if (m_showLabels && hasLabels && m_labels.size() > i && !m_labels[i].isNull())
				{
					//draw label
					context._win->displayText(m_labels[i],static_cast<int>(xp+xpShift),static_cast<int>(yp+ypShift),m_labelAlignFlags,0,color,&font);
				}

			}
		}

		//restore original symbol size
		m_symbolSize = symbolSizeBackup;

		if (pushName)
			glPopName();
	}
}
Esempio n. 5
0
void cc2DLabel::drawMeOnly3D(CC_DRAW_CONTEXT& context)
{
	assert(!m_points.empty());

	//get the set of OpenGL functions (version 2.1)
	QOpenGLFunctions_2_1 *glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
	assert( glFunc != nullptr );
	
	if ( glFunc == nullptr )
		return;

	//standard case: list names pushing
	bool pushName = MACRO_DrawEntityNames(context);
	if (pushName)
	{
		//not particularily fast
		if (MACRO_DrawFastNamesOnly(context))
			return;
		glFunc->glPushName(getUniqueIDForDisplay());
	}

	const float c_sizeFactor = 4.0f;
	bool loop = false;

	size_t count = m_points.size();
	switch (count)
	{
	case 3:
		{
			glFunc->glPushAttrib(GL_COLOR_BUFFER_BIT);
			glFunc->glEnable(GL_BLEND);

			//we draw the triangle
			glFunc->glColor4ub(255,255,0,128);
			glFunc->glBegin(GL_TRIANGLES);
			ccGL::Vertex3v(glFunc, m_points[0].cloud->getPoint(m_points[0].index)->u);
			ccGL::Vertex3v(glFunc, m_points[1].cloud->getPoint(m_points[1].index)->u);
			ccGL::Vertex3v(glFunc, m_points[2].cloud->getPoint(m_points[2].index)->u);
			glFunc->glEnd();

			glFunc->glPopAttrib();
			loop = true;
		}
	case 2:
		{
			//segment width
			glFunc->glPushAttrib(GL_LINE_BIT);
			glFunc->glLineWidth(c_sizeFactor * context.renderZoom);

			//we draw the segments
			if (isSelected())
				ccGL::Color3v(glFunc, ccColor::red.rgba);
			else
				ccGL::Color3v(glFunc, ccColor::green.rgba);
			
			glFunc->glBegin(GL_LINES);
			for (unsigned i=0; i<count; i++)
			{
				if (i+1<count || loop)
				{
					ccGL::Vertex3v(glFunc, m_points[i].cloud->getPoint(m_points[i].index)->u);
					ccGL::Vertex3v(glFunc, m_points[(i+1)%count].cloud->getPoint(m_points[(i+1)%count].index)->u);
				}
			}
			glFunc->glEnd();
			glFunc->glPopAttrib();
		}

	case 1:
		{
			//display point marker as spheres
			{
				if (!c_unitPointMarker)
				{
					c_unitPointMarker = QSharedPointer<ccSphere>(new ccSphere(1.0f, 0, "PointMarker", 12));
					c_unitPointMarker->showColors(true);
					c_unitPointMarker->setVisible(true);
					c_unitPointMarker->setEnabled(true);
				}
			
				//build-up point maker own 'context'
				CC_DRAW_CONTEXT markerContext = context;
				markerContext.drawingFlags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
				markerContext.display = 0;

				if (isSelected() && !pushName)
					c_unitPointMarker->setTempColor(ccColor::red);
				else
					c_unitPointMarker->setTempColor(context.labelDefaultMarkerCol);

				const ccViewportParameters& viewPortParams = context.display->getViewportParameters();
				ccGLCameraParameters camera;
				context.display->getGLCameraParameters(camera);

				for (unsigned i = 0; i<count; i++)
				{
					glFunc->glMatrixMode(GL_MODELVIEW);
					glFunc->glPushMatrix();
					const CCVector3* P = m_points[i].cloud->getPoint(m_points[i].index);
					ccGL::Translate(glFunc, P->x, P->y, P->z);
					float scale = context.labelMarkerSize * m_relMarkerScale;
					if (viewPortParams.perspectiveView && viewPortParams.zFar > 0)
					{
						//in perspective view, the actual scale depends on the distance to the camera!
						const double* M = camera.modelViewMat.data();
						double d = (camera.modelViewMat * CCVector3d::fromArray(P->u)).norm();
						double unitD = viewPortParams.zFar / 2; //we consider that the 'standard' scale is at half the depth
						scale = static_cast<float>(scale * sqrt(d / unitD)); //sqrt = empirical (probably because the marker size is already partly compensated by ccGLWindow::computeActualPixelSize())
					}
					glFunc->glScalef(scale, scale, scale);
					c_unitPointMarker->draw(markerContext);
					glFunc->glPopMatrix();
				}
			}

			if (m_dispIn3D && !pushName) //no need to display label in point picking mode
			{
				QFont font(context.display->getTextDisplayFont()); //takes rendering zoom into account!
				//font.setPointSize(font.pointSize()+2);
				font.setBold(true);
				static const QChar ABC[3] = {'A','B','C'};

				//we can't use the context 'ccGLCameraParameters' (viewport, modelView matrix, etc. )
				//because it doesn't take the temporary 'GL transformation' into account!
				ccGLCameraParameters camera;
				//context.display->getGLCameraParameters(camera);
				glFunc->glGetIntegerv(GL_VIEWPORT, camera.viewport);
				glFunc->glGetDoublev(GL_PROJECTION_MATRIX, camera.projectionMat.data());
				glFunc->glGetDoublev(GL_MODELVIEW_MATRIX, camera.modelViewMat.data());

				//draw their name
				glFunc->glPushAttrib(GL_DEPTH_BUFFER_BIT);
				glFunc->glDisable(GL_DEPTH_TEST);
				for (unsigned j=0; j<count; j++)
				{
					const CCVector3* P = m_points[j].cloud->getPoint(m_points[j].index);
					QString title;
					if (count == 1)
						title = getName(); //for single-point labels we prefer the name
					else if (count == 3)
						title = ABC[j]; //for triangle-labels, we only display "A","B","C"
					else
						title = QString("P#%0").arg(m_points[j].index); 

					//project it in 2D screen coordinates
					CCVector3d Q2D;
					camera.project(*P, Q2D);

					context.display->displayText(	title,
													static_cast<int>(Q2D.x) + context.labelMarkerTextShift_pix,
													static_cast<int>(Q2D.y) + context.labelMarkerTextShift_pix,
													ccGenericGLDisplay::ALIGN_DEFAULT,
													context.labelOpacity / 100.0f,
													ccColor::white.rgba,
													&font );
				}
				glFunc->glPopAttrib();
			}
		}
	}

	if (pushName)
	{
		glFunc->glPopName();
	}
}
Esempio n. 6
0
void cc2DLabel::drawMeOnly3D(CC_DRAW_CONTEXT& context)
{
	assert(!m_points.empty());

	//standard case: list names pushing
	bool pushName = MACRO_DrawEntityNames(context);
	if (pushName)
	{
		//not particularily fast
		if (MACRO_DrawFastNamesOnly(context))
			return;
		glPushName(getUniqueIDForDisplay());
	}

	const float c_sizeFactor = 4.0f;
	bool loop = false;

	size_t count = m_points.size();
	switch (count)
	{
	case 3:
		{
			glPushAttrib(GL_COLOR_BUFFER_BIT);
			glEnable(GL_BLEND);

			//we draw the triangle
			glColor4ub(255,255,0,128);
			glBegin(GL_TRIANGLES);
			ccGL::Vertex3v(m_points[0].cloud->getPoint(m_points[0].index)->u);
			ccGL::Vertex3v(m_points[1].cloud->getPoint(m_points[1].index)->u);
			ccGL::Vertex3v(m_points[2].cloud->getPoint(m_points[2].index)->u);
			glEnd();

			glPopAttrib();
			loop = true;
		}
	case 2:
		{
			//segment width
			glPushAttrib(GL_LINE_BIT);
			glLineWidth(c_sizeFactor * context.renderZoom);

			//we draw the segments
			if (isSelected())
				ccGL::Color3v(ccColor::red.rgba);
			else
				ccGL::Color3v(ccColor::green.rgba);
			
			glBegin(GL_LINES);
			for (unsigned i=0; i<count; i++)
			{
				if (i+1<count || loop)
				{
					ccGL::Vertex3v(m_points[i].cloud->getPoint(m_points[i].index)->u);
					ccGL::Vertex3v(m_points[(i+1)%count].cloud->getPoint(m_points[(i+1)%count].index)->u);
				}
			}
			glEnd();
			glPopAttrib();
		}

	case 1:
		{
			//display point marker as spheres
			{
				if (!c_unitPointMarker)
				{
					c_unitPointMarker = QSharedPointer<ccSphere>(new ccSphere(1.0f,0,"PointMarker",12));
					c_unitPointMarker->showColors(true);
					c_unitPointMarker->setVisible(true);
					c_unitPointMarker->setEnabled(true);
				}
			
				//build-up point maker own 'context'
				CC_DRAW_CONTEXT markerContext = context;
				markerContext.flags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
				markerContext._win = 0;

				if (isSelected() && !pushName)
					c_unitPointMarker->setTempColor(ccColor::red);
				else
					c_unitPointMarker->setTempColor(context.labelDefaultMarkerCol);

				for (unsigned i=0; i<count; i++)
				{
					glMatrixMode(GL_MODELVIEW);
					glPushMatrix();
					const CCVector3* P = m_points[i].cloud->getPoint(m_points[i].index);
					ccGL::Translate(P->x,P->y,P->z);
					glScalef(context.labelMarkerSize,context.labelMarkerSize,context.labelMarkerSize);
					c_unitPointMarker->draw(markerContext);
					glPopMatrix();
				}
			}

			if (m_dispIn3D && !pushName) //no need to display label in point picking mode
			{
				QFont font(context._win->getTextDisplayFont()); //takes rendering zoom into account!
				//font.setPointSize(font.pointSize()+2);
				font.setBold(true);
				static const QChar ABC[3] = {'A','B','C'};

				int VP[4];
				context._win->getViewportArray(VP);
				const double* MM = context._win->getModelViewMatd(); //viewMat
				const double* MP = context._win->getProjectionMatd(); //projMat

				//draw their name
				glPushAttrib(GL_DEPTH_BUFFER_BIT);
				glDisable(GL_DEPTH_TEST);
				for (unsigned j=0; j<count; j++)
				{
					const CCVector3* P = m_points[j].cloud->getPoint(m_points[j].index);
					QString title;
					if (count == 1)
						title = getName(); //for single-point labels we prefer the name
					else if (count == 3)
						title = ABC[j]; //for triangle-labels, we only display "A","B","C"
					else
						title = QString("P#%0").arg(m_points[j].index); 

					//project it in 2D screen coordinates
					GLdouble xp,yp,zp;
					gluProject(P->x,P->y,P->z,MM,MP,VP,&xp,&yp,&zp);

					context._win->displayText(	title,
												static_cast<int>(xp) + context.labelMarkerTextShift_pix,
												static_cast<int>(yp) + context.labelMarkerTextShift_pix,
												ccGenericGLDisplay::ALIGN_DEFAULT,
												context.labelOpacity/100.0f,
												ccColor::white.rgba,
												&font );
				}
				glPopAttrib();
			}
		}
	}

	if (pushName)
		glPopName();
}
Esempio n. 7
0
void ccGBLSensor::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	//we draw here a little 3d representation of the sensor
	if (MACRO_Draw3D(context))
	{
		bool pushName = MACRO_DrawEntityNames(context);

		if (pushName)
		{
			//not particulary fast
			if (MACRO_DrawFastNamesOnly(context))
				return;
			glPushName(getUniqueIDForDisplay());
		}

		//DGM FIXME: this display routine is crap!

		//apply rigid transformation
		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		{
			ccIndexedTransformation sensorPos;
			if (!getAbsoluteTransformation(sensorPos,m_activeIndex))
			{
				//no visible position for this index!
				glPopMatrix();
				if (pushName)
					glPopName();
				return;
			}

			glMultMatrixf(sensorPos.data());
		}

		//test: center as sphere
		/*{
			ccSphere sphere(m_scale/10,0,"Center",12);
			sphere.showColors(true);
			sphere.setVisible(true);
			sphere.setEnabled(true);

			CC_DRAW_CONTEXT sphereContext = context;
			sphereContext.flags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
			sphereContext._win = 0;

			sphere.setTempColor(ccColor::magenta);
			sphere.draw(sphereContext);
		}
		//*/

		const PointCoordinateType halfHeadSize = static_cast<PointCoordinateType>(0.3);

		//sensor axes
		{
			//increased width
			glPushAttrib(GL_LINE_BIT);
			GLfloat width;
			glGetFloatv(GL_LINE_WIDTH,&width);
			glLineWidth(width+1);

			PointCoordinateType axisLength = halfHeadSize * m_scale;
			ccGL::Color3v(ccColor::red.rgba);
			CCVector3 C(0,0,0);
			glBegin(GL_LINES);
			ccGL::Vertex3v(C.u);
			ccGL::Vertex3(C.x+axisLength,C.y,C.z);
			glEnd();
			ccGL::Color3v(ccColor::green.rgba);
			glBegin(GL_LINES);
			ccGL::Vertex3v(C.u);
			ccGL::Vertex3(C.x,C.y+axisLength,C.z);
			glEnd();
			ccGL::Color3v(ccColor::blue.rgba);
			glBegin(GL_LINES);
			ccGL::Vertex3v(C.u);
			ccGL::Vertex3(C.x,C.y,C.z+axisLength);
			glEnd();

			glPopAttrib();
		}

		//sensor head
		{
			CCVector3 minCorner(-halfHeadSize,-halfHeadSize,-halfHeadSize);
			CCVector3 maxCorner( halfHeadSize, halfHeadSize, halfHeadSize);
			minCorner *= m_scale;
			maxCorner *= m_scale;
			ccBBox bbHead(minCorner,maxCorner);
			bbHead.draw(m_color);
		}

		//sensor legs
		{
			CCVector3 headConnect = /*headCenter*/ - CCVector3(0,0,static_cast<PointCoordinateType>(halfHeadSize)*m_scale);
			ccGL::Color3v(m_color.rgb);
			glBegin(GL_LINES);
			ccGL::Vertex3v(headConnect.u);
			ccGL::Vertex3(-m_scale,-m_scale,-m_scale);
			ccGL::Vertex3v(headConnect.u);
			ccGL::Vertex3(-m_scale,m_scale,-m_scale);
			ccGL::Vertex3v(headConnect.u);
			ccGL::Vertex3(m_scale,0,-m_scale);
			glEnd();
		}

		if (pushName)
			glPopName();

		glPopMatrix();
	}
}
Esempio n. 8
0
void cc2DLabel::drawMeOnly3D(CC_DRAW_CONTEXT& context)
{
	assert(!m_points.empty());

	//standard case: list names pushing
	bool pushName = MACRO_DrawEntityNames(context);
	if (pushName)
	{
		//not particularily fast
		if (MACRO_DrawFastNamesOnly(context))
			return;
		glPushName(getUniqueIDForDisplay());
	}

    const float c_sizeFactor = 4.0f;
    bool loop=false;

	size_t count = m_points.size();
    switch (count)
    {
    case 3:
		{
			glPushAttrib(GL_COLOR_BUFFER_BIT);
			glEnable(GL_BLEND);

			//we draw the triangle
			glColor4ub(255,255,0,128);
			glBegin(GL_TRIANGLES);
			for (unsigned i=0; i<count; ++i)
				ccGL::Vertex3v(m_points[i].cloud->getPoint(m_points[i].index)->u);
			glEnd();

			glPopAttrib();
			loop=true;
		}
    case 2:
		{
			//segment width
			glPushAttrib(GL_LINE_BIT);
			glLineWidth(c_sizeFactor);

			//we draw the segments
			if (isSelected())
				glColor3ubv(ccColor::red);
			else
				glColor3ubv(ccColor::green);
			glBegin(GL_LINES);
			for (unsigned i=0; i<count; i++)
			{
				if (i+1<count || loop)
				{
					ccGL::Vertex3v(m_points[i].cloud->getPoint(m_points[i].index)->u);
					ccGL::Vertex3v(m_points[(i+1)%count].cloud->getPoint(m_points[(i+1)%count].index)->u);
				}
			}
			glEnd();
			glPopAttrib();
		}

    case 1:
		{
			//display point marker as spheres
			{
				if (!c_unitPointMarker)
				{
					c_unitPointMarker = QSharedPointer<ccSphere>(new ccSphere(1.0f,0,"PointMarker",12));
					c_unitPointMarker->showColors(true);
					c_unitPointMarker->setVisible(true);
					c_unitPointMarker->setEnabled(true);
				}
			
				//build-up point maker own 'context'
				CC_DRAW_CONTEXT markerContext = context;
				markerContext.flags &= (~CC_DRAW_ENTITY_NAMES); //we must remove the 'push name flag' so that the sphere doesn't push its own!
				markerContext._win = 0;

				if (isSelected() && !pushName)
					c_unitPointMarker->setTempColor(ccColor::red);
				else
					c_unitPointMarker->setTempColor(ccColor::magenta);

				for (unsigned i=0; i<count; i++)
				{
					glMatrixMode(GL_MODELVIEW);
					glPushMatrix();
					const CCVector3* P = m_points[i].cloud->getPoint(m_points[i].index);
					ccGL::Translate(P->x,P->y,P->z);
					glScalef(context.pickedPointsRadius,context.pickedPointsRadius,context.pickedPointsRadius);
					c_unitPointMarker->draw(markerContext);
					glPopMatrix();
				}
			}

			if (m_dispIn3D && !pushName) //no need to display label in point picking mode
			{
				QFont font(context._win->getTextDisplayFont()); //takes rendering zoom into account!
				//font.setPointSize(font.pointSize()+2);
				font.setBold(true);

				//draw their name
				glPushAttrib(GL_DEPTH_BUFFER_BIT);
				glDisable(GL_DEPTH_TEST);
				for (unsigned j=0; j<count; j++)
				{
					const CCVector3* P = m_points[j].cloud->getPoint(m_points[j].index);
					QString title = (count == 1 ? getName() : QString("P#%0").arg(m_points[j].index));
					context._win->display3DLabel( title, *P+CCVector3(context.pickedPointsTextShift), ccColor::magenta, font);
				}
				glPopAttrib();
			}
		}
    }

	if (pushName)
		glPopName();
}
Esempio n. 9
0
void ccSample::drawMeOnly(CC_DRAW_CONTEXT& context)
{

    if (MACRO_Draw3D(context)) {
        if (!this->getSample())
            return;

        QOpenGLFunctions_2_1* glFunc = context.glFunctions<QOpenGLFunctions_2_1>();
        assert(glFunc != nullptr);

        bool pushName = MACRO_DrawEntityNames(context);
        if (pushName) {
            // not particularily fast
            if (MACRO_DrawFastNamesOnly(context))
                return;
            glFunc->glPushName(getUniqueIDForDisplay());
        }

        if (!c_unitPointMarker) {
            c_unitPointMarker = QSharedPointer<ccSphere>(new ccSphere(m_radius_, 0, "PointMarker", 12));
            c_unitPointMarker->showColors(true);
            c_unitPointMarker->setVisible(true);
            c_unitPointMarker->setEnabled(true);
        }

        // build-up point maker own 'context'
        CC_DRAW_CONTEXT markerContext = context;
        markerContext.drawingFlags
            &= (~CC_DRAW_ENTITY_NAMES); // we must remove the 'push name flag' so
        // that the sphere doesn't push its own!
        markerContext.display = nullptr;

        if (isSelected() && !pushName) {
            c_unitPointMarker->setTempColor(ccColor::red);
            c_unitPointMarker->setRadius(2 * m_radius_);
        }
        else {
            c_unitPointMarker->setTempColor(ccColor::magenta);
            c_unitPointMarker->setRadius(m_radius_);
        }

        glFunc->glMatrixMode(GL_MODELVIEW);
        glFunc->glPushMatrix();

        float x, y, z;
        Eigen::Vector3f p = this->getSample()->getPosition();
        //    const CCVector3* P = m_points[i].cloud->getPoint(m_points[i].index);
        //        ccGL::Translate();

        glFunc->glTranslatef(p(0), p(1), p(2));

        glFunc->glScalef(context.labelMarkerSize, context.labelMarkerSize,
            context.labelMarkerSize);

        m_current_scaling_ = context.labelMarkerSize;

        c_unitPointMarker->draw(markerContext);

        glFunc->glPopMatrix();

        drawStratPos(context);

        if (pushName)
            glFunc->glPopName();
    }
}