void VisualSceneOCCGeometry :: DrawScene () { if ( occgeometry->changed ) { BuildScene(); occgeometry -> changed = 0; } glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetLight(); glPushMatrix(); glMultMatrixf (transformationmat); glShadeModel (GL_SMOOTH); glDisable (GL_COLOR_MATERIAL); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glEnable (GL_LIGHTING); double shine = vispar.shininess; // double transp = vispar.transp; glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine); glLogicOp (GL_COPY); glEnable (GL_NORMALIZE); float mat_col[] = { 0.2f, 0.2f, 0.8f, 1.0f}; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); // Philippose - 30/01/2009 // Added clipping planes to Geometry view SetClippingPlane(); GLfloat matcoledge[] = { 0, 0, 1, 1}; GLfloat matcolhiedge[] = { 1, 0, 0, 1}; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcoledge); glLineWidth (1.0f); if (vispar.occshowedges) glCallList (linelists.Get(1)); if (vispar.occshowsurfaces) glCallList (trilists.Get(1)); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolhiedge); glLineWidth (5.0f); if (vispar.occshowedges) glCallList (linelists.Get(2)); for (int i = 1; i <= occgeometry->vmap.Extent(); i++) if (occgeometry->vvispar[i-1].IsHighlighted()) { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolhiedge); glLineWidth (5.0f); glBegin (GL_LINES); gp_Pnt p = BRep_Tool::Pnt(TopoDS::Vertex(occgeometry->vmap(i))); double d = rad/100; glVertex3f (p.X()-d, p.Y(), p.Z()); glVertex3f (p.X()+d, p.Y(), p.Z()); glVertex3f (p.X(), p.Y()-d, p.Z()); glVertex3f (p.X(), p.Y()+d, p.Z()); glVertex3f (p.X(), p.Y(), p.Z()-d); glVertex3f (p.X(), p.Y(), p.Z()+d); glEnd(); } glDisable (GL_POLYGON_OFFSET_FILL); glPopMatrix(); // DrawCoordinateCross (); // DrawNetgenLogo (); glFinish(); glDisable (GL_POLYGON_OFFSET_FILL); }
void VisualSceneGeometry :: DrawScene () { if (changeval != geometry->GetChangeVal()) BuildScene(); changeval = geometry->GetChangeVal(); glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetLight(); glPushMatrix(); glMultMatrixd (transformationmat); SetClippingPlane (); glShadeModel (GL_SMOOTH); glDisable (GL_COLOR_MATERIAL); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* float mat_spec_col[] = { 1, 1, 1, 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col); */ double shine = vispar.shininess; double transp = vispar.transp; glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine); glLogicOp (GL_COPY); glEnable (GL_NORMALIZE); for (int i = 0; i < geometry->GetNTopLevelObjects(); i++) { const TopLevelObject * tlo = geometry -> GetTopLevelObject (i); if (tlo->GetVisible() && !tlo->GetTransparent()) { float mat_col[] = { float(tlo->GetRed()), float(tlo->GetGreen()), float(tlo->GetBlue()), 1 }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glCallList (trilists[i]); } } glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); glLogicOp (GL_NOOP); for (int i = 0; i < geometry->GetNTopLevelObjects(); i++) { const TopLevelObject * tlo = geometry -> GetTopLevelObject (i); if (tlo->GetVisible() && tlo->GetTransparent()) { float mat_col[] = { float(tlo->GetRed()), float(tlo->GetGreen()), float(tlo->GetBlue()), float(transp) }; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col); glCallList (trilists[i]); } } glDisable (GL_POLYGON_OFFSET_FILL); glPopMatrix(); glDisable(GL_CLIP_PLANE0); DrawCoordinateCross (); DrawNetgenLogo (); glFinish(); }