// Called to render the decorator on an element.
void DecoratorTiledImage::RenderElement(Element* element, DecoratorDataHandle element_data)
{
	Geometry* data = reinterpret_cast< Geometry* >(element_data);
	data->Render(element->GetAbsoluteOffset(Box::PADDING));
}
Пример #2
0
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();
}