Commit 71d3a2da authored by Pierre Kraemer's avatar Pierre Kraemer

Merge cgogn:~cgogn/CGoGN

parents 9eaf51be 8ce878a4
......@@ -35,7 +35,8 @@ ObjView::ObjView():
m_texcoordVBO(NULL),
m_shader(NULL),
m_shader2(NULL),
m_RenderStyle(2)
m_RenderStyle(2),
m_currentGroupDrawn(0xffffffff)
{}
ObjView::~ObjView()
......@@ -69,6 +70,23 @@ void ObjView::cb_keyPress(int k)
case 't':
m_RenderStyle=2;
break;
case 'o':
m_currentGroupDrawn=0xffffffff;
break;
case 'O':
m_currentGroupDrawn=0;
std::cout << "Group "<< m_obj.objGroupName(m_currentGroupDrawn)<< std::endl;
break;
case '-':
m_currentGroupDrawn--;
std::cout << "Group "<< m_obj.objGroupName(m_currentGroupDrawn)<< std::endl;
break;
case '+':
m_currentGroupDrawn++;
std::cout << "Group "<< m_obj.objGroupName(m_currentGroupDrawn)<< std::endl;
break;
default:
break;
}
......@@ -81,6 +99,8 @@ void ObjView::cb_initGL()
// choose to use GL version 2
Utils::GLSLShader::setCurrentOGLVersion(2);
m_dr = new Utils::Drawer;
// create VBO for position
m_positionVBO = new Utils::VBO;
m_texcoordVBO = new Utils::VBO;
......@@ -105,22 +125,130 @@ void ObjView::cb_initGL()
m_obj.createGroupMatVBO_PTN(m_positionVBO,m_texcoordVBO,m_normalVBO);
}
void ObjView::drawBB( const Geom::BoundingBox<VEC3>& bb)
{
const VEC3& mi = bb.min();
const VEC3& ma = bb.max();
m_dr->newList(GL_COMPILE_AND_EXECUTE);
m_dr->lineWidth(3.0f);
m_dr->begin(GL_LINE_LOOP);
m_dr->color3f(1.0f,1.0f,0.0f);
m_dr->vertex3f(mi[0],mi[1],mi[2]);
m_dr->vertex3f(ma[0],mi[1],mi[2]);
m_dr->vertex3f(ma[0],ma[1],mi[2]);
m_dr->vertex3f(mi[0],ma[1],mi[2]);
m_dr->end();
m_dr->begin(GL_LINE_LOOP);
m_dr->color3f(1.0f,1.0f,0.0f);
m_dr->vertex3f(mi[0],mi[1],ma[2]);
m_dr->vertex3f(ma[0],mi[1],ma[2]);
m_dr->vertex3f(ma[0],ma[1],ma[2]);
m_dr->vertex3f(mi[0],ma[1],ma[2]);
m_dr->end();
m_dr->begin(GL_LINES);
m_dr->color3f(1.0f,1.0f,0.0f);
m_dr->vertex3f(mi[0],mi[1],mi[2]);
m_dr->vertex3f(mi[0],mi[1],ma[2]);
m_dr->vertex3f(mi[0],ma[1],mi[2]);
m_dr->vertex3f(mi[0],ma[1],ma[2]);
m_dr->vertex3f(ma[0],ma[1],mi[2]);
m_dr->vertex3f(ma[0],ma[1],ma[2]);
m_dr->vertex3f(ma[0],mi[1],mi[2]);
m_dr->vertex3f(ma[0],mi[1],ma[2]);
m_dr->end();
m_dr->endList();
}
void ObjView::cb_redraw()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
unsigned int nb = m_obj.nbMatGroups();
const std::vector<Algo::Surface::Import::MaterialOBJ*>& mats = m_obj.getMaterials();
unsigned int nb = m_obj.nbObjGroups();
// const std::vector<Algo::Surface::Import::MaterialOBJ*>& mats = m_obj.getMaterials();
if (m_currentGroupDrawn<(nb-1))
{
std::cout << "Draw Object "<< m_currentGroupDrawn << std::endl;
unsigned int i = m_currentGroupDrawn;
drawBB(m_obj.getGroupBB(i));
std::cout << "BB drawn" << std::endl;
switch(m_RenderStyle)
{
case 0: // MONO
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
Geom::Vec4f v(0.2f,1.0f,0.4f,0.0f); // color here green
m_phongShader->setAmbiant(0.2f*v) ;
m_phongShader->setDiffuse(v) ;
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(10000.0) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
break;
case 1: // COLOR
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
const Algo::Surface::Import::MaterialOBJ* mat = m_obj.materialOf(i,j);
Geom::Vec4f v(mat->diffuseColor[0],mat->diffuseColor[1],mat->diffuseColor[2],0.0f);
m_phongShader->setAmbiant(0.2f*v) ;
m_phongShader->setDiffuse(v) ;
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(10000.0) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
default:
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
const Algo::Surface::Import::MaterialOBJ* mat = m_obj.materialOf(i,j);
if (mat->textureDiffuse != NULL)
{
m_shader2->setTexture(mat->textureDiffuse);
m_shader2->setShininess(mat->shininess);
m_shader2->setAmbient(0.8f);
m_shader2->activeTexture();
m_shader2->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_shader2->disableVertexAttribs();
}
else
{
Geom::Vec4f v;
v[0] = 0.5f; v[1] = 0.5f; v[2] = 0.5f; v[3] = 0.0f;
m_phongShader->setAmbiant(v) ;
v[0] = mat->diffuseColor[0]; v[1] = mat->diffuseColor[1]; v[2] = mat->diffuseColor[2]; v[3] = 0.0f;
m_phongShader->setDiffuse(v) ;
v[0] = mat->specularColor[0]; v[1] = mat->specularColor[1]; v[2] = mat->specularColor[2]; v[3] = 0.0f;
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(mat->shininess) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
}
}
}
else
for (unsigned int i=0; i<nb; ++i)
{
drawBB(m_obj.getGroupBB(i));
switch(m_RenderStyle)
{
case 0: // MONO
{
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
Geom::Vec4f v(0.2f,1.0f,0.4f,0.0f); // color here green
m_phongShader->setAmbiant(0.2f*v) ;
m_phongShader->setDiffuse(v) ;
......@@ -128,33 +256,39 @@ void ObjView::cb_redraw()
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(10000.0) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i), m_obj.nbIndices(i));
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
break;
case 1: // COLOR
{
Geom::Vec4f v(mats[i]->diffuseColor[0],mats[i]->diffuseColor[1],mats[i]->diffuseColor[2],0.0f);
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
const Algo::Surface::Import::MaterialOBJ* mat = m_obj.materialOf(i,j);
Geom::Vec4f v(mat->diffuseColor[0],mat->diffuseColor[1],mat->diffuseColor[2],0.0f);
m_phongShader->setAmbiant(0.2f*v) ;
m_phongShader->setDiffuse(v) ;
// v[0] = 1.0f; v[1] = 1.0f; v[2] = 1.0f; v[3] = 0.0f; // use this for specular effected
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(10000.0) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i), m_obj.nbIndices(i));
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
default:
{
if (mats[i]->textureDiffuse != NULL)
for (unsigned int j=0; j<m_obj.nbSubGroup(i);++j)
{
const Algo::Surface::Import::MaterialOBJ* mat = m_obj.materialOf(i,j);
if (mat->textureDiffuse != NULL)
{
m_shader2->setTexture(mats[i]->textureDiffuse);
m_shader2->setShininess(mats[i]->shininess);
m_shader2->setTexture(mat->textureDiffuse);
m_shader2->setShininess(mat->shininess);
m_shader2->setAmbient(0.8f);
m_shader2->activeTexture();
m_shader2->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i), m_obj.nbIndices(i));
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_shader2->disableVertexAttribs();
}
else
......@@ -162,13 +296,13 @@ void ObjView::cb_redraw()
Geom::Vec4f v;
v[0] = 0.5f; v[1] = 0.5f; v[2] = 0.5f; v[3] = 0.0f;
m_phongShader->setAmbiant(v) ;
v[0] = mats[i]->diffuseColor[0]; v[1] = mats[i]->diffuseColor[1]; v[2] = mats[i]->diffuseColor[2]; v[3] = 0.0f;
v[0] = mat->diffuseColor[0]; v[1] = mat->diffuseColor[1]; v[2] = mat->diffuseColor[2]; v[3] = 0.0f;
m_phongShader->setDiffuse(v) ;
v[0] = mats[i]->specularColor[0]; v[1] = mats[i]->specularColor[1]; v[2] = mats[i]->specularColor[2]; v[3] = 0.0f;
v[0] = mat->specularColor[0]; v[1] = mat->specularColor[1]; v[2] = mat->specularColor[2]; v[3] = 0.0f;
m_phongShader->setSpecular(v) ;
m_phongShader->setShininess(mats[i]->shininess) ;
m_phongShader->setShininess(mat->shininess) ;
m_phongShader->enableVertexAttribs();
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i), m_obj.nbIndices(i));
glDrawArrays(GL_TRIANGLES, m_obj.beginIndex(i,j), m_obj.nbIndices(i,j));
m_phongShader->disableVertexAttribs();
}
}
......
......@@ -30,6 +30,7 @@
//#include "Utils/Qt/qtSimple.h"
#include "Utils/Qt/qtQGLV.h"
#include "Utils/textures.h"
#include "Utils/drawer.h"
#include "Utils/Shaders/shaderSimpleTexture.h"
#include "Utils/Shaders/shaderPhongTexture.h"
#include "Utils/Shaders/shaderPhong.h"
......@@ -66,6 +67,10 @@ public:
MAP myMap ;
Algo::Surface::Import::OBJModel<PFP> m_obj;
Utils::Drawer* m_dr;
unsigned int m_currentGroupDrawn;
void drawBB( const Geom::BoundingBox<VEC3>& bb);
// VBO
Utils::VBO* m_positionVBO;
Utils::VBO* m_normalVBO;
......
......@@ -30,6 +30,12 @@ QT4_WRAP_CPP(tilings_moc tilings.h)
add_executable(tilings tilings.cpp ${tilings_moc})
target_link_libraries(tilings ${CGoGN_LIBS_D} ${CGoGN_EXT_LIBS})
QT4_WRAP_UI( test_traversor2_ui test_traversor2.ui )
QT4_WRAP_CPP(test_traversor2_moc test_traversor2.h)
add_executable(test_traversor2 test_traversor2.cpp ${test_traversor2_ui} ${test_traversor2_moc})
target_link_libraries(test_traversor2 ${CGoGN_LIBS_D} ${CGoGN_EXT_LIBS})
# Example with Qt
#
#QT4_WRAP_CPP(tuto1_moc tuto1.h)
......
/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps *
* version 0.1 *
* Copyright (C) 2009-2012, IGG Team, LSIIT, University of Strasbourg *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your *
* option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
* *
* Web site: http://cgogn.unistra.fr/ *
* Contact information: cgogn@unistra.fr *
* *
*******************************************************************************/
#include "test_traversor2.h"
#include "Algo/Geometry/boundingbox.h"
#include "Algo/Tiling/Surface/square.h"
#include "Algo/Geometry/centroid.h"
#include "Algo/Import/import.h"
#include "Algo/Export/export.h"
using namespace CGoGN ;
int main(int argc, char **argv)
{
// // interface
QApplication app(argc, argv);
MyQT sqt;
sqt.setDock(& sqt.dock);
sqt.setCallBack( sqt.dock.listTravers, SIGNAL(currentRowChanged(int)), SLOT(traversors(int)) );
sqt.setCallBack( sqt.dock.withBoundary, SIGNAL(clicked()), SLOT(updateMap()) );
sqt.setCallBack( sqt.dock.svg, SIGNAL(clicked()), SLOT(svg()) );
sqt.setCallBack( sqt.dock.widthSlider, SIGNAL(valueChanged(int)), SLOT(width(int)) );
int n=3;
if (argc==2)
n = atoi(argv[1]);
// example code itself
sqt.createMap(n);
sqt.width(5);
// set help message in menu
sqt.setHelpMsg("First Tuto: \nCreate two faces\nsew them\nand affect positions");
// final show for redraw
sqt.show();
// and wait for the end
return app.exec();
}
void MyQT::traversors(int x)
{
// update all color to grey
for (Dart d = myMap.begin(); d != myMap.end(); myMap.next(d))
{
colorDarts[d] = Geom::Vec3f(0.5f,0.5f,0.5f);
m_render_topo->setDartColor(d,0.5f,0.5f,0.5f);
}
switch(x)
{
case 0:
{
Traversor2VVaE<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 1:
{
Traversor2VVaF<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 2:
{
Traversor2EEaV<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 3:
{
Traversor2EEaF<MAP> trav(myMap,m_selected);
float c=0.0f;
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,c);
}
break;
case 4:
{
Traversor2FFaV<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 5:
{
Traversor2FFaE<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 6:
{
Traversor2FV<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 7:
{
Traversor2FE<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 8:
{
Traversor2EV<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 9:
{
Traversor2EF<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 10:
{
Traversor2VE<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
case 11:
{
Traversor2VF<MAP> trav(myMap,m_selected);
for(Dart b=trav.begin(); b!= trav.end(); b=trav.next())
m_render_topo->setDartColor(b,0.0f,1.0f,0.0f);
}
break;
default:
break;
}
updateGL();
}
void MyQT::createMap(int n)
{
position = myMap.addAttribute<VEC3, VERTEX>("position");
colorDarts = myMap.addAttribute<VEC3, DART>("color");
Algo::Surface::Tilings::Square::Grid<PFP> grid(myMap, n, n, true);
grid.embedIntoGrid(position, 1.,1.,0.);
// bounding box of scene
Geom::BoundingBox<PFP::VEC3> bb = Algo::Geometry::computeBoundingBox<PFP>(myMap, position) ;
setParamObject(bb.maxSize(), bb.center().data()) ;
m_shift = bb.maxSize()/200.0f;
// first show for be sure that GL context is binded
show();
dm.markAll();
m_render_topo->setDartWidth(4.0f);
m_render_topo->setInitialDartsColor(0.5f,0.5f,0.5f);
m_render_topo->setInitialBoundaryDartsColor(0.3f,0.3f,0.3f);
m_render_topo->updateData<PFP>(myMap, position, 0.9f, 0.9f, dock.withBoundary->isChecked());
for (Dart d=myMap.begin(); d!=myMap.end(); myMap.next(d))
{
if (dm.isMarked(d) && (!myMap.isBoundaryMarked2(d)))
{
colorDarts[d] = Geom::Vec3f(0.5f,0.5f,0.5f);
m_render_topo->setDartColor(d,0.5f,0.5f,0.5f);
}
}
}
void MyQT::updateMap()
{
m_render_topo->setInitialBoundaryDartsColor(0.0f,0.0f,0.0f);
m_render_topo->updateData<PFP>(myMap, position, 0.9f, 0.9f, dock.withBoundary->isChecked());
for (Dart d=myMap.begin(); d!=myMap.end(); myMap.next(d))
{
if (dm.isMarked(d) && (!myMap.isBoundaryMarked2(d)))
{
const Geom::Vec3f& C = colorDarts[d];
if (C*C != 0.0f)
m_render_topo->setDartColor(d,C[0],C[1],C[2]);
}
}
updateGL();
}
// initialization GL callback
void MyQT::cb_initGL()
{
glClearColor(1.0f,1.0f,1.0f,1.0f);
m_render_topo = new Algo::Render::GL2::TopoRender(0.01f) ;
}
// redraw GL callback (clear and swap already done)
void MyQT::cb_redraw()
{
glEnable( GL_POLYGON_OFFSET_FILL );
glPolygonOffset( 1.0f, 1.0f );
m_render_topo->drawTopo();
glDisable( GL_POLYGON_OFFSET_FILL );
if (m_selected != NIL)
m_render_topo->overdrawDart(m_selected, 11, 1.0f, 0.0f, 0.0f);
if (m_selected2 != NIL)
m_render_topo->overdrawDart(m_selected2, 11, 0.0f, 1.0f, 0.0f);
}
void MyQT::cb_mousePress(int button, int x, int y)
{
if (Shift())
{
Dart d = m_render_topo->picking<PFP>(myMap, x,y); // nb
if (button == Qt::LeftButton)
{
if (d != Dart::nil())
m_selected = d;
if (d != Dart::nil())
std::cout << "DART="<<d.index << std::endl;
}
if (button == Qt::RightButton)
{
if (d != Dart::nil())
m_selected2 = d;
}
updateGL();
}
}
void MyQT::cb_keyPress(int keycode)
{
switch(keycode)
{
case 'c':
for (Dart d = myMap.begin(); d != myMap.end(); myMap.next(d))
{
if (!myMap.isBoundaryMarked2(d))
{
int n = rand();
float r = float(n&0x7f)/255.0f + 0.25f;
float g = float((n>>8)&0x7f)/255.0f + 0.25f;
float b = float((n>>16)&0x7f)/255.0 + 0.25f;
colorDarts[d] = Geom::Vec3f(r,g,b);
m_render_topo->setDartColor(d,r,g,b);
}
}
break;
case 'g':
for (Dart d = myMap.begin(); d != myMap.end(); myMap.next(d))
{
colorDarts[d] = Geom::Vec3f(0.5f,0.5f,0.5f);
m_render_topo->setDartColor(d,0.5f,0.5f,0.5f);
}
break;
case 'h':
for (Dart d = myMap.begin(); d != myMap.end(); myMap.next(d))
{
if (!myMap.isBoundaryMarked2(d))
{
colorDarts[d] = Geom::Vec3f(0.0f,0.0f,0.0f);
m_render_topo->setDartColor(d,0.0f,0.0f,0.0f);
}
}
break;
case Qt::Key_Up:
if (m_selected!=NIL)
position[m_selected][1] += m_shift;
updateMap();
updateGL();
break;
case Qt::Key_Down:
if (m_selected!=NIL)
position[m_selected][1] -= m_shift;
updateMap();
updateGL();
break;
case Qt::Key_Left:
if (m_selected!=NIL)
position[m_selected][0] -= m_shift;
updateMap();
updateGL();
break;
case Qt::Key_Right:
if (m_selected!=NIL)
position[m_selected][0] += m_shift;
updateMap();
updateGL();
break;
default: