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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-09-03 14:10:33 +03:00

OCC22291 Improve meshcolors command to support texture interpolation

This commit is contained in:
APL
2011-04-28 15:09:12 +00:00
committed by bugmaster
parent 161c447667
commit 3ba3388b06
2 changed files with 113 additions and 16 deletions

View File

@@ -74,7 +74,7 @@ MeshVS_ImageTexture2D::MeshVS_ImageTexture2D
const Handle(AlienImage_AlienImage)& theImg)
: Graphic3d_Texture2D( theSM, "", Graphic3d_TOT_2D )
{
MyCInitTexture.doModulate = 0/*1*/;
MyCInitTexture.doModulate = 1;
MyCInitTexture.doRepeat = 0;
MyCInitTexture.Mode = (int)Graphic3d_TOTM_MANUAL;
MyCInitTexture.doLinear = 1;
@@ -178,10 +178,6 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
aDrawer->GetBoolean( MeshVS_DA_ColorReflection, IsReflect );
aDrawer->GetBoolean( MeshVS_DA_SmoothShading, IsMeshSmoothShading );
// NOTE: Lighting effect not tested with textures, so turning off reflectance when textures are used.
// This can be improved if necessary...
IsReflect = IsReflect && !myUseTexture;
// Following parameter are used for texture presentation only
int nbColors = 0; // Number of colors from color map
int nbTextureColors = 0; // Number of colors in texture (it will be pow of 2)
@@ -307,10 +303,29 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
// transform texture coordinate in accordance with number of colors specified
// by upper level and real size of Gl texture
aTexCoord = aTexCoord * nbColors / nbTextureColors;
// The Gl texture has border colors interpolated with the colors from the color map,
// thats why we need to shrink texture coordinates around the middle point to
// exclude areas where the map colors are interpolated with the borders color
double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
aCPolyArr->AddVertex( P, aDefNorm,
gp_Pnt2d( aTexCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 1 : 0 ) );
if ( hasNormals )
{
gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
aNormals->Value( 3 * i - 1 ),
aNormals->Value( 3 * i ));
// There are two "rows" of colors: user's invalid color at the top
// of texture and line of map colors at the bottom of the texture.
// Since the texture has borders, which are interpolated with the "rows" of colors
// we should specify the 0.25 offset to get the correct texture color
aNorm.SquareMagnitude() > aMin ?
aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
aCPolyArr->AddVertex(P, aDefNorm,
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
}
else
aCPolyArr->AddVertex( P, aDefNorm,
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
}
else
{
@@ -377,10 +392,29 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
// transform texture coordinate in accordance with number of colors specified
// by upper level and real size of Gl texture
aTexCoord = aTexCoord * nbColors / nbTextureColors;
// The Gl texture has border colors interpolated with the colors from the color map,
// thats why we need to shrink texture coordinates around the middle point to
// exclude areas where the map colors are interpolated with the borders color
double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
gp_Pnt2d aTP( aTexCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 1 : 0 );
aCPolyArr->AddVertex( P, aDefNorm, aTP );
if ( hasNormals )
{
gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
aNormals->Value( 3 * i - 1 ),
aNormals->Value( 3 * i ));
// There are two "rows" of colors: user's invalid color at the top
// of texture and line of map colors at the bottom of the texture.
// Since the texture has borders, which are interpolated with the "rows" of colors
// we should specify the 0.25 offset to get the correct texture color
aNorm.SquareMagnitude() > aMin ?
aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
aCPolyArr->AddVertex(P, aDefNorm,
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
}
else
aCPolyArr->AddVertex( P, aDefNorm,
gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
}
else
{
@@ -464,6 +498,7 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
anAsp->SetTextureMapOn();
anAsp->SetTextureMap( aTexture );
anAsp->SetInteriorColor( Quantity_NOC_WHITE );
}
else
{
@@ -477,7 +512,6 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
anAsp->SetDistinguishOff();
anAsp->SetEdgeOff();
anAsp->SetInteriorColor( Quantity_NOC_GRAY );
Handle(Graphic3d_AspectLine3d) anLAsp =
new Graphic3d_AspectLine3d( anEdgeColor, anEdgeType, anEdgeWidth );