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OCC22291 Improve meshcolors command to support texture interpolation
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161c447667
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@ -74,7 +74,7 @@ MeshVS_ImageTexture2D::MeshVS_ImageTexture2D
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const Handle(AlienImage_AlienImage)& theImg)
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: Graphic3d_Texture2D( theSM, "", Graphic3d_TOT_2D )
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{
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MyCInitTexture.doModulate = 0/*1*/;
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MyCInitTexture.doModulate = 1;
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MyCInitTexture.doRepeat = 0;
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MyCInitTexture.Mode = (int)Graphic3d_TOTM_MANUAL;
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MyCInitTexture.doLinear = 1;
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@ -178,10 +178,6 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
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aDrawer->GetBoolean( MeshVS_DA_ColorReflection, IsReflect );
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aDrawer->GetBoolean( MeshVS_DA_SmoothShading, IsMeshSmoothShading );
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// NOTE: Lighting effect not tested with textures, so turning off reflectance when textures are used.
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// This can be improved if necessary...
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IsReflect = IsReflect && !myUseTexture;
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// Following parameter are used for texture presentation only
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int nbColors = 0; // Number of colors from color map
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int nbTextureColors = 0; // Number of colors in texture (it will be pow of 2)
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@ -307,10 +303,29 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
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// transform texture coordinate in accordance with number of colors specified
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// by upper level and real size of Gl texture
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aTexCoord = aTexCoord * nbColors / nbTextureColors;
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// The Gl texture has border colors interpolated with the colors from the color map,
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// thats why we need to shrink texture coordinates around the middle point to
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// exclude areas where the map colors are interpolated with the borders color
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double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
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aCPolyArr->AddVertex( P, aDefNorm,
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gp_Pnt2d( aTexCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 1 : 0 ) );
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if ( hasNormals )
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{
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gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
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aNormals->Value( 3 * i - 1 ),
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aNormals->Value( 3 * i ));
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// There are two "rows" of colors: user's invalid color at the top
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// of texture and line of map colors at the bottom of the texture.
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// Since the texture has borders, which are interpolated with the "rows" of colors
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// we should specify the 0.25 offset to get the correct texture color
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aNorm.SquareMagnitude() > aMin ?
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aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
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aCPolyArr->AddVertex(P, aDefNorm,
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
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}
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else
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aCPolyArr->AddVertex( P, aDefNorm,
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
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}
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else
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{
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@ -377,10 +392,29 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
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// transform texture coordinate in accordance with number of colors specified
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// by upper level and real size of Gl texture
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aTexCoord = aTexCoord * nbColors / nbTextureColors;
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// The Gl texture has border colors interpolated with the colors from the color map,
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// thats why we need to shrink texture coordinates around the middle point to
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// exclude areas where the map colors are interpolated with the borders color
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double aWrapCoord = 1.0 / (2.0 * nbTextureColors) + aTexCoord * (nbColors - 1.0) / nbTextureColors;
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gp_Pnt2d aTP( aTexCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 1 : 0 );
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aCPolyArr->AddVertex( P, aDefNorm, aTP );
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if ( hasNormals )
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{
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gp_Vec aNorm(aNormals->Value( 3 * i - 2 ),
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aNormals->Value( 3 * i - 1 ),
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aNormals->Value( 3 * i ));
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// There are two "rows" of colors: user's invalid color at the top
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// of texture and line of map colors at the bottom of the texture.
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// Since the texture has borders, which are interpolated with the "rows" of colors
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// we should specify the 0.25 offset to get the correct texture color
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aNorm.SquareMagnitude() > aMin ?
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aCPolyArr->AddVertex(P, gp_Dir( aNorm ),
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) ) :
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aCPolyArr->AddVertex(P, aDefNorm,
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
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}
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else
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aCPolyArr->AddVertex( P, aDefNorm,
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gp_Pnt2d( aWrapCoord, aTexCoord >= 0 && aTexCoord <= 1 ? 0.75 : 0.25 ) );
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}
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else
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{
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@ -464,6 +498,7 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
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anAsp->SetTextureMapOn();
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anAsp->SetTextureMap( aTexture );
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anAsp->SetInteriorColor( Quantity_NOC_WHITE );
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}
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else
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{
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@ -477,7 +512,6 @@ void MeshVS_NodalColorPrsBuilder::Build ( const Handle(Prs3d_Presentation)& Prs,
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anAsp->SetDistinguishOff();
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anAsp->SetEdgeOff();
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anAsp->SetInteriorColor( Quantity_NOC_GRAY );
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Handle(Graphic3d_AspectLine3d) anLAsp =
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new Graphic3d_AspectLine3d( anEdgeColor, anEdgeType, anEdgeWidth );
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@ -58,7 +58,8 @@
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#include <VrmlData_Scene.hxx>
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#include <VrmlData_ShapeConvert.hxx>
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#include <VrmlData_DataMapOfShapeAppearance.hxx>
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#include <TColStd_Array1OfReal.hxx>
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#include <Bnd_Box.hxx>
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// avoid warnings on 'extern "C"' functions returning C++ classes
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#ifdef WNT
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@ -714,10 +715,11 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
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if ( argc < 2 )
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{
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di << "Use : meshcolors meshname mode isreflect" << "\n";
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di << "mode : {elem1|elem2|nodal|none}"<< "\n";
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di << "mode : {elem1|elem2|nodal|nodaltex|none}"<< "\n";
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di << " elem1 - different color for each element" << "\n";
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di << " elem2 - one color for one side"<<"\n";
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di << " nodal - different color for each node"<< "\n";
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di << " nodaltex - different color for each node with texture interpolation"<< "\n";
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di << " none - clear"<< "\n";
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di << "isreflect : {0|1} "<< "\n";
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@ -742,7 +744,7 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
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TCollection_AsciiString aMode = TCollection_AsciiString (argv[2]);
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Quantity_Color aColor1( (Quantity_NameOfColor)( Quantity_NOC_BLUE1 ) );
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Quantity_Color aColor2( (Quantity_NameOfColor)( Quantity_NOC_RED1 ) );
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if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("none") )
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if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("nodaltex") || aMode.IsEqual("none") )
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{
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Handle(MeshVS_PrsBuilder) aTempBuilder;
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Standard_Integer reflection = atoi(argv[3]);
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@ -798,6 +800,67 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
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aMesh->AddBuilder( aBuilder, Standard_True );
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}
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if(aMode.IsEqual("nodaltex"))
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{
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// assign nodal builder to the mesh
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Handle(MeshVS_NodalColorPrsBuilder) aBuilder = new MeshVS_NodalColorPrsBuilder(
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aMesh, MeshVS_DMF_NodalColorDataPrs | MeshVS_DMF_OCCMask);
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aMesh->AddBuilder(aBuilder, Standard_True);
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aBuilder->UseTexture(Standard_True);
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// prepare color map for texture
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Aspect_SequenceOfColor aColorMap;
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aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_RED);
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aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_YELLOW);
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aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_BLUE1);
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// prepare scale map for mesh - it will be assigned to mesh as texture coordinates
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// make mesh color interpolated from minimum X coord to maximum X coord
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Handle(MeshVS_DataSource) aDataSource = aMesh->GetDataSource();
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Standard_Real aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ;
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// get bounding box for calculations
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aDataSource->GetBoundingBox().Get(aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ);
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Standard_Real aDelta = aMaxX - aMinX;
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// assign color scale map values (0..1) to nodes
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TColStd_DataMapOfIntegerReal aScaleMap;
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TColStd_Array1OfReal aCoords(1, 3);
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Standard_Integer aNbNodes;
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MeshVS_EntityType aType;
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// iterate nodes
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const TColStd_PackedMapOfInteger& anAllNodes =
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aMesh->GetDataSource()->GetAllNodes();
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TColStd_MapIteratorOfPackedMapOfInteger anIter(anAllNodes);
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for (; anIter.More(); anIter.Next())
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{
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//get node coordinates to aCoord variable
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aDataSource->GetGeom(anIter.Key(), Standard_False, aCoords, aNbNodes, aType);
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Standard_Real aScaleValue;
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try {
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OCC_CATCH_SIGNALS
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aScaleValue = (aCoords.Value(1) - (Standard_Real) aMinX) / aDelta;
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} catch(Standard_Failure) {
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aScaleValue = 0;
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}
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aScaleMap.Bind(anIter.Key(), aScaleValue);
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}
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//set color map for builder and a color for invalid scale value
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aBuilder->SetColorMap(aColorMap);
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aBuilder->SetInvalidColor(Quantity_NOC_BLACK);
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aBuilder->SetTextureCoords(aScaleMap);
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aMesh->AddBuilder(aBuilder, Standard_True);
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//set viewer to display texures
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const Handle(V3d_Viewer)& aViewer = anIC->CurrentViewer();
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for (aViewer->InitActiveViews(); aViewer->MoreActiveViews(); aViewer->NextActiveViews())
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aViewer->ActiveView()->SetSurfaceDetail(V3d_TEX_ALL);
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}
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aMesh->GetDrawer()->SetBoolean ( MeshVS_DA_ColorReflection, Standard_Boolean(reflection) );
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anIC->Redisplay( aMesh );
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