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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-06 18:26:22 +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 );

View File

@ -58,7 +58,8 @@
#include <VrmlData_Scene.hxx>
#include <VrmlData_ShapeConvert.hxx>
#include <VrmlData_DataMapOfShapeAppearance.hxx>
#include <TColStd_Array1OfReal.hxx>
#include <Bnd_Box.hxx>
// avoid warnings on 'extern "C"' functions returning C++ classes
#ifdef WNT
@ -714,10 +715,11 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
if ( argc < 2 )
{
di << "Use : meshcolors meshname mode isreflect" << "\n";
di << "mode : {elem1|elem2|nodal|none}"<< "\n";
di << "mode : {elem1|elem2|nodal|nodaltex|none}"<< "\n";
di << " elem1 - different color for each element" << "\n";
di << " elem2 - one color for one side"<<"\n";
di << " nodal - different color for each node"<< "\n";
di << " nodal - different color for each node"<< "\n";
di << " nodaltex - different color for each node with texture interpolation"<< "\n";
di << " none - clear"<< "\n";
di << "isreflect : {0|1} "<< "\n";
@ -742,7 +744,7 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
TCollection_AsciiString aMode = TCollection_AsciiString (argv[2]);
Quantity_Color aColor1( (Quantity_NameOfColor)( Quantity_NOC_BLUE1 ) );
Quantity_Color aColor2( (Quantity_NameOfColor)( Quantity_NOC_RED1 ) );
if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("none") )
if( aMode.IsEqual("elem1") || aMode.IsEqual("elem2") || aMode.IsEqual("nodal") || aMode.IsEqual("nodaltex") || aMode.IsEqual("none") )
{
Handle(MeshVS_PrsBuilder) aTempBuilder;
Standard_Integer reflection = atoi(argv[3]);
@ -798,6 +800,67 @@ static Standard_Integer meshcolors( Draw_Interpretor& di,
aMesh->AddBuilder( aBuilder, Standard_True );
}
if(aMode.IsEqual("nodaltex"))
{
// assign nodal builder to the mesh
Handle(MeshVS_NodalColorPrsBuilder) aBuilder = new MeshVS_NodalColorPrsBuilder(
aMesh, MeshVS_DMF_NodalColorDataPrs | MeshVS_DMF_OCCMask);
aMesh->AddBuilder(aBuilder, Standard_True);
aBuilder->UseTexture(Standard_True);
// prepare color map for texture
Aspect_SequenceOfColor aColorMap;
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_RED);
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_YELLOW);
aColorMap.Append((Quantity_NameOfColor) Quantity_NOC_BLUE1);
// prepare scale map for mesh - it will be assigned to mesh as texture coordinates
// make mesh color interpolated from minimum X coord to maximum X coord
Handle(MeshVS_DataSource) aDataSource = aMesh->GetDataSource();
Standard_Real aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ;
// get bounding box for calculations
aDataSource->GetBoundingBox().Get(aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ);
Standard_Real aDelta = aMaxX - aMinX;
// assign color scale map values (0..1) to nodes
TColStd_DataMapOfIntegerReal aScaleMap;
TColStd_Array1OfReal aCoords(1, 3);
Standard_Integer aNbNodes;
MeshVS_EntityType aType;
// iterate nodes
const TColStd_PackedMapOfInteger& anAllNodes =
aMesh->GetDataSource()->GetAllNodes();
TColStd_MapIteratorOfPackedMapOfInteger anIter(anAllNodes);
for (; anIter.More(); anIter.Next())
{
//get node coordinates to aCoord variable
aDataSource->GetGeom(anIter.Key(), Standard_False, aCoords, aNbNodes, aType);
Standard_Real aScaleValue;
try {
OCC_CATCH_SIGNALS
aScaleValue = (aCoords.Value(1) - (Standard_Real) aMinX) / aDelta;
} catch(Standard_Failure) {
aScaleValue = 0;
}
aScaleMap.Bind(anIter.Key(), aScaleValue);
}
//set color map for builder and a color for invalid scale value
aBuilder->SetColorMap(aColorMap);
aBuilder->SetInvalidColor(Quantity_NOC_BLACK);
aBuilder->SetTextureCoords(aScaleMap);
aMesh->AddBuilder(aBuilder, Standard_True);
//set viewer to display texures
const Handle(V3d_Viewer)& aViewer = anIC->CurrentViewer();
for (aViewer->InitActiveViews(); aViewer->MoreActiveViews(); aViewer->NextActiveViews())
aViewer->ActiveView()->SetSurfaceDetail(V3d_TEX_ALL);
}
aMesh->GetDrawer()->SetBoolean ( MeshVS_DA_ColorReflection, Standard_Boolean(reflection) );
anIC->Redisplay( aMesh );