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Commit 52c09c83 authored by Martin Schultz's avatar Martin Schultz
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separated picking functions for opengl compatibility profile from

remaining impementation to improve maintainability
parent 572b486a
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1 merge request!12Fix open volume mesh core picking
......@@ -214,6 +214,16 @@ private:
void pickFaces(GLState& _state, unsigned int _offset);
/// pick cells
void pickCells(GLState& _state, unsigned int _offset);
/// pick vertices using opengl compatibility profile
void pickVerticesCompat(GLState& _state);
/// pick edges using opengl compatibility profile
void pickEdgesCompat(GLState& _state, unsigned int _offset);
/// pick faces using opengl compatibility profile
void pickFacesCompat(GLState& _state, unsigned int _offset);
/// pick cells using opengl compatibility profile
void pickCellsCompat(GLState& _state, unsigned int _offset);
/// picking using opengl compatibility profile
void pickCompat(GLState& _state, PickTarget _target);
/// updates face normals
void update_face_normals();
......@@ -284,6 +294,7 @@ private:
//=============================================================================
#if defined(INCLUDE_TEMPLATES) && !defined(VOLUMEMESHNODET_CC)
#include "VolumeMeshNodeT.cc"
#include "VolumeMeshNodeGLCompatT.cc"
#endif
//=============================================================================
#endif // VOLUMEMESHNODE_HH
......
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#include "VolumeMeshNode.hh"
//== NAMESPACES ===============================================================
namespace ACG {
namespace SceneGraph {
//== IMPLEMENTATION ==========================================================
template<class VolumeMeshT>
void VolumeMeshNodeT<VolumeMeshT>::pickCompat(GLState& _state, PickTarget _target) {
// save state
bool clientStateEnabledVertexArray = GLState::isClientStateEnabled(GL_VERTEX_ARRAY);
bool clientStateEnabledColorArray = GLState::isClientStateEnabled(GL_COLOR_ARRAY);
bool clientStateEnabledNormalArray = GLState::isClientStateEnabled(GL_NORMAL_ARRAY);
bool clientStateEnabledTexCoordArray = GLState::isClientStateEnabled(GL_TEXTURE_COORD_ARRAY);
GLState::depthRange(0.01, 1.0);
if (lastCellDrawMode_)
{
//draw cells so the user cannot pick invisible stuff
GLState::bindBuffer(GL_ARRAY_BUFFER, cellsBufferManager_.getBuffer());
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, cellsBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::disableClientState(GL_NORMAL_ARRAY);
GLState::disableClientState(GL_COLOR_ARRAY);
Vec4f bc = _state.specular_color();
_state.set_color(Vec4f(0.0,0.0,0.0,0.0));
glDrawArrays(GL_TRIANGLES, 0, cellsBufferManager_.getNumOfVertices());
_state.set_color(bc);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
if (lastFaceDrawMode_)
{
//draw faces so the user cannot pick invisible stuff
GLState::bindBuffer(GL_ARRAY_BUFFER, facesBufferManager_.getBuffer());
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, facesBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::disableClientState(GL_NORMAL_ARRAY);
GLState::disableClientState(GL_COLOR_ARRAY);
Vec4f bc = _state.specular_color();
_state.set_color(Vec4f(0.0,0.0,0.0,0.0));
glDrawArrays(GL_TRIANGLES, 0, facesBufferManager_.getNumOfVertices());
_state.set_color(bc);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
GLenum oldDepthFunc = _state.depthFunc();
GLState::depthRange(0.0, 1.0);
_state.set_depthFunc(GL_LEQUAL);
switch (_target) {
case PICK_VERTEX: {
if (lastPickTarget_ != PICK_VERTEX)
vertexPickBufferManager_.invalidateColors();
_state.pick_set_maximum(mesh_.n_vertices());
pickVerticesCompat(_state);
break;
}
case PICK_EDGE: {
_state.pick_set_maximum(mesh_.n_edges());
pickEdgesCompat(_state, 0);
break;
}
case PICK_FACE: {
_state.pick_set_maximum(mesh_.n_faces());
pickFacesCompat(_state, 0);
break;
}
case PICK_CELL: {
_state.pick_set_maximum(mesh_.n_cells());
pickCellsCompat(_state, 0);
break;
}
case PICK_ANYTHING: {
if (lastPickTarget_ != PICK_ANYTHING)
vertexPickBufferManager_.invalidateColors();
int nv = mesh_.n_vertices();
int ne = mesh_.n_edges();
int nf = mesh_.n_faces();
int nc = mesh_.n_cells();
_state.pick_set_maximum(nv + ne + nf + nc);
pickVerticesCompat(_state);
pickEdgesCompat(_state, nv);
pickFacesCompat(_state, nv + ne);
pickCellsCompat(_state, nv + ne + nf);
break;
}
default:
break;
}
_state.set_depthFunc(oldDepthFunc);
lastPickTarget_ = _target;
// restore state
if (clientStateEnabledVertexArray)
GLState::enableClientState(GL_VERTEX_ARRAY);
else
GLState::disableClientState(GL_VERTEX_ARRAY);
if (clientStateEnabledColorArray)
GLState::enableClientState(GL_COLOR_ARRAY);
else
GLState::disableClientState(GL_COLOR_ARRAY);
if (clientStateEnabledNormalArray)
GLState::enableClientState(GL_NORMAL_ARRAY);
else
GLState::disableClientState(GL_NORMAL_ARRAY);
if (clientStateEnabledTexCoordArray)
GLState::enableClientState(GL_TEXTURE_COORD_ARRAY);
else
GLState::disableClientState(GL_TEXTURE_COORD_ARRAY);
}
//----------------------------------------------------------------------------
template<class VolumeMeshT>
void VolumeMeshNodeT<VolumeMeshT>::pickVerticesCompat(GLState& _state) {
if (lastDrawMode_ & drawModes_.vertexBasedDrawModes)
vertexPickBufferManager_.enableVertexPrimitives();
else if (lastDrawMode_ & drawModes_.cellBasedDrawModes)
vertexPickBufferManager_.enableVertexOnCellPrimitives();
else
vertexPickBufferManager_.enableVertexPrimitives();
vertexPickBufferManager_.disableNormals();
vertexPickBufferManager_.enablePickColors();
GLState::bindBuffer(GL_ARRAY_BUFFER, vertexPickBufferManager_.getPickBuffer(_state, 0));
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, vertexPickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::enableClientState(GL_COLOR_ARRAY);
GLState::colorPointer(4, GL_UNSIGNED_BYTE, vertexPickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(vertexPickBufferManager_.getColorOffset()));
GLState::shadeModel(GL_SMOOTH);
GLState::disable(GL_LIGHTING);
float oldPointSize = _state.point_size();
_state.set_point_size(1.5*_state.point_size());
glDrawArrays(GL_POINTS, 0, vertexPickBufferManager_.getNumOfVertices());
_state.set_point_size(oldPointSize);
GLState::disableClientState(GL_COLOR_ARRAY);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
//----------------------------------------------------------------------------
template<class VolumeMeshT>
void VolumeMeshNodeT<VolumeMeshT>::pickEdgesCompat(GLState& _state, unsigned int _offset) {
if ((lastDrawMode_ & (drawModes_.cellBasedDrawModes | drawModes_.edgesOnCells)) && !(lastDrawMode_ & (drawModes_.edgeBasedDrawModes & ~drawModes_.edgesOnCells)))
edgePickBufferManager_.enableEdgeOnCellPrimitives();
else
edgePickBufferManager_.enableEdgePrimitives();
edgePickBufferManager_.enablePickColors();
edgePickBufferManager_.disableNormals();
GLState::bindBuffer(GL_ARRAY_BUFFER, edgePickBufferManager_.getPickBuffer(_state, _offset));
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, edgePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::enableClientState(GL_COLOR_ARRAY);
GLState::colorPointer(4, GL_UNSIGNED_BYTE, edgePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(edgePickBufferManager_.getColorOffset()));
GLState::shadeModel(GL_SMOOTH);
GLState::disable(GL_LIGHTING);
float oldLineWidth = _state.line_width();
_state.set_line_width(4.0*_state.line_width());
glDrawArrays(GL_LINES, 0, edgePickBufferManager_.getNumOfVertices());
_state.set_line_width(oldLineWidth);
GLState::disableClientState(GL_COLOR_ARRAY);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
//----------------------------------------------------------------------------
template<class VolumeMeshT>
void VolumeMeshNodeT<VolumeMeshT>::pickFacesCompat(GLState& _state, unsigned int _offset) {
if (lastDrawMode_ & (drawModes_.faceBasedDrawModes | drawModes_.halffaceBasedDrawModes))
facePickBufferManager_.enableFacePrimitives();
else if (lastDrawMode_ & drawModes_.cellBasedDrawModes)
facePickBufferManager_.enableFaceOnCellPrimitives();
else
facePickBufferManager_.enableFacePrimitives();
facePickBufferManager_.disableNormals();
facePickBufferManager_.enablePickColors();
GLState::bindBuffer(GL_ARRAY_BUFFER, facePickBufferManager_.getPickBuffer(_state, _offset));
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, facePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::enableClientState(GL_COLOR_ARRAY);
GLState::colorPointer(4, GL_UNSIGNED_BYTE, facePickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(facePickBufferManager_.getColorOffset()));
GLState::shadeModel(GL_SMOOTH);
GLState::disable(GL_LIGHTING);
glDrawArrays(GL_TRIANGLES, 0, facePickBufferManager_.getNumOfVertices());
GLState::disableClientState(GL_COLOR_ARRAY);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
//----------------------------------------------------------------------------
template<class VolumeMeshT>
void VolumeMeshNodeT<VolumeMeshT>::pickCellsCompat(GLState& _state, unsigned int _offset) {
cellPickBufferManager_.enablePickColors();
cellPickBufferManager_.disableNormals();
cellPickBufferManager_.enableCellPrimitives();
GLState::bindBuffer(GL_ARRAY_BUFFER, cellPickBufferManager_.getPickBuffer(_state, _offset));
GLState::enableClientState(GL_VERTEX_ARRAY);
GLState::vertexPointer(3, GL_FLOAT, cellPickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(0));
GLState::enableClientState(GL_COLOR_ARRAY);
GLState::colorPointer(4, GL_UNSIGNED_BYTE, cellPickBufferManager_.getStride(), reinterpret_cast<GLvoid*>(cellPickBufferManager_.getColorOffset()));
GLState::shadeModel(GL_SMOOTH);
GLState::disable(GL_LIGHTING);
glDrawArrays(GL_TRIANGLES, 0, cellPickBufferManager_.getNumOfVertices());
GLState::disableClientState(GL_COLOR_ARRAY);
GLState::bindBuffer(GL_ARRAY_BUFFER, 0);
}
//=============================================================================
} // namespace SceneGraph
} // namespace ACG
//=============================================================================
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