Developer Documentation
DrawModeConverter.cc
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41 
42 
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44 
45 
46 //=============================================================================
47 //
48 //
49 //=============================================================================
50 
51 
52 //== INCLUDES =================================================================
53 
54 #include "ACG/Scenegraph/DrawModes.hh"
55 #include "DrawModeConverter.hh"
56 
57 //== TYPEDEFS =================================================================
58 
59 //== CLASS DEFINITION =========================================================
60 
62 std::vector< QString > drawModeToList(ACG::SceneGraph::DrawModes::DrawMode _drawMode) {
63  std::vector< QString > draw_modes;
64 
65  if ( _drawMode & ACG::SceneGraph::DrawModes::DEFAULT )
66  draw_modes.push_back("DEFAULT");
68  draw_modes.push_back("SOLID_SMOOTH_SHADED");
70  draw_modes.push_back("HIDDENLINE");
72  draw_modes.push_back("WIREFRAME");
73  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS)
74  draw_modes.push_back("POINTS");
76  draw_modes.push_back("POINTS_COLORED");
78  draw_modes.push_back("POINTS_SHADED");
80  draw_modes.push_back("SOLID_FLAT_SHADED");
82  draw_modes.push_back("SOLID_PHONG_SHADED");
84  draw_modes.push_back("SOLID_FACES_COLORED");
86  draw_modes.push_back("SOLID_POINTS_COLORED");
88  draw_modes.push_back("SOLID_POINTS_COLORED_SHADED");
90  draw_modes.push_back("SOLID_ENV_MAPPED");
92  draw_modes.push_back("SOLID_TEXTURED");
94  draw_modes.push_back("SOLID_TEXTURED_SHADED");
96  draw_modes.push_back("SOLID_1DTEXTURED");
98  draw_modes.push_back("SOLID_1DTEXTURED_SHADED");
100  draw_modes.push_back("SOLID_3DTEXTURED");
102  draw_modes.push_back("SOLID_3DTEXTURED_SHADED");
104  draw_modes.push_back("SOLID_FACES_COLORED_FLAT_SHADED");
106  draw_modes.push_back("SOLID_FACES_COLORED_SMOOTH_SHADED");
108  draw_modes.push_back("SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED");
110  draw_modes.push_back("SOLID_2DTEXTURED_FACE");
112  draw_modes.push_back("SOLID_2DTEXTURED_FACE_SHADED");
114  draw_modes.push_back("SOLID_SHADER");
116  draw_modes.push_back("SOLID_SMOOTH_SHADED_FEATURES");
117 
118  return draw_modes;
119 }
120 
122 ACG::SceneGraph::DrawModes::DrawMode listToDrawMode( std::vector< QString > _draw_modes ) {
123 
125 
126  for ( uint i = 0 ; i < _draw_modes.size() ; ++i ) {
127  if( _draw_modes[i] == "DEFAULT" ) {
129  } else if( _draw_modes[i] == "SOLID_SMOOTH_SHADED" ) {
131  } else if( _draw_modes[i] == "HIDDENLINE" ) {
133  } else if( _draw_modes[i] == "WIREFRAME" ) {
135  } else if( _draw_modes[i] == "POINTS" ) {
137  } else if( _draw_modes[i] == "POINTS_COLORED" ) {
139  } else if( _draw_modes[i] == "POINTS_SHADED" ) {
141  } else if( _draw_modes[i] == "SOLID_FLAT_SHADED" ) {
143  } else if( _draw_modes[i] == "SOLID_PHONG_SHADED" ) {
145  } else if( _draw_modes[i] == "SOLID_FACES_COLORED" ) {
147  } else if( _draw_modes[i] == "SOLID_POINTS_COLORED" ) {
149  } else if( _draw_modes[i] == "SOLID_POINTS_COLORED_SHADED" ) {
151  } else if( _draw_modes[i] == "SOLID_ENV_MAPPED" ) {
153  } else if( _draw_modes[i] == "SOLID_TEXTURED" ) {
155  } else if( _draw_modes[i] == "SOLID_TEXTURED_SHADED" ) {
157  } else if( _draw_modes[i] == "SOLID_1DTEXTURED" ) {
159  } else if( _draw_modes[i] == "SOLID_1DTEXTURED_SHADED" ) {
161  } else if( _draw_modes[i] == "SOLID_3DTEXTURED" ) {
163  } else if( _draw_modes[i] == "SOLID_3DTEXTURED_SHADED" ) {
165  } else if( _draw_modes[i] == "SOLID_FACES_COLORED_FLAT_SHADED" ) {
167  } else if( _draw_modes[i] == "SOLID_FACES_COLORED_SMOOTH_SHADED" ) {
169  } else if (_draw_modes[i] == "SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED") {
171  } else if (_draw_modes[i] == "SOLID_2DTEXTURED_FACE") {
173  } else if( _draw_modes[i] == "SOLID_2DTEXTURED_FACE_SHADED" ) {
175  } else if( _draw_modes[i] == "SOLID_SHADER" ) {
177  } else if( _draw_modes[i] == "SOLID_SMOOTH_SHADED_FEATURES" ) {
179  } else {
180  drawMode |= ACG::SceneGraph::DrawModes::getDrawMode(_draw_modes[i].toStdString());
181  }
182  }
183 
184  return drawMode;
185 
186 }
187 
189 ACG::SceneGraph::DrawModes::DrawMode descriptionsToDrawMode ( std::vector< QString > _draw_modes ) {
190 
192 
193  for ( uint i = 0 ; i < _draw_modes.size() ; ++i ) {
194  if( _draw_modes[i] == "Default" ) {
196  } else if( _draw_modes[i] == "Solid (smooth shaded)" ) {
198  } else if( _draw_modes[i] == "Hiddenline" ) {
200  } else if( _draw_modes[i] == "Wireframe" ) {
202  } else if( _draw_modes[i] == "Points" ) {
204  } else if( _draw_modes[i] == "Points (colored)" ) {
206  } else if( _draw_modes[i] == "Points (shaded)" ) {
208  } else if( _draw_modes[i] == "Solid (flat shaded)" ) {
210  } else if( _draw_modes[i] == "Solid (Phong shaded)" ) {
212  } else if( _draw_modes[i] == "Solid (colored per-face)" ) {
214  } else if( _draw_modes[i] == "Solid (colored per-vertex)" ) {
216  } else if( _draw_modes[i] == "Solid (colored per-vertex, shaded)" ) {
218  } else if( _draw_modes[i] == "Solid (environment mapped)" ) {
220  } else if( _draw_modes[i] == "Solid (textured)" ) {
222  } else if( _draw_modes[i] == "Solid (textured, shaded)" ) {
224  } else if( _draw_modes[i] == "Solid (scalar field)" ) {
226  } else if( _draw_modes[i] == "Solid (scalar field, shaded)" ) {
228  } else if( _draw_modes[i] == "Solid (3D textured)" ) {
230  } else if( _draw_modes[i] == "Solid (3D textured, shaded)" ) {
232  } else if( _draw_modes[i] == "Solid (colored per-face, flat shaded)" ) {
234  } else if( _draw_modes[i] == "Solid (colored per-face, smooth shaded)" ) {
236  } else if( _draw_modes[i] == "Solid (colored per-face, face textured, smooth shaded)" ) {
238  } else if( _draw_modes[i] == "Solid (face textured)" ) {
240  } else if( _draw_modes[i] == "Solid (face textured, shaded)" ) {
242  } else if( _draw_modes[i] == "Shader controlled" ) {
244  } else if( _draw_modes[i] == "Solid (smooth shaded, features)" ) {
246  } else {
247  drawMode |= ACG::SceneGraph::DrawModes::getDrawMode(_draw_modes[i].toStdString());
248  }
249  }
250 
251  return drawMode;
252 }
253 
255 std::vector< QString > drawModeToDescriptions(ACG::SceneGraph::DrawModes::DrawMode _drawMode) {
256  std::vector< QString > draw_modes;
257 
258  if ( _drawMode & ACG::SceneGraph::DrawModes::DEFAULT )
259  draw_modes.push_back("Default");
260  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SMOOTH_SHADED)
261  draw_modes.push_back("Solid (smooth shaded)");
262  if ( _drawMode & ACG::SceneGraph::DrawModes::HIDDENLINE)
263  draw_modes.push_back("Hiddenline");
264  if ( _drawMode & ACG::SceneGraph::DrawModes::WIREFRAME)
265  draw_modes.push_back("Wireframe");
266  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS)
267  draw_modes.push_back("Points");
268  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS_COLORED)
269  draw_modes.push_back("Points (colored)");
270  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS_SHADED)
271  draw_modes.push_back("Points (shaded)");
272  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FLAT_SHADED)
273  draw_modes.push_back("Solid (flat shaded)");
274  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_PHONG_SHADED)
275  draw_modes.push_back("Solid (Phong shaded)");
276  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED)
277  draw_modes.push_back("Solid (colored per-face)");
278  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_POINTS_COLORED)
279  draw_modes.push_back("Solid (colored per-vertex)");
280  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_POINTS_COLORED_SHADED)
281  draw_modes.push_back("Solid (colored per-vertex, shaded)");
282  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_ENV_MAPPED)
283  draw_modes.push_back("Solid (environment mapped)");
284  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_TEXTURED)
285  draw_modes.push_back("Solid (textured)");
286  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_TEXTURED_SHADED)
287  draw_modes.push_back("Solid (textured, shaded)");
288  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_1DTEXTURED)
289  draw_modes.push_back("Solid (scalar field)");
290  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_1DTEXTURED_SHADED)
291  draw_modes.push_back("Solid (scalar field, shaded)");
292  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_3DTEXTURED)
293  draw_modes.push_back("Solid (3D textured)");
294  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_3DTEXTURED_SHADED)
295  draw_modes.push_back("Solid (3D textured, shaded)");
296  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_FLAT_SHADED)
297  draw_modes.push_back("Solid (colored per-face, flat shaded)");
298  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_SMOOTH_SHADED)
299  draw_modes.push_back("Solid (colored per-face, smooth shaded)");
300  if (_drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED)
301  draw_modes.push_back("Solid (colored per-face, face textured, smooth shaded)");
302  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_2DTEXTURED_FACE)
303  draw_modes.push_back("Solid (face textured)");
304  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_2DTEXTURED_FACE_SHADED)
305  draw_modes.push_back("Solid (face textured, shaded)");
306  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SHADER)
307  draw_modes.push_back("Shader controlled");
308  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SMOOTH_SHADED_FEATURES)
309  draw_modes.push_back("Solid (smooth shaded, features)");
310 
311  return draw_modes;
312 }
313 //=============================================================================
314 
DrawMode SOLID_2DTEXTURED_FACE
draw per halfedge textured faces
Definition: DrawModes.cc:96
DrawMode SOLID_3DTEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:93
DrawMode SOLID_ENV_MAPPED
draw environment mapped
Definition: DrawModes.cc:87
DrawMode SOLID_SMOOTH_SHADED_FEATURES
draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
Definition: DrawModes.cc:99
DrawMode SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED
draw per halfedge texture faces modulated with face colors with smooth shading
Definition: DrawModes.cc:104
ACG::SceneGraph::DrawModes::DrawMode drawMode(int _viewer)
Get the current draw Mode of a Viewer.
DrawMode SOLID_2DTEXTURED_FACE_SHADED
draw per halfedge textured faces
Definition: DrawModes.cc:97
DrawMode HIDDENLINE
draw hidden line (2 rendering passes needed)
Definition: DrawModes.cc:80
DrawMode SOLID_SMOOTH_SHADED
draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
Definition: DrawModes.cc:82
DrawMode SOLID_3DTEXTURED
draw textured faces
Definition: DrawModes.cc:92
DrawMode SOLID_POINTS_COLORED_SHADED
draw faces, but use Gouraud shading to interpolate vertex colors
Definition: DrawModes.cc:86
DrawMode SOLID_PHONG_SHADED
draw phong shaded faces
Definition: DrawModes.cc:83
DrawMode DEFAULT
use the default (global) draw mode and not the node&#39;s own.
Definition: DrawModes.cc:72
DrawMode SOLID_1DTEXTURED
draw textured faces
Definition: DrawModes.cc:90
DrawMode SOLID_POINTS_COLORED
draw colored, but not lighted faces using interpolated vertex colors
Definition: DrawModes.cc:85
const DrawMode & getDrawMode(const std::string &_name)
Get a custom DrawMode.
Definition: DrawModes.cc:807
DrawMode SOLID_TEXTURED
draw textured faces
Definition: DrawModes.cc:88
DrawMode SOLID_FACES_COLORED_FLAT_SHADED
draw flat shaded and colored faces (requires face normals and colors)
Definition: DrawModes.cc:94
DrawMode NONE
not a valid draw mode
Definition: DrawModes.cc:71
DrawMode POINTS
draw unlighted points using the default base color
Definition: DrawModes.cc:73
DrawMode SOLID_FLAT_SHADED
draw flat shaded faces (requires face normals)
Definition: DrawModes.cc:81
DrawMode SOLID_1DTEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:91
DrawMode WIREFRAME
draw wireframe
Definition: DrawModes.cc:78
DrawMode SOLID_FACES_COLORED
draw colored, but not lighted faces using face colors
Definition: DrawModes.cc:84
DrawMode POINTS_COLORED
draw colored, but not lighted points (requires point colors)
Definition: DrawModes.cc:74
DrawMode SOLID_TEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:89
DrawMode SOLID_FACES_COLORED_SMOOTH_SHADED
draw smooth shaded and colored faces (requires vertex normals and face colors)
Definition: DrawModes.cc:95
DrawMode POINTS_SHADED
draw shaded points (requires point normals)
Definition: DrawModes.cc:75