Developer Documentation
DrawModeConverter.cc
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51 
52 //=============================================================================
53 //
54 //
55 //=============================================================================
56 
57 
58 //== INCLUDES =================================================================
59 
60 #include "DrawModeConverter.hh"
61 
62 //== TYPEDEFS =================================================================
63 
64 //== CLASS DEFINITION =========================================================
65 
67 std::vector< QString > drawModeToList(ACG::SceneGraph::DrawModes::DrawMode _drawMode) {
68  std::vector< QString > draw_modes;
69 
70  if ( _drawMode & ACG::SceneGraph::DrawModes::DEFAULT )
71  draw_modes.push_back("DEFAULT");
73  draw_modes.push_back("SOLID_SMOOTH_SHADED");
75  draw_modes.push_back("HIDDENLINE");
77  draw_modes.push_back("WIREFRAME");
78  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS)
79  draw_modes.push_back("POINTS");
81  draw_modes.push_back("POINTS_COLORED");
83  draw_modes.push_back("POINTS_SHADED");
85  draw_modes.push_back("SOLID_FLAT_SHADED");
87  draw_modes.push_back("SOLID_PHONG_SHADED");
89  draw_modes.push_back("SOLID_FACES_COLORED");
91  draw_modes.push_back("SOLID_POINTS_COLORED");
93  draw_modes.push_back("SOLID_POINTS_COLORED_SHADED");
95  draw_modes.push_back("SOLID_ENV_MAPPED");
97  draw_modes.push_back("SOLID_TEXTURED");
99  draw_modes.push_back("SOLID_TEXTURED_SHADED");
101  draw_modes.push_back("SOLID_1DTEXTURED");
103  draw_modes.push_back("SOLID_1DTEXTURED_SHADED");
105  draw_modes.push_back("SOLID_3DTEXTURED");
107  draw_modes.push_back("SOLID_3DTEXTURED_SHADED");
109  draw_modes.push_back("SOLID_FACES_COLORED_FLAT_SHADED");
111  draw_modes.push_back("SOLID_FACES_COLORED_SMOOTH_SHADED");
113  draw_modes.push_back("SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED");
115  draw_modes.push_back("SOLID_2DTEXTURED_FACE");
117  draw_modes.push_back("SOLID_2DTEXTURED_FACE_SHADED");
119  draw_modes.push_back("SOLID_SHADER");
121  draw_modes.push_back("SOLID_SMOOTH_SHADED_FEATURES");
122 
123  return draw_modes;
124 }
125 
127 ACG::SceneGraph::DrawModes::DrawMode listToDrawMode( std::vector< QString > _draw_modes ) {
128 
130 
131  for ( uint i = 0 ; i < _draw_modes.size() ; ++i ) {
132  if( _draw_modes[i] == "DEFAULT" ) {
134  } else if( _draw_modes[i] == "SOLID_SMOOTH_SHADED" ) {
136  } else if( _draw_modes[i] == "HIDDENLINE" ) {
138  } else if( _draw_modes[i] == "WIREFRAME" ) {
140  } else if( _draw_modes[i] == "POINTS" ) {
142  } else if( _draw_modes[i] == "POINTS_COLORED" ) {
144  } else if( _draw_modes[i] == "POINTS_SHADED" ) {
146  } else if( _draw_modes[i] == "SOLID_FLAT_SHADED" ) {
148  } else if( _draw_modes[i] == "SOLID_PHONG_SHADED" ) {
150  } else if( _draw_modes[i] == "SOLID_FACES_COLORED" ) {
152  } else if( _draw_modes[i] == "SOLID_POINTS_COLORED" ) {
154  } else if( _draw_modes[i] == "SOLID_POINTS_COLORED_SHADED" ) {
156  } else if( _draw_modes[i] == "SOLID_ENV_MAPPED" ) {
158  } else if( _draw_modes[i] == "SOLID_TEXTURED" ) {
160  } else if( _draw_modes[i] == "SOLID_TEXTURED_SHADED" ) {
162  } else if( _draw_modes[i] == "SOLID_1DTEXTURED" ) {
164  } else if( _draw_modes[i] == "SOLID_1DTEXTURED_SHADED" ) {
166  } else if( _draw_modes[i] == "SOLID_3DTEXTURED" ) {
168  } else if( _draw_modes[i] == "SOLID_3DTEXTURED_SHADED" ) {
170  } else if( _draw_modes[i] == "SOLID_FACES_COLORED_FLAT_SHADED" ) {
172  } else if( _draw_modes[i] == "SOLID_FACES_COLORED_SMOOTH_SHADED" ) {
174  } else if (_draw_modes[i] == "SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED") {
176  } else if (_draw_modes[i] == "SOLID_2DTEXTURED_FACE") {
178  } else if( _draw_modes[i] == "SOLID_2DTEXTURED_FACE_SHADED" ) {
180  } else if( _draw_modes[i] == "SOLID_SHADER" ) {
182  } else if( _draw_modes[i] == "SOLID_SMOOTH_SHADED_FEATURES" ) {
184  }
185  }
186 
187  return drawMode;
188 
189 }
190 
192 ACG::SceneGraph::DrawModes::DrawMode descriptionsToDrawMode ( std::vector< QString > _draw_modes ) {
193 
195 
196  for ( uint i = 0 ; i < _draw_modes.size() ; ++i ) {
197  if( _draw_modes[i] == "Default" ) {
199  } else if( _draw_modes[i] == "Solid (smooth shaded)" ) {
201  } else if( _draw_modes[i] == "Hiddenline" ) {
203  } else if( _draw_modes[i] == "Wireframe" ) {
205  } else if( _draw_modes[i] == "Points" ) {
207  } else if( _draw_modes[i] == "Points (colored)" ) {
209  } else if( _draw_modes[i] == "Points (shaded)" ) {
211  } else if( _draw_modes[i] == "Solid (flat shaded)" ) {
213  } else if( _draw_modes[i] == "Solid (Phong shaded)" ) {
215  } else if( _draw_modes[i] == "Solid (colored per-face)" ) {
217  } else if( _draw_modes[i] == "Solid (colored per-vertex)" ) {
219  } else if( _draw_modes[i] == "Solid (colored per-vertex, shaded)" ) {
221  } else if( _draw_modes[i] == "Solid (environment mapped)" ) {
223  } else if( _draw_modes[i] == "Solid (textured)" ) {
225  } else if( _draw_modes[i] == "Solid (textured, shaded)" ) {
227  } else if( _draw_modes[i] == "Solid (scalar field)" ) {
229  } else if( _draw_modes[i] == "Solid (scalar field, shaded)" ) {
231  } else if( _draw_modes[i] == "Solid (3D textured)" ) {
233  } else if( _draw_modes[i] == "Solid (3D textured, shaded)" ) {
235  } else if( _draw_modes[i] == "Solid (colored per-face, flat shaded)" ) {
237  } else if( _draw_modes[i] == "Solid (colored per-face, smooth shaded)" ) {
239  } else if( _draw_modes[i] == "Solid (colored per-face, face textured, smooth shaded)" ) {
241  } else if( _draw_modes[i] == "Solid (face textured)" ) {
243  } else if( _draw_modes[i] == "Solid (face textured, shaded)" ) {
245  } else if( _draw_modes[i] == "Shader controlled" ) {
247  } else if( _draw_modes[i] == "Solid (smooth shaded, features)" ) {
249  }
250  }
251 
252  return drawMode;
253 }
254 
256 std::vector< QString > drawModeToDescriptions(ACG::SceneGraph::DrawModes::DrawMode _drawMode) {
257  std::vector< QString > draw_modes;
258 
259  if ( _drawMode & ACG::SceneGraph::DrawModes::DEFAULT )
260  draw_modes.push_back("Default");
261  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SMOOTH_SHADED)
262  draw_modes.push_back("Solid (smooth shaded)");
263  if ( _drawMode & ACG::SceneGraph::DrawModes::HIDDENLINE)
264  draw_modes.push_back("Hiddenline");
265  if ( _drawMode & ACG::SceneGraph::DrawModes::WIREFRAME)
266  draw_modes.push_back("Wireframe");
267  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS)
268  draw_modes.push_back("Points");
269  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS_COLORED)
270  draw_modes.push_back("Points (colored)");
271  if ( _drawMode & ACG::SceneGraph::DrawModes::POINTS_SHADED)
272  draw_modes.push_back("Points (shaded)");
273  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FLAT_SHADED)
274  draw_modes.push_back("Solid (flat shaded)");
275  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_PHONG_SHADED)
276  draw_modes.push_back("Solid (Phong shaded)");
277  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED)
278  draw_modes.push_back("Solid (colored per-face)");
279  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_POINTS_COLORED)
280  draw_modes.push_back("Solid (colored per-vertex)");
281  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_POINTS_COLORED_SHADED)
282  draw_modes.push_back("Solid (colored per-vertex, shaded)");
283  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_ENV_MAPPED)
284  draw_modes.push_back("Solid (environment mapped)");
285  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_TEXTURED)
286  draw_modes.push_back("Solid (textured)");
287  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_TEXTURED_SHADED)
288  draw_modes.push_back("Solid (textured, shaded)");
289  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_1DTEXTURED)
290  draw_modes.push_back("Solid (scalar field)");
291  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_1DTEXTURED_SHADED)
292  draw_modes.push_back("Solid (scalar field, shaded)");
293  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_3DTEXTURED)
294  draw_modes.push_back("Solid (3D textured)");
295  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_3DTEXTURED_SHADED)
296  draw_modes.push_back("Solid (3D textured, shaded)");
297  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_FLAT_SHADED)
298  draw_modes.push_back("Solid (colored per-face, flat shaded)");
299  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_SMOOTH_SHADED)
300  draw_modes.push_back("Solid (colored per-face, smooth shaded)");
301  if (_drawMode & ACG::SceneGraph::DrawModes::SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED)
302  draw_modes.push_back("Solid (colored per-face, face textured, smooth shaded)");
303  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_2DTEXTURED_FACE)
304  draw_modes.push_back("Solid (face textured)");
305  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_2DTEXTURED_FACE_SHADED)
306  draw_modes.push_back("Solid (face textured, shaded)");
307  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SHADER)
308  draw_modes.push_back("Shader controlled");
309  if ( _drawMode & ACG::SceneGraph::DrawModes::SOLID_SMOOTH_SHADED_FEATURES)
310  draw_modes.push_back("Solid (smooth shaded, features)");
311 
312  return draw_modes;
313 }
314 //=============================================================================
315 
DrawMode POINTS_COLORED
draw colored, but not lighted points (requires point colors)
Definition: DrawModes.cc:80
DrawMode SOLID_SMOOTH_SHADED
draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
Definition: DrawModes.cc:88
DrawMode SOLID_POINTS_COLORED_SHADED
draw faces, but use Gouraud shading to interpolate vertex colors
Definition: DrawModes.cc:92
DrawMode HIDDENLINE
draw hidden line (2 rendering passes needed)
Definition: DrawModes.cc:86
DrawMode SOLID_FLAT_SHADED
draw flat shaded faces (requires face normals)
Definition: DrawModes.cc:87
DrawMode SOLID_1DTEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:97
DrawMode DEFAULT
use the default (global) draw mode and not the node&#39;s own.
Definition: DrawModes.cc:78
DrawMode WIREFRAME
draw wireframe
Definition: DrawModes.cc:84
DrawMode SOLID_FACES_COLORED_SMOOTH_SHADED
draw smooth shaded and colored faces (requires vertex normals and face colors)
Definition: DrawModes.cc:101
DrawMode SOLID_3DTEXTURED
draw textured faces
Definition: DrawModes.cc:98
DrawMode SOLID_2DTEXTURED_FACE
draw per halfedge textured faces
Definition: DrawModes.cc:102
DrawMode SOLID_FACES_COLORED_FLAT_SHADED
draw flat shaded and colored faces (requires face normals and colors)
Definition: DrawModes.cc:100
DrawMode SOLID_2DTEXTURED_FACE_SHADED
draw per halfedge textured faces
Definition: DrawModes.cc:103
DrawMode POINTS
draw unlighted points using the default base color
Definition: DrawModes.cc:79
DrawMode SOLID_FACES_COLORED_2DTEXTURED_FACE_SMOOTH_SHADED
draw per halfedge texture faces modulated with face colors with smooth shading
Definition: DrawModes.cc:110
DrawMode SOLID_TEXTURED
draw textured faces
Definition: DrawModes.cc:94
DrawMode SOLID_FACES_COLORED
draw colored, but not lighted faces using face colors
Definition: DrawModes.cc:90
DrawMode SOLID_PHONG_SHADED
draw phong shaded faces
Definition: DrawModes.cc:89
DrawMode POINTS_SHADED
draw shaded points (requires point normals)
Definition: DrawModes.cc:81
DrawMode SOLID_SMOOTH_SHADED_FEATURES
draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
Definition: DrawModes.cc:105
DrawMode NONE
not a valid draw mode
Definition: DrawModes.cc:77
DrawMode SOLID_ENV_MAPPED
draw environment mapped
Definition: DrawModes.cc:93
DrawMode SOLID_1DTEXTURED
draw textured faces
Definition: DrawModes.cc:96
ACG::SceneGraph::DrawModes::DrawMode drawMode(int _viewer)
Get the current draw Mode of a Viewer.
DrawMode SOLID_POINTS_COLORED
draw colored, but not lighted faces using interpolated vertex colors
Definition: DrawModes.cc:91
DrawMode SOLID_3DTEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:99
DrawMode SOLID_TEXTURED_SHADED
draw smooth shaded textured faces
Definition: DrawModes.cc:95