Commit 3cd62c30 authored by David Bommes's avatar David Bommes

added CELLS DrawModes to global drawmodes

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@9533 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 62e464f6
......@@ -274,6 +274,7 @@ void initializeDefaultDrawModes( void )
currentDrawModes_.push_back( DrawModeInternal( "Points (shaded)", POINTS_SHADED ) );
currentDrawModes_.push_back( DrawModeInternal( "Edges", EDGES ) );
currentDrawModes_.push_back( DrawModeInternal( "Edges Colored", EDGES_COLORED ) );
currentDrawModes_.push_back( DrawModeInternal( "Wireframe", WIREFRAME ) );
......@@ -304,6 +305,9 @@ void initializeDefaultDrawModes( void )
currentDrawModes_.push_back( DrawModeInternal( "Solid (face textured)", SOLID_2DTEXTURED_FACE ) );
currentDrawModes_.push_back( DrawModeInternal( "Solid (face textured, shaded)", SOLID_2DTEXTURED_FACE_SHADED ) );
currentDrawModes_.push_back( DrawModeInternal( "Shader controlled", SOLID_SHADER ) );
currentDrawModes_.push_back( DrawModeInternal( "Cells", CELLS ) );
currentDrawModes_.push_back( DrawModeInternal( "Cells Colored", CELLS_COLORED ) );
firstFreeID_ = UNUSED;
initialized_ = true;
......
......@@ -185,6 +185,7 @@ namespace DrawModes {
//======================================================================
/// draw unlighted points using the default base color
DrawMode const POINTS = ModeFlagSet(1) << 1;
/// draw colored, but not lighted points (requires point colors)
DrawMode const POINTS_COLORED = ModeFlagSet(1) << 2;
/// draw shaded points (requires point normals)
......@@ -193,56 +194,69 @@ namespace DrawModes {
//======================================================================
// Edge Based Rendering Modes
//======================================================================
/// draw wireframe
/// draw edges
DrawMode const EDGES = ModeFlagSet(1) << 4;
/// draw edges with colors (without shading)
DrawMode const EDGES_COLORED = ModeFlagSet(1) << 5;
/// draw wireframe
DrawMode const WIREFRAME = ModeFlagSet(1) << 5;
DrawMode const WIREFRAME = ModeFlagSet(1) << 6;
//======================================================================
// Face Based Rendering Modes
//======================================================================
DrawMode const FACES = ModeFlagSet(1) << 6;
// draw faces
DrawMode const FACES = ModeFlagSet(1) << 7;
/// draw hidden line (2 rendering passes needed)
DrawMode const HIDDENLINE = ModeFlagSet(1) << 7;
DrawMode const HIDDENLINE = ModeFlagSet(1) << 8;
/// draw flat shaded faces (requires face normals)
DrawMode const SOLID_FLAT_SHADED = ModeFlagSet(1) << 8;
DrawMode const SOLID_FLAT_SHADED = ModeFlagSet(1) << 9;
/// draw smooth shaded (Gouraud shaded) faces (requires halfedge normals)
DrawMode const SOLID_SMOOTH_SHADED = ModeFlagSet(1) << 9;
DrawMode const SOLID_SMOOTH_SHADED = ModeFlagSet(1) << 10;
/// draw phong shaded faces
DrawMode const SOLID_PHONG_SHADED = ModeFlagSet(1) << 10;
DrawMode const SOLID_PHONG_SHADED = ModeFlagSet(1) << 11;
/// draw colored, but not lighted faces using face colors
DrawMode const SOLID_FACES_COLORED = ModeFlagSet(1) << 11;
DrawMode const SOLID_FACES_COLORED = ModeFlagSet(1) << 12;
/// draw faces, but use Gouraud shading to interpolate vertex colors
DrawMode const SOLID_POINTS_COLORED = ModeFlagSet(1) << 12;
DrawMode const SOLID_POINTS_COLORED = ModeFlagSet(1) << 13;
/// draw environment mapped
DrawMode const SOLID_ENV_MAPPED = ModeFlagSet(1) << 13;
DrawMode const SOLID_ENV_MAPPED = ModeFlagSet(1) << 14;
/// draw textured faces
DrawMode const SOLID_TEXTURED = ModeFlagSet(1) << 14;
DrawMode const SOLID_TEXTURED = ModeFlagSet(1) << 15;
/// draw smooth shaded textured faces
DrawMode const SOLID_TEXTURED_SHADED = ModeFlagSet(1) << 15;
DrawMode const SOLID_TEXTURED_SHADED = ModeFlagSet(1) << 16;
/// draw textured faces
DrawMode const SOLID_1DTEXTURED = ModeFlagSet(1) << 16;
DrawMode const SOLID_1DTEXTURED = ModeFlagSet(1) << 17;
/// draw smooth shaded textured faces
DrawMode const SOLID_1DTEXTURED_SHADED = ModeFlagSet(1) << 17;
DrawMode const SOLID_1DTEXTURED_SHADED = ModeFlagSet(1) << 18;
/// draw textured faces
DrawMode const SOLID_3DTEXTURED = ModeFlagSet(1) << 18;
DrawMode const SOLID_3DTEXTURED = ModeFlagSet(1) << 19;
/// draw smooth shaded textured faces
DrawMode const SOLID_3DTEXTURED_SHADED = ModeFlagSet(1) << 19;
DrawMode const SOLID_3DTEXTURED_SHADED = ModeFlagSet(1) << 20;
/// draw flat shaded and colored faces (requires face normals and colors)
DrawMode const SOLID_FACES_COLORED_FLAT_SHADED = ModeFlagSet(1) << 20;
DrawMode const SOLID_FACES_COLORED_FLAT_SHADED = ModeFlagSet(1) << 21;
/// draw per halfedge textured faces
DrawMode const SOLID_2DTEXTURED_FACE = ModeFlagSet(1) << 21;
DrawMode const SOLID_2DTEXTURED_FACE = ModeFlagSet(1) << 22;
/// draw per halfedge textured faces
DrawMode const SOLID_2DTEXTURED_FACE_SHADED = ModeFlagSet(1) << 22;
DrawMode const SOLID_2DTEXTURED_FACE_SHADED = ModeFlagSet(1) << 23;
/// drawing is controlled by shaders
/// ( Use shadernodes to set them before the actual object to render)
DrawMode const SOLID_SHADER = ModeFlagSet(1) << 23;
DrawMode const SOLID_SHADER = ModeFlagSet(1) << 24;
//======================================================================
// Face Based Rendering Modes
//======================================================================
// draw cells
DrawMode const CELLS = ModeFlagSet(1) << 25;
/// draw cells with colors (without shading)
DrawMode const CELLS_COLORED = ModeFlagSet(1) << 26;
/// marks the last used ID
DrawMode const UNUSED = ModeFlagSet(1) << 24;
DrawMode const UNUSED = ModeFlagSet(1) << 27;
//=======================================================================
......
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