Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
gmsh
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Model registry
Operate
Environments
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Terms and privacy
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
Larry Price
gmsh
Commits
3900a7b6
Commit
3900a7b6
authored
16 years ago
by
Christophe Geuzaine
Browse files
Options
Downloads
Patches
Plain Diff
made storing color optional
parent
297fc0d3
No related branches found
No related tags found
No related merge requests found
Changes
2
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
Common/VertexArray.cpp
+46
-35
46 additions, 35 deletions
Common/VertexArray.cpp
Common/VertexArray.h
+42
-31
42 additions, 31 deletions
Common/VertexArray.h
with
88 additions
and
66 deletions
Common/VertexArray.cpp
+
46
−
35
View file @
3900a7b6
...
@@ -22,14 +22,14 @@ VertexArray::VertexArray(int numVerticesPerElement, int numElements)
...
@@ -22,14 +22,14 @@ VertexArray::VertexArray(int numVerticesPerElement, int numElements)
_colors
.
reserve
(
nb
*
4
);
_colors
.
reserve
(
nb
*
4
);
}
}
void
VertexArray
::
addVertex
(
float
x
,
float
y
,
float
z
)
void
VertexArray
::
_
addVertex
(
float
x
,
float
y
,
float
z
)
{
{
_vertices
.
push_back
(
x
);
_vertices
.
push_back
(
x
);
_vertices
.
push_back
(
y
);
_vertices
.
push_back
(
y
);
_vertices
.
push_back
(
z
);
_vertices
.
push_back
(
z
);
}
}
void
VertexArray
::
addNormal
(
float
nx
,
float
ny
,
float
nz
)
void
VertexArray
::
_
addNormal
(
float
nx
,
float
ny
,
float
nz
)
{
{
// storing the normals as bytes hurts rendering performance, but it
// storing the normals as bytes hurts rendering performance, but it
// significantly reduces the memory footprint
// significantly reduces the memory footprint
...
@@ -41,30 +41,46 @@ void VertexArray::addNormal(float nx, float ny, float nz)
...
@@ -41,30 +41,46 @@ void VertexArray::addNormal(float nx, float ny, float nz)
_normals
.
push_back
(
cz
);
_normals
.
push_back
(
cz
);
}
}
void
VertexArray
::
addColor
(
unsigned
int
col
)
void
VertexArray
::
_addColor
(
unsigned
char
r
,
unsigned
char
g
,
unsigned
char
b
,
unsigned
char
a
)
{
{
unsigned
char
r
=
CTX
.
UNPACK_RED
(
col
);
unsigned
char
g
=
CTX
.
UNPACK_GREEN
(
col
);
unsigned
char
b
=
CTX
.
UNPACK_BLUE
(
col
);
unsigned
char
a
=
CTX
.
UNPACK_ALPHA
(
col
);
_colors
.
push_back
(
r
);
_colors
.
push_back
(
r
);
_colors
.
push_back
(
g
);
_colors
.
push_back
(
g
);
_colors
.
push_back
(
b
);
_colors
.
push_back
(
b
);
_colors
.
push_back
(
a
);
_colors
.
push_back
(
a
);
}
}
void
VertexArray
::
addElement
(
MElement
*
ele
)
void
VertexArray
::
_
addElement
(
MElement
*
ele
)
{
{
if
(
ele
&&
CTX
.
pick_elements
)
_elements
.
push_back
(
ele
);
if
(
ele
&&
CTX
.
pick_elements
)
_elements
.
push_back
(
ele
);
}
}
void
VertexArray
::
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
void
VertexArray
::
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
int
*
col
,
MElement
*
ele
,
bool
unique
,
bool
boundary
)
unsigned
int
*
col
,
MElement
*
ele
,
bool
unique
,
bool
boundary
)
{
if
(
col
){
unsigned
char
r
[
100
],
g
[
100
],
b
[
100
],
a
[
100
];
int
npe
=
getNumVerticesPerElement
();
for
(
int
i
=
0
;
i
<
npe
;
i
++
){
r
[
i
]
=
CTX
.
UNPACK_RED
(
col
[
i
]);
g
[
i
]
=
CTX
.
UNPACK_GREEN
(
col
[
i
]);
b
[
i
]
=
CTX
.
UNPACK_BLUE
(
col
[
i
]);
a
[
i
]
=
CTX
.
UNPACK_ALPHA
(
col
[
i
]);
}
add
(
x
,
y
,
z
,
n
,
r
,
g
,
b
,
a
,
ele
,
unique
,
boundary
);
}
else
add
(
x
,
y
,
z
,
n
,
0
,
0
,
0
,
0
,
ele
,
unique
,
boundary
);
}
void
VertexArray
::
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
char
*
r
,
unsigned
char
*
g
,
unsigned
char
*
b
,
unsigned
char
*
a
,
MElement
*
ele
,
bool
unique
,
bool
boundary
)
{
{
int
npe
=
getNumVerticesPerElement
();
int
npe
=
getNumVerticesPerElement
();
if
(
boundary
&&
npe
==
3
){
if
(
boundary
&&
npe
==
3
){
ElementData
<
3
>
e
(
x
,
y
,
z
,
n
,
col
,
ele
);
ElementData
<
3
>
e
(
x
,
y
,
z
,
n
,
r
,
g
,
b
,
a
,
ele
);
ElementDataLessThan
<
3
>::
tolerance
=
CTX
.
lc
*
1.e-12
;
ElementDataLessThan
<
3
>::
tolerance
=
CTX
.
lc
*
1.e-12
;
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>::
iterator
it
=
_data3
.
find
(
e
);
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>::
iterator
it
=
_data3
.
find
(
e
);
if
(
it
==
_data3
.
end
())
if
(
it
==
_data3
.
end
())
...
@@ -85,10 +101,10 @@ void VertexArray::add(double *x, double *y, double *z, SVector3 *n,
...
@@ -85,10 +101,10 @@ void VertexArray::add(double *x, double *y, double *z, SVector3 *n,
}
}
for
(
int
i
=
0
;
i
<
npe
;
i
++
){
for
(
int
i
=
0
;
i
<
npe
;
i
++
){
addVertex
(
x
[
i
],
y
[
i
],
z
[
i
]);
_
addVertex
(
x
[
i
],
y
[
i
],
z
[
i
]);
if
(
n
)
addNormal
(
n
[
i
].
x
(),
n
[
i
].
y
(),
n
[
i
].
z
());
if
(
n
)
_
addNormal
(
n
[
i
].
x
(),
n
[
i
].
y
(),
n
[
i
].
z
());
if
(
col
)
addColor
(
col
[
i
]);
if
(
r
&&
g
&&
b
&&
a
)
_
addColor
(
r
[
i
],
g
[
i
],
b
[
i
],
a
[
i
]);
addElement
(
ele
);
_
addElement
(
ele
);
}
}
}
}
...
@@ -98,10 +114,10 @@ void VertexArray::finalize()
...
@@ -98,10 +114,10 @@ void VertexArray::finalize()
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>::
iterator
it
=
_data3
.
begin
();
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>::
iterator
it
=
_data3
.
begin
();
for
(;
it
!=
_data3
.
end
();
it
++
){
for
(;
it
!=
_data3
.
end
();
it
++
){
for
(
int
i
=
0
;
i
<
3
;
i
++
){
for
(
int
i
=
0
;
i
<
3
;
i
++
){
addVertex
(
it
->
x
(
i
),
it
->
y
(
i
),
it
->
z
(
i
));
_
addVertex
(
it
->
x
(
i
),
it
->
y
(
i
),
it
->
z
(
i
));
addNormal
(
it
->
nx
(
i
),
it
->
ny
(
i
),
it
->
nz
(
i
));
_
addNormal
(
it
->
nx
(
i
),
it
->
ny
(
i
),
it
->
nz
(
i
));
addColor
(
it
->
col
(
i
));
_
addColor
(
it
->
r
(
i
),
it
->
g
(
i
),
it
->
b
(
i
),
it
->
a
(
i
));
addElement
(
it
->
ele
());
_
addElement
(
it
->
ele
());
}
}
}
}
_data3
.
clear
();
_data3
.
clear
();
...
@@ -160,17 +176,12 @@ void VertexArray::sort(double x, double y, double z)
...
@@ -160,17 +176,12 @@ void VertexArray::sort(double x, double y, double z)
std
::
vector
<
AlphaElement
>
elements
;
std
::
vector
<
AlphaElement
>
elements
;
elements
.
reserve
(
n
);
elements
.
reserve
(
n
);
if
(
_normals
.
size
())
for
(
int
i
=
0
;
i
<
n
;
i
++
){
for
(
int
i
=
0
;
i
<
n
;
i
++
)
float
*
vp
=
&
_vertices
[
3
*
npe
*
i
];
elements
.
push_back
(
AlphaElement
(
&
_vertices
[
3
*
npe
*
i
],
char
*
np
=
_normals
.
empty
()
?
0
:
&
_normals
[
3
*
npe
*
i
];
&
_normals
[
3
*
npe
*
i
],
unsigned
char
*
cp
=
_colors
.
empty
()
?
0
:
&
_colors
[
4
*
npe
*
i
];
&
_colors
[
4
*
npe
*
i
]));
elements
.
push_back
(
AlphaElement
(
vp
,
np
,
cp
));
else
}
for
(
int
i
=
0
;
i
<
n
;
i
++
)
elements
.
push_back
(
AlphaElement
(
&
_vertices
[
3
*
npe
*
i
],
0
,
&
_colors
[
4
*
npe
*
i
]));
std
::
sort
(
elements
.
begin
(),
elements
.
end
(),
AlphaElementLessThan
());
std
::
sort
(
elements
.
begin
(),
elements
.
end
(),
AlphaElementLessThan
());
std
::
vector
<
float
>
sortedVertices
;
std
::
vector
<
float
>
sortedVertices
;
...
@@ -182,16 +193,16 @@ void VertexArray::sort(double x, double y, double z)
...
@@ -182,16 +193,16 @@ void VertexArray::sort(double x, double y, double z)
for
(
int
i
=
0
;
i
<
n
;
i
++
){
for
(
int
i
=
0
;
i
<
n
;
i
++
){
for
(
int
j
=
0
;
j
<
npe
;
j
++
){
for
(
int
j
=
0
;
j
<
npe
;
j
++
){
for
(
int
k
=
0
;
k
<
3
;
k
++
)
{
for
(
int
k
=
0
;
k
<
3
;
k
++
)
sortedVertices
.
push_back
(
elements
[
i
].
v
[
3
*
j
+
k
]);
sortedVertices
.
push_back
(
elements
[
i
].
v
[
3
*
j
+
k
]);
if
(
elements
[
i
].
v
)
if
(
elements
[
i
].
n
)
for
(
int
k
=
0
;
k
<
3
;
k
++
)
sortedNormals
.
push_back
(
elements
[
i
].
n
[
3
*
j
+
k
]);
sortedNormals
.
push_back
(
elements
[
i
].
n
[
3
*
j
+
k
]);
}
if
(
elements
[
i
].
c
)
for
(
int
k
=
0
;
k
<
4
;
k
++
)
{
for
(
int
k
=
0
;
k
<
4
;
k
++
)
sortedColors
.
push_back
(
elements
[
i
].
c
[
4
*
j
+
k
]);
sortedColors
.
push_back
(
elements
[
i
].
c
[
4
*
j
+
k
]);
}
}
}
}
}
_vertices
=
sortedVertices
;
_vertices
=
sortedVertices
;
_normals
=
sortedNormals
;
_normals
=
sortedNormals
;
...
...
This diff is collapsed.
Click to expand it.
Common/VertexArray.h
+
42
−
31
View file @
3900a7b6
...
@@ -16,11 +16,11 @@ template<int N>
...
@@ -16,11 +16,11 @@ template<int N>
class
ElementData
{
class
ElementData
{
private:
private:
float
_x
[
N
],
_y
[
N
],
_z
[
N
],
_nx
[
N
],
_ny
[
N
],
_nz
[
N
];
float
_x
[
N
],
_y
[
N
],
_z
[
N
],
_nx
[
N
],
_ny
[
N
],
_nz
[
N
];
unsigned
int
_col
[
N
];
unsigned
char
_r
[
N
],
_g
[
N
],
_b
[
N
],
_a
[
N
];
MElement
*
_ele
;
MElement
*
_ele
;
public:
public:
ElementData
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
int
*
col
,
ElementData
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
char
*
r
,
MElement
*
ele
)
unsigned
char
*
g
,
unsigned
char
*
b
,
unsigned
char
*
a
,
MElement
*
ele
)
{
{
for
(
int
i
=
0
;
i
<
N
;
i
++
){
for
(
int
i
=
0
;
i
<
N
;
i
++
){
_x
[
i
]
=
x
[
i
];
_x
[
i
]
=
x
[
i
];
...
@@ -33,21 +33,28 @@ class ElementData {
...
@@ -33,21 +33,28 @@ class ElementData {
}
}
else
else
_nx
[
i
]
=
_ny
[
i
]
=
_nz
[
i
]
=
0.
;
_nx
[
i
]
=
_ny
[
i
]
=
_nz
[
i
]
=
0.
;
if
(
col
)
if
(
r
&&
g
&&
b
&&
a
){
_col
[
i
]
=
col
[
i
];
_r
[
i
]
=
r
[
i
];
_g
[
i
]
=
g
[
i
];
_b
[
i
]
=
b
[
i
];
_a
[
i
]
=
a
[
i
];
}
else
else
_
col
[
i
]
=
0
;
_
r
[
i
]
=
_g
[
i
]
=
_b
[
i
]
=
_a
[
i
]
=
0
;
}
}
_ele
=
ele
;
_ele
=
ele
;
}
}
float
x
(
int
i
)
const
{
return
_x
[
i
];
}
inline
float
x
(
int
i
)
const
{
return
_x
[
i
];
}
float
y
(
int
i
)
const
{
return
_y
[
i
];
}
inline
float
y
(
int
i
)
const
{
return
_y
[
i
];
}
float
z
(
int
i
)
const
{
return
_z
[
i
];
}
inline
float
z
(
int
i
)
const
{
return
_z
[
i
];
}
float
nx
(
int
i
)
const
{
return
_nx
[
i
];
}
inline
float
nx
(
int
i
)
const
{
return
_nx
[
i
];
}
float
ny
(
int
i
)
const
{
return
_ny
[
i
];
}
inline
float
ny
(
int
i
)
const
{
return
_ny
[
i
];
}
float
nz
(
int
i
)
const
{
return
_nz
[
i
];
}
inline
float
nz
(
int
i
)
const
{
return
_nz
[
i
];
}
unsigned
int
col
(
int
i
)
const
{
return
_col
[
i
];
}
inline
unsigned
char
r
(
int
i
)
const
{
return
_r
[
i
];
}
MElement
*
ele
()
const
{
return
_ele
;
}
inline
unsigned
char
g
(
int
i
)
const
{
return
_g
[
i
];
}
inline
unsigned
char
b
(
int
i
)
const
{
return
_b
[
i
];
}
inline
unsigned
char
a
(
int
i
)
const
{
return
_a
[
i
];
}
inline
MElement
*
ele
()
const
{
return
_ele
;
}
SPoint3
barycenter
()
const
SPoint3
barycenter
()
const
{
{
SPoint3
p
(
0.
,
0.
,
0.
);
SPoint3
p
(
0.
,
0.
,
0.
);
...
@@ -85,9 +92,9 @@ class Barycenter {
...
@@ -85,9 +92,9 @@ class Barycenter {
float
_x
,
_y
,
_z
;
float
_x
,
_y
,
_z
;
public:
public:
Barycenter
(
double
x
,
double
y
,
double
z
)
:
_x
(
x
),
_y
(
y
),
_z
(
z
){}
Barycenter
(
double
x
,
double
y
,
double
z
)
:
_x
(
x
),
_y
(
y
),
_z
(
z
){}
float
x
()
const
{
return
_x
;
}
inline
float
x
()
const
{
return
_x
;
}
float
y
()
const
{
return
_y
;
}
inline
float
y
()
const
{
return
_y
;
}
float
z
()
const
{
return
_z
;
}
inline
float
z
()
const
{
return
_z
;
}
void
operator
+=
(
const
Barycenter
&
p
){
_x
+=
p
.
x
();
_y
+=
p
.
y
();
_z
+=
p
.
z
();
}
void
operator
+=
(
const
Barycenter
&
p
){
_x
+=
p
.
x
();
_y
+=
p
.
y
();
_z
+=
p
.
z
();
}
};
};
...
@@ -114,36 +121,40 @@ class VertexArray{
...
@@ -114,36 +121,40 @@ class VertexArray{
std
::
vector
<
MElement
*>
_elements
;
std
::
vector
<
MElement
*>
_elements
;
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>
_data3
;
std
::
set
<
ElementData
<
3
>
,
ElementDataLessThan
<
3
>
>
_data3
;
std
::
set
<
Barycenter
,
BarycenterLessThan
>
_barycenters
;
std
::
set
<
Barycenter
,
BarycenterLessThan
>
_barycenters
;
// add stuff in the arrays
void
_addVertex
(
float
x
,
float
y
,
float
z
);
void
_addNormal
(
float
nx
,
float
ny
,
float
nz
);
void
_addColor
(
unsigned
char
r
,
unsigned
char
g
,
unsigned
char
b
,
unsigned
char
a
);
void
_addElement
(
MElement
*
ele
);
public:
public:
VertexArray
(
int
numVerticesPerElement
,
int
numElements
);
VertexArray
(
int
numVerticesPerElement
,
int
numElements
);
~
VertexArray
(){}
~
VertexArray
(){}
// return
s
the number of vertices in the array
// return the number of vertices in the array
int
getNumVertices
()
{
return
_vertices
.
size
()
/
3
;
}
int
getNumVertices
()
{
return
_vertices
.
size
()
/
3
;
}
// return
s
the number of vertices per element
// return the number of vertices per element
int
getNumVerticesPerElement
()
{
return
_numVerticesPerElement
;
}
int
getNumVerticesPerElement
()
{
return
_numVerticesPerElement
;
}
// return
s
the number of element pointers
// return the number of element pointers
int
getNumElementPointers
()
{
return
_elements
.
size
();
}
int
getNumElementPointers
()
{
return
_elements
.
size
();
}
// return
s
a pointer to the raw vertex array
// return a pointer to the raw vertex array
float
*
getVertexArray
(
int
i
=
0
){
return
&
_vertices
[
i
];
}
float
*
getVertexArray
(
int
i
=
0
){
return
&
_vertices
[
i
];
}
// return
s
a pointer to the raw normal array
// return a pointer to the raw normal array
char
*
getNormalArray
(
int
i
=
0
){
return
&
_normals
[
i
];
}
char
*
getNormalArray
(
int
i
=
0
){
return
&
_normals
[
i
];
}
// return
s
a pointer to the raw color array
// return a pointer to the raw color array
unsigned
char
*
getColorArray
(
int
i
=
0
){
return
&
_colors
[
i
];
}
unsigned
char
*
getColorArray
(
int
i
=
0
){
return
&
_colors
[
i
];
}
// return
s
a pointer to the raw element array
// return a pointer to the raw element array
MElement
**
getElementPointerArray
(
int
i
=
0
){
return
&
_elements
[
i
];
}
MElement
**
getElementPointerArray
(
int
i
=
0
){
return
&
_elements
[
i
];
}
// adds stuff in the arrays
void
addVertex
(
float
x
,
float
y
,
float
z
);
void
addNormal
(
float
nx
,
float
ny
,
float
nz
);
void
addColor
(
unsigned
int
col
);
void
addElement
(
MElement
*
ele
);
// add element data in the arrays (if unique is set, only add the
// add element data in the arrays (if unique is set, only add the
// element if another one with the same barycenter is not already
// element if another one with the same barycenter is not already
// present)
// present)
void
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
int
*
col
,
void
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
int
*
col
,
MElement
*
ele
=
0
,
bool
unique
=
true
,
bool
boundary
=
false
);
MElement
*
ele
=
0
,
bool
unique
=
true
,
bool
boundary
=
false
);
void
add
(
double
*
x
,
double
*
y
,
double
*
z
,
SVector3
*
n
,
unsigned
char
*
r
=
0
,
unsigned
char
*
g
=
0
,
unsigned
char
*
b
=
0
,
unsigned
char
*
a
=
0
,
MElement
*
ele
=
0
,
bool
unique
=
true
,
bool
boundary
=
false
);
// finalize the arrays
// finalize the arrays
void
finalize
();
void
finalize
();
// sort
s
the arrays with elements back to front wrt the eye position
// sort the arrays with elements back to front wrt the eye position
void
sort
(
double
x
,
double
y
,
double
z
);
void
sort
(
double
x
,
double
y
,
double
z
);
};
};
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment