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 * For license and list of authors, see ../../doc/intro.pdf
4
 * For license and list of authors, see ../../doc/intro.pdf
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 * ----------------------------------------------------------------------- */
5
 * ----------------------------------------------------------------------- */
6
 
6
 
7
#include "ManifoldRenderer.h"
7
#include "ManifoldRenderer.h"
8
 
8
 
9
//#include <GLUT/GLUT.h>
9
#include <GLUT/GLUT.h>
10
 
10
 
11
#include <algorithm>
11
#include <algorithm>
12
#include <string>
12
#include <string>
13
#include <cstdlib>
13
#include <cstdlib>
14
#include "../Geometry/TriMesh.h"
14
#include "../Geometry/TriMesh.h"
Line 193... Line 193...
193
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
193
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
194
    "   float dot_ln = abs(dot(l, n));\n"
194
    "   float dot_ln = abs(dot(l, n));\n"
195
    "	vec4 d = vec4(c,1) * 0.7 * dot_ln;\n"
195
    "	vec4 d = vec4(c,1) * 0.7 * dot_ln;\n"
196
    "	vec4 s = vec4(c,1) * 0.3 * smoothstep(0.98,0.9999,dot(r, e));\n"
196
    "	vec4 s = vec4(c,1) * 0.3 * smoothstep(0.98,0.9999,dot(r, e));\n"
197
    "	\n"
197
    "	\n"
198
    "	gl_FragColor =  d+s;\n"
198
    "	gl_FragColor =  vec4(c,1);\n"
199
    "}\n";
199
    "}\n";
200
    
200
    
201
    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
201
    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
202
    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
202
    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
203
    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
203
    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
204
 
204
 
205
    
205
    
206
    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
206
    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth, float rad)
207
    {
207
    {
208
        GLint old_prog;
208
        GLint old_prog;
209
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
209
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
210
        glUseProgram(prog);
210
        glUseProgram(prog);
211
        glNewList(display_list,GL_COMPILE);
211
        glNewList(display_list,GL_COMPILE);
Line 245... Line 245...
245
        glEnd();
245
        glEnd();
246
        glLineWidth(1);
246
        glLineWidth(1);
247
        Vec3d c;
247
        Vec3d c;
248
        float r;
248
        float r;
249
        bsphere(m, c, r);
249
        bsphere(m, c, r);
250
        r *= 0.003f;
250
        r *= rad;
251
        for(auto vid : m.vertices())
251
        for(auto vid : m.vertices())
252
        {
252
        {
253
            Vec3d p = m.pos(vid);
253
            Vec3d p = m.pos(vid);
254
            Vec3f c = vertex_colors[vid];
254
            Vec3f c = vertex_colors[vid];
255
            glColor3f(c[0], c[1], c[2]);
255
            glColor3f(c[0], c[1], c[2]);
Line 439... Line 439...
439
    "		gl_Position =  ftransform();\n"
439
    "		gl_Position =  ftransform();\n"
440
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
440
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
441
    "		s=scalar;\n"
441
    "		s=scalar;\n"
442
    "	}\n";
442
    "	}\n";
443
    
443
    
444
    const string ScalarFieldRenderer::fss = 	
444
    const string ScalarFieldRenderer::fss =
445
    "	varying vec3 _normal;\n"
445
    "	varying vec3 _normal;\n"
446
    "	varying float s;\n"
446
    "	varying float s;\n"
447
    "	uniform float scalar_max;\n"
447
    "	uniform float scalar_max;\n"
448
    "   uniform float gamma;\n"
448
    "   uniform float gamma;\n"
449
    "	const vec3 light_dir = vec3(0,0,1);\n"
449
    "	const vec3 light_dir = vec3(0,0,1);\n"
Line 452... Line 452...
452
    "	{\n"
452
    "	{\n"
453
    "       vec3 normal = normalize(_normal);\n"
453
    "       vec3 normal = normalize(_normal);\n"
454
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
454
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
455
    "		\n"
455
    "		\n"
456
    "		float s_norm = s/scalar_max;\n"
456
    "		float s_norm = s/scalar_max;\n"
457
    "		float stripe_signal = 10.0 * s_norm;\n"
457
    "		float stripe_signal = 50.0 * s_norm;\n"
458
    "		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(-1.0,0,0,0) : vec4(.9,.9,.9,0);\n"
458
    "		vec4 stripe_col = vec4(.9,.9,.9,0);\n"
459
    "		\n"
459
    "		\n"
460
    "		gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
460
    "		gl_FragColor = max(vec4(0), s_norm * vec4(-1,0,1,0));\n"
461
    "       gl_FragColor *= dot_ln;\n"
461
    "       gl_FragColor *= dot_ln;\n"
462
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
462
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
463
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
463
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
464
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
464
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
465
    "		//gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
465
    "		gl_FragColor += 0.2*stripe_col * pow(cos(stripe_signal),70.0);\n"
466
    "	}\n";
466
    "	}\n";
467
    
467
    
468
    void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
468
    void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
469
                                                   HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
469
                                                   HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
470
    {
470
    {
Line 478... Line 478...
478
        
478
        
479
        //    static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
479
        //    static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
480
        glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
480
        glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
481
        glNewList(display_list,GL_COMPILE);
481
        glNewList(display_list,GL_COMPILE);
482
        
482
        
483
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){      
483
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
484
            if(!smooth) 
484
            if(!smooth)
485
                glNormal3dv(normal(m, *f).get());
485
                glNormal3dv(normal(m, *f).get());
486
            if(no_edges(m, *f)== 3) 
486
            if(no_edges(m, *f)== 3)
487
                glBegin(GL_TRIANGLES);
487
                glBegin(GL_TRIANGLES);
488
            else 
488
            else
489
                glBegin(GL_POLYGON);
489
                glBegin(GL_POLYGON);
490
            
490
            
491
            
491
            
492
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
492
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
493
                Vec3d n(normal(m, w.vertex()));
493
                Vec3d n(normal(m, w.vertex()));
494
                if(smooth) 
494
                if(smooth)
495
                    glNormal3dv(n.get());
495
                    glNormal3dv(n.get());
496
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
496
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
497
                glVertex3dv(m.pos(w.vertex()).get());
497
                glVertex3dv(m.pos(w.vertex()).get());
498
            }
498
            }
499
            glEnd();
499
            glEnd();
500
        }
500
        }
-
 
501
        glEndList();
-
 
502
        glUseProgram(old_prog);
-
 
503
        
-
 
504
    }
-
 
505
    
-
 
506
    HMesh::VertexAttributeVector<CGLA::Vec2f> CheckerBoardRenderer::param;
-
 
507
 
-
 
508
    const string CheckerBoardRenderer::vss =
-
 
509
    "	attribute vec2 param;\n"
-
 
510
    "	varying vec3 _normal;\n"
-
 
511
    "	varying vec2 uv;\n"
-
 
512
    "	\n"
-
 
513
    "	void main(void)\n"
-
 
514
    "	{\n"
-
 
515
    "		gl_Position =  ftransform();\n"
-
 
516
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
-
 
517
    "		uv=param;\n"
-
 
518
    "	}\n";
-
 
519
    
-
 
520
    const string CheckerBoardRenderer::fss =
-
 
521
    "	varying vec3 _normal;\n"
-
 
522
    "	varying vec2 uv;\n"
-
 
523
    "   const float pi = 3.14159265359;\n"
-
 
524
    "	const vec3 light_dir = vec3(0,0,1);\n"
-
 
525
    "	\n"
-
 
526
    "	void main()\n"
-
 
527
    "	{\n"
-
 
528
    "       vec3 normal = normalize(_normal);\n"
-
 
529
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
-
 
530
    "		vec2 rt = uv;//vec2(length(uv),atan(uv.y, uv.x));\n"
-
 
531
    "		float stripe_signal = smoothstep(-0.001,0.001,sin(2.0*pi*rt.x)*sin(10.0*rt.y));\n"
-
 
532
    "		\n"
-
 
533
    "		gl_FragColor = dot_ln * vec4(0.35,0.25,0.5,0);\n"
-
 
534
   "		gl_FragColor.rgb += 0.7*stripe_signal;\n"
-
 
535
    "	}\n";
-
 
536
    
-
 
537
    void CheckerBoardRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
-
 
538
    {
-
 
539
        
-
 
540
        GLint old_prog;
-
 
541
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
-
 
542
        glUseProgram(prog);
-
 
543
        
-
 
544
        GLuint param_attrib = glGetAttribLocation(prog, "param");
-
 
545
        glNewList(display_list,GL_COMPILE);
-
 
546
 
-
 
547
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
-
 
548
            if(!smooth)
-
 
549
                glNormal3dv(normal(m, *f).get());
-
 
550
            if(no_edges(m, *f)== 3)
-
 
551
                glBegin(GL_TRIANGLES);
-
 
552
            else
-
 
553
                glBegin(GL_POLYGON);
-
 
554
            
-
 
555
            
-
 
556
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
-
 
557
                Vec3d n(normal(m, w.vertex()));
-
 
558
                if(smooth)
-
 
559
                    glNormal3dv(n.get());
-
 
560
                glVertexAttrib2fv(param_attrib, param[w.vertex()].get());
-
 
561
                glVertex3dv(m.pos(w.vertex()).get());
-
 
562
            }
-
 
563
            glEnd();
-
 
564
        }
501
        glEndList();	
565
        glEndList();
502
        glUseProgram(old_prog);
566
        glUseProgram(old_prog);
503
        
567
        
504
    }
568
    }
505
 
569
 
506
 
570
 
Line 667... Line 731...
667
    
731
    
668
    GLuint HarmonicsRenderer::prog_P0 = 0;
732
    GLuint HarmonicsRenderer::prog_P0 = 0;
669
    GLGraphics::Console::variable<float> HarmonicsRenderer::display_harmonics_time;
733
    GLGraphics::Console::variable<float> HarmonicsRenderer::display_harmonics_time;
670
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_diffuse;
734
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_diffuse;
671
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_highlight;
735
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_highlight;
-
 
736
 
-
 
737
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_e0;
-
 
738
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_e1;
672
    
739
    
673
    string vss =
740
    string vss =
674
	"#version 120\n"
741
	"#version 120\n"
675
	"#extension GL_EXT_gpu_shader4 : enable\n"
742
	"#extension GL_EXT_gpu_shader4 : enable\n"
676
	"	\n"
743
	"	\n"
Line 744... Line 811...
744
            
811
            
745
            
812
            
746
            display_harmonics_diffuse.reg(cs, "display.harmonics.diffuse", "");
813
            display_harmonics_diffuse.reg(cs, "display.harmonics.diffuse", "");
747
            display_harmonics_time.reg(cs, "display.harmonics.time", "");
814
            display_harmonics_time.reg(cs, "display.harmonics.time", "");
748
            display_harmonics_highlight.reg(cs, "display.harmonics.highlight", "");
815
            display_harmonics_highlight.reg(cs, "display.harmonics.highlight", "");
-
 
816
            display_harmonics_e0.reg(cs,"display.harmonics.e0","");
-
 
817
            display_harmonics_e1.reg(cs,"display.harmonics.e1","");
749
        }
818
        }
750
        draw_adf();
819
        draw_esum();
751
    }
820
    }
752
    
821
    
753
    
822
    
754
    void HarmonicsRenderer::parse_key(unsigned char key)
823
    void HarmonicsRenderer::parse_key(unsigned char key)
755
    {
824
    {
Line 798... Line 867...
798
        }
867
        }
799
        glFrontFace(GL_CCW);
868
        glFrontFace(GL_CCW);
800
        glUseProgram(0);
869
        glUseProgram(0);
801
        glEndList();
870
        glEndList();
802
    }
871
    }
-
 
872
 
-
 
873
    void HarmonicsRenderer::draw_esum()
803
    
874
    {
-
 
875
        VertexAttributeVector<double> F;
-
 
876
        double F_max = h->compute_esum(F, display_harmonics_e0, display_harmonics_e1);
-
 
877
        cout << "F max" <<  F_max << endl;
-
 
878
        
-
 
879
        glNewList(display_list, GL_COMPILE);
-
 
880
        glUseProgram(prog_P0);
-
 
881
        glUniform1f(glGetUniformLocation(prog_P0,"eig_max"),F_max);//2*M_PI);
-
 
882
        glUniform1i(glGetUniformLocation(prog_P0,"do_diffuse"),display_harmonics_diffuse);
-
 
883
        glUniform1i(glGetUniformLocation(prog_P0,"do_highlight"),display_harmonics_highlight);
-
 
884
        GLuint attrib = glGetAttribLocationARB(prog_P0, "eigenvalue");
-
 
885
        
-
 
886
        glFrontFace(GL_CW);
-
 
887
        for(FaceIDIterator f = m->faces_begin(); f != m->faces_end(); ++f){
-
 
888
            glBegin(GL_TRIANGLES);
-
 
889
            for(Walker w = m->walker(*f); !w.full_circle(); w = w.circulate_face_cw()){
-
 
890
                glVertexAttrib1f(attrib,F[w.vertex()]);
-
 
891
                glNormal3dv(normal(*m, w.vertex()).get());
-
 
892
                glVertex3dv(m->pos(w.vertex()).get());
-
 
893
            }
-
 
894
            glEnd();
-
 
895
        }
-
 
896
        glFrontFace(GL_CCW);
-
 
897
        glUseProgram(0);
-
 
898
        glEndList();
-
 
899
    }
-
 
900
 
804
 
901
 
805
    
902
    
806
}
903
}
807
 
904
 
808
 
905