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/* ----------------------------------------------------------------------- *
* This file is part of GEL, http://www.imm.dtu.dk/GEL
* Copyright (C) the authors and DTU Informatics
* For license and list of authors, see ../../doc/intro.pdf
* ----------------------------------------------------------------------- */
#include "ManifoldRenderer.h"
//#include <GLUT/GLUT.h>
#include <algorithm>
#include <string>
#include <cstdlib>
#include "../Geometry/TriMesh.h"
#include "../CGLA/Mat3x3d.h"
#include "../GLGraphics/glsl_shader.h"
#include "../GLGraphics/draw.h"
#include "../HMesh/Manifold.h"
#include "../HMesh/AttributeVector.h"
#include "../HMesh/curvature.h"
using namespace CGLA;
using namespace HMesh;
using namespace std;
using namespace Geometry;
namespace GLGraphics
{
GLuint get_noise_texture_id()
{
static GLuint texname=0;
static bool was_here = false;
if(!was_here)
{
was_here = true;
int width = 32;
int height = 32;
int depth = 32;
vector<unsigned char> texels(width*height*depth);
for (int i = 0; i < width*height*depth; ++i)
{
int intensity = 255.0 * (float(gel_rand()) / GEL_RAND_MAX);
texels[i] = (unsigned char) intensity;
}
glGenTextures(1, &texname);
glBindTexture(GL_TEXTURE_3D, texname);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
}
return texname;
}
int WireframeRenderer::maximum_face_valency(const Manifold& m)
{
int max_val = 0;
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
max_val = max(max_val, no_edges(m, *f));
return max_val;
}
WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
{
if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
{
GLint viewp[4];
glGetIntegerv(GL_VIEWPORT,viewp);
idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
}
else
{
glNewList(display_list,GL_COMPILE);
if(GLEW_EXT_geometry_shader4)
draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));
else
draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
glEndList();
}
}
void WireframeRenderer::draw()
{
if(idbuff_renderer)
{
glEnable(GL_LIGHTING);
idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(1));
glDisable(GL_LIGHTING);
}
else
glCallList(display_list);
}
void SimpleShaderRenderer::init_shaders(const std::string& vss,
const std::string& fss)
{
vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
print_glsl_program_log(vs);
fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
print_glsl_program_log(fs);
prog = glCreateProgram();
if(vs) glAttachShader(prog, vs);
if(fs) glAttachShader(prog, fs);
glLinkProgram(prog);
print_glsl_program_log(prog);
}
void SimpleShaderRenderer::compile_display_list(const Manifold& m, bool smooth)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glNewList(display_list,GL_COMPILE);
GLGraphics::draw(m, smooth);
glEndList();
glUseProgram(old_prog);
}
void SimpleShaderRenderer::draw()
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glCallList(display_list);
glUseProgram(old_prog);
}
const string NormalRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string NormalRenderer::fss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 l = normalize(-v);\n"
" vec3 e = l;\n"
" vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
" \n"
" vec4 a = vec4(0.0,0.1,.3,1.0);\n"
" float dot_ln = abs(dot(l, n));\n"
" vec4 d = vec4(0.7) * dot_ln;\n"
" vec4 s = vec4(0.3)*smoothstep(0.98,0.9999,dot(r, e));\n"
" \n"
" gl_FragColor = d+s;\n"
"}\n";
const string DebugRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"varying vec3 c;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
" c = gl_Color.rgb;\n"
"}\n";
const string DebugRenderer::fss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"varying vec3 c;\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 l = normalize(-v);\n"
" vec3 e = l;\n"
" vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
" \n"
" vec4 a = vec4(0.0,0.1,.3,1.0);\n"
" float dot_ln = abs(dot(l, n));\n"
" vec4 d = vec4(c,1) * 0.7 * dot_ln;\n"
" vec4 s = vec4(c,1) * 0.3 * smoothstep(0.98,0.9999,dot(r, e));\n"
" \n"
" gl_FragColor = d+s;\n"
"}\n";
HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glNewList(display_list,GL_COMPILE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1,1);
for(FaceID f: m.faces()){
Vec3f c = face_colors[f];
glColor3f(c[0], c[1], c[2]);
if(!smooth)
glNormal3dv(normal(m, f).get());
if(no_edges(m, f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
for(Walker w = m.walker(f); !w.full_circle(); w = w.circulate_face_ccw()){
Vec3d n = normal(m, w.vertex());
if(smooth)
glNormal3dv(n.get());
glVertex3dv(m.pos(w.vertex()).get());
}
glEnd();
}
glLineWidth(2);
glDisable(GL_POLYGON_OFFSET_FILL);
glBegin(GL_LINES);
for(auto hid: m.halfedges())
{
Walker w = m.walker(hid);
Vec3f c = edge_colors[hid];
glColor3fv(c.get());
glNormal3dv(normal(m, w.opp().vertex()).get());
glVertex3dv(m.pos(w.opp().vertex()).get());
glNormal3dv(normal(m, w.vertex()).get());
glVertex3dv(m.pos(w.vertex()).get());
}
glEnd();
glLineWidth(1);
Vec3d c;
float r;
bsphere(m, c, r);
r *= 0.003f;
for(auto vid : m.vertices())
{
Vec3d p = m.pos(vid);
Vec3f c = vertex_colors[vid];
glColor3f(c[0], c[1], c[2]);
glPushMatrix();
glTranslated(p[0], p[1], p[2]);
glScalef(r, r, r);
draw_ball();
glPopMatrix();
}
glEnd();
glEndList();
glUseProgram(old_prog);
}
const string ReflectionLineRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string ReflectionLineRenderer::fss =
"uniform float detail;\n"
"\n"
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" // calculate the reflection\n"
" vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
" vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
" float diff = dot(n,viewer_lightdir);\n"
" \n"
" vec2 r2 = normalize(vec2(r[0], r[2]));\n"
" vec2 x = vec2(1, 0);\n"
" float angle = acos(dot(r2, x));\n"
" \n"
" // decide if we hit a white or black ring, based on y value\n"
" gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(13.0*angle)) * vec4(-1.0);\n"
"}\n";
const string IsophoteLineRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string IsophoteLineRenderer::fss =
"uniform float detail;\n"
"\n"
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
" vec3 isophote_lightdir = viewer_lightdir;\n"
" float angle = acos(dot(n, isophote_lightdir));\n"
" float diff = dot(n,viewer_lightdir);\n"
" \n"
" // decide if we hit a white or black ring, based on y value\n"
" gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(20.0*angle)) * vec4(-1.0);\n"
"}\n";
const string ToonRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string ToonRenderer::fss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 l = normalize(-v);\n"
" vec3 e = l;\n"
" vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
" \n"
" vec4 a = vec4(0.0,0.1,.3,1.0);\n"
" float dot_ln = abs(dot(l, n));\n"
" vec4 d = vec4(0.7,0.7,0.0,1.0) * 0.25 * (smoothstep(0.23,0.25,dot_ln)+smoothstep(0.45,0.47,dot_ln)+smoothstep(0.7,0.72,dot_ln)+smoothstep(0.9,0.92,dot_ln));\n"
" vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
" \n"
" gl_FragColor = d+s;\n"
"}\n";
void GlazedRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glNewList(display_list,GL_COMPILE);
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
float r;
Vec3d c;
bsphere(m, c, r);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/r);
GLGraphics::draw(m, smooth);
glEndList();
glUseProgram(old_prog);
}
const string GlazedRenderer::vss =
"varying vec3 _n;\n"
"varying vec3 v;\n"
"varying vec3 v_obj;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v_obj = gl_Vertex.xyz;\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n"
"\n";
const string GlazedRenderer::fss =
"uniform sampler3D noise_tex;\n"
"uniform float noise_scale;\n"
"varying vec3 _n;\n"
"varying vec3 v;\n"
"varying vec3 v_obj;\n"
"\n"
"vec4 glazed_shader(vec4 mat_col, vec4 light_col, vec3 light_dir)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 e = normalize(-v);\n"
" vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
" float d = max(0.05,dot(light_dir, n));\n"
" vec4 diff = mat_col * light_col *d; \n"
" vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
" return 0.15*refl + diff;\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 mat_col = vec4(0.9,1.0,0.4,1.0) + vec4(-0.1,-0.1,0.12,0.0) * texture3D(noise_tex, noise_scale*v_obj).x\n"
" + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
" \n"
" vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
" vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
" \n"
" vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
" vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
" \n"
" gl_FragColor = \n"
" 0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
" 0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
" \n"
" gl_FragColor.a = 1.0;\n"
"}\n";
const string ScalarFieldRenderer::vss =
" attribute float scalar;\n"
" varying vec3 _normal;\n"
" varying float s;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" _normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" s=scalar;\n"
" }\n";
const string ScalarFieldRenderer::fss =
" varying vec3 _normal;\n"
" varying float s;\n"
" uniform float scalar_max;\n"
" uniform float gamma;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" void main()\n"
" {\n"
" vec3 normal = normalize(_normal);\n"
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
" \n"
" float s_norm = s/scalar_max;\n"
" float stripe_signal = 10.0 * s_norm;\n"
" vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(-1.0,0,0,0) : vec4(.9,.9,.9,0);\n"
" \n"
" gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
" gl_FragColor *= dot_ln;\n"
" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
" //gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
" }\n";
void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
// static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
glNewList(display_list,GL_COMPILE);
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
if(!smooth)
glNormal3dv(normal(m, *f).get());
if(no_edges(m, *f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
Vec3d n(normal(m, w.vertex()));
if(smooth)
glNormal3dv(n.get());
glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
glVertex3dv(m.pos(w.vertex()).get());
}
glEnd();
}
glEndList();
glUseProgram(old_prog);
}
const string AmbientOcclusionRenderer::vss =
" attribute float scalar;\n"
" varying vec3 _normal;\n"
" varying float s;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" _normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" s=scalar;\n"
" }\n";
const string AmbientOcclusionRenderer::fss =
" varying vec3 _normal;\n"
" varying float s;\n"
" uniform float scalar_max;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" void main()\n"
" {\n"
" vec3 normal = normalize(_normal);\n"
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
" \n"
" float s_norm = min(1.0,s/scalar_max+1.0);\n"
" \n"
" gl_FragColor = s_norm * vec4(1.0);\n"
" gl_FragColor *= dot_ln;\n"
" gl_FragColor.r = pow(gl_FragColor.r, 1.0);\n"
" gl_FragColor.g = pow(gl_FragColor.g, 1.0);\n"
" gl_FragColor.b = pow(gl_FragColor.b, 1.0);\n"
" }\n";
void AmbientOcclusionRenderer::compile_display_list(const HMesh::Manifold& m, HMesh::VertexAttributeVector<double>& field, double max_val)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
glNewList(display_list,GL_COMPILE);
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
if(no_edges(m, *f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw())
{
Vec3d n(normal(m, w.vertex()));
glNormal3dv(n.get());
glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
glVertex3dv(m.pos(w.vertex()).get());
}
glEnd();
}
glEndList();
glUseProgram(old_prog);
}
void LineFieldRenderer::compile_display_list(const HMesh::Manifold& m,HMesh::VertexAttributeVector<CGLA::Vec3d>& lines)
{
float r;
Vec3d c;
bsphere(m, c, r);
float noise_scale = 10.0f/r;
float line_scale = 0.02f;
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glNewList(display_list,GL_COMPILE);
glUniform1fARB(glGetUniformLocationARB(prog, "line_scale"),line_scale);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
GLuint direction = glGetAttribLocation(prog, "direction");
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
if(no_edges(m, *f) == 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
Vec3d n(normal(m, *f));
Vec3d d0 = lines[m.walker(*f).vertex()];
d0 = normalize(d0-n*dot(n,d0));
for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
Vec3d n(normal(m, w.vertex()));
glNormal3dv(n.get());
Vec3d d = lines[w.vertex()];
d = normalize(d-n*dot(n,d));
if(dot(d,d0)<0) d=-d;
glVertexAttrib3dv(direction, d.get());
glVertex3dv(m.pos(w.vertex()).get());
}
glEnd();
}
glBindTexture(GL_TEXTURE_3D, 0);
glEndList();
glUseProgram(old_prog);
}
const string LineFieldRenderer::vss =
"attribute vec3 direction;\n"
"varying vec3 _n;\n"
"varying vec3 dir_obj;\n"
"varying vec3 v_obj;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v_obj = gl_Vertex.xyz;\n"
" dir_obj = direction;\n"
" _n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string LineFieldRenderer::fss =
"uniform sampler3D noise_tex;\n"
"uniform float line_scale;\n"
"uniform float noise_scale;\n"
"varying vec3 _n;\n"
"varying vec3 dir_obj;\n"
"varying vec3 v_obj;\n"
"\n"
"float tex(vec3 p) {return smoothstep(0.2,0.4,texture3D(noise_tex, p).x);}\n"
"void main(void)\n"
"{\n"
" vec3 n = normalize(_n);\n"
" vec3 d = normalize(dir_obj);\n"
" float I = "
" tex(noise_scale*v_obj + 6.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 6.0*line_scale*d) + \n"
" tex(noise_scale*v_obj + 5.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 5.0*line_scale*d) + \n"
" tex(noise_scale*v_obj + 4.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 4.0*line_scale*d) + \n"
" tex(noise_scale*v_obj + 3.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 3.0*line_scale*d) + \n"
" tex(noise_scale*v_obj + 2.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 2.0*line_scale*d) + \n"
" tex(noise_scale*v_obj + 1.0*line_scale*d) + \n"
" tex(noise_scale*v_obj - 1.0*line_scale*d) + \n"
" tex(noise_scale*v_obj); \n"
" \n"
" float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
" gl_FragColor.rgb = vec3(diff*I/13.0);\n"
" gl_FragColor.a = 1.0;\n"
"}\n";
GLuint HarmonicsRenderer::prog_P0 = 0;
GLGraphics::Console::variable<float> HarmonicsRenderer::display_harmonics_time;
GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_diffuse;
GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_highlight;
string vss =
"#version 120\n"
"#extension GL_EXT_gpu_shader4 : enable\n"
" \n"
" \n"
" attribute float eigenvalue;\n"
" attribute float eigenvalue2;\n"
" varying vec3 normal;\n"
" varying float eig;\n"
" varying float eig2;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" eig = eigenvalue;\n"
" eig2 = eigenvalue2;\n"
" }\n";
string fss =
"#version 120\n"
"#extension GL_EXT_gpu_shader4 : enable\n"
" \n"
" varying vec3 normal;\n"
" varying float eig;\n"
" varying float eig2;\n"
" uniform float eig_max;\n"
" uniform float eig_max2;\n"
" uniform bool do_highlight;\n"
" uniform bool do_diffuse;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" float basef(float x) {return max(0.0,min(1.0,2.0-4.0*abs(x)));\n}"
" void main()\n"
" {\n"
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
" \n"
" float eig_norm = eig/eig_max;\n"
" float stripe_signal = 250 * eig_norm;\n"
//" vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(1,1,0,0) : vec4(.4,.4,.4,0);\n"
" vec4 stripe_col = -vec4(.4,.4,.4,0);\n"
" \n"
" float alpha = (1.0-eig_norm) * 2.0 * 3.1415926;\n"
" float offs = 2.0*3.1415/3.0;\n"
" gl_FragColor = vec4(0,0,1,0)*basef(eig_norm)+vec4(0,1,0,0)*basef(eig_norm-0.5)+vec4(1,0,0,0)* basef(eig_norm-1.0);\n"
" if(do_diffuse) gl_FragColor *= dot_ln;\n"
" if(do_highlight) gl_FragColor += dot_ln*dot_ln*dot_ln*dot_ln*dot_ln*dot_ln*dot_ln*vec4(.5,.5,.5,0);\n"
" gl_FragColor -= vec4(.4,.4,.4,.4)*smoothstep(0.2,0.6,cos(stripe_signal));\n"
" }\n";
HarmonicsRenderer::HarmonicsRenderer(HMesh::Manifold& _m, HMesh::Harmonics* _h, GLGraphics::Console& cs): m(&_m), h(_h)
{
if (prog_P0 == 0) {
string shader_path = "/Users/jab/GEL/apps/MeshEdit/";
GLuint vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
GLuint fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
// Create the program
prog_P0 = glCreateProgram();
// Attach all shaders
if(vs) glAttachShader(prog_P0, vs);
if(fs) glAttachShader(prog_P0, fs);
// Link the program object and print out the info log
glLinkProgram(prog_P0);
print_glsl_program_log(prog_P0);
// Install program object as part of current state
glUseProgram(0);
display_harmonics_diffuse.reg(cs, "display.harmonics.diffuse", "");
display_harmonics_time.reg(cs, "display.harmonics.time", "");
display_harmonics_highlight.reg(cs, "display.harmonics.highlight", "");
}
draw_adf();
}
void HarmonicsRenderer::parse_key(unsigned char key)
{
switch(key) {
case '+':
display_harmonics_time = display_harmonics_time+0.001;
break;
case '-':
display_harmonics_time = display_harmonics_time-0.001;
break;
case 'd':
display_harmonics_diffuse = !display_harmonics_diffuse;
break;
case 'h':
display_harmonics_highlight = !display_harmonics_highlight;
break;
}
}
void HarmonicsRenderer::draw_adf()
{
VertexAttributeVector<double> F;
double F_max = h->compute_adf(F, display_harmonics_time);
cout << "F max" << F_max << endl;
glNewList(display_list, GL_COMPILE);
glUseProgram(prog_P0);
glUniform1f(glGetUniformLocation(prog_P0,"eig_max"),F_max);//2*M_PI);
glUniform1i(glGetUniformLocation(prog_P0,"do_diffuse"),display_harmonics_diffuse);
glUniform1i(glGetUniformLocation(prog_P0,"do_highlight"),display_harmonics_highlight);
GLuint attrib = glGetAttribLocationARB(prog_P0, "eigenvalue");
glFrontFace(GL_CW);
for(FaceIDIterator f = m->faces_begin(); f != m->faces_end(); ++f){
glBegin(GL_TRIANGLES);
for(Walker w = m->walker(*f); !w.full_circle(); w = w.circulate_face_cw()){
glVertexAttrib1f(attrib,F[w.vertex()]);
glNormal3dv(normal(*m, w.vertex()).get());
glVertex3dv(m->pos(w.vertex()).get());
}
glEnd();
}
glFrontFace(GL_CCW);
glUseProgram(0);
glEndList();
}
}