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/* ----------------------------------------------------------------------- *
2
 * This file is part of GEL, http://www.imm.dtu.dk/GEL
3
 * Copyright (C) the authors and DTU Informatics
4
 * For license and list of authors, see ../../doc/intro.pdf
5
 * ----------------------------------------------------------------------- */
6
 
7
#include "ManifoldRenderer.h"
8
 
9
//#include <GLUT/GLUT.h>
10
 
11
#include <algorithm>
12
#include <string>
13
#include <cstdlib>
14
#include "../Geometry/TriMesh.h"
15
#include "../CGLA/Mat3x3d.h"
16
#include "../GLGraphics/glsl_shader.h"
17
#include "../GLGraphics/draw.h"
18
#include "../HMesh/Manifold.h"
19
#include "../HMesh/AttributeVector.h"
20
#include "../HMesh/curvature.h"
21
 
22
using namespace CGLA;
23
using namespace HMesh;
24
using namespace std;
25
using namespace Geometry;
26
namespace GLGraphics
27
{    
28
    GLuint get_noise_texture_id()
29
    {
30
        static GLuint texname=0;
31
        static bool was_here = false;
32
 
33
        if(!was_here)
34
        {
35
            was_here = true;
36
            int width = 32;
37
            int height = 32;
38
            int depth = 32;
39
            vector<unsigned char> texels(width*height*depth);
40
            for (int i = 0; i < width*height*depth; ++i)
41
            {
42
                int intensity = 255.0 * (float(gel_rand()) / GEL_RAND_MAX);
43
                texels[i] = (unsigned char) intensity;
44
            }
45
 
46
            glGenTextures(1, &texname);	
47
            glBindTexture(GL_TEXTURE_3D, texname);
48
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
49
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
50
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
51
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
52
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
53
            glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
54
        }
55
 
56
        return texname;
57
    }
58
 
59
 
60
    int WireframeRenderer::maximum_face_valency(const Manifold& m)
61
    {
62
        int max_val = 0;
63
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
64
            max_val = max(max_val, no_edges(m, *f));
65
        return max_val;
66
    }
67
 
68
    WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
69
    {
70
        if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
71
        {
72
            GLint viewp[4];
73
            glGetIntegerv(GL_VIEWPORT,viewp);
74
            idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
75
        }
76
        else
77
        {
78
            glNewList(display_list,GL_COMPILE);
79
            if(GLEW_EXT_geometry_shader4)
80
                draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));				
81
            else
82
                draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
83
            glEndList();
84
        }
85
    }
86
 
87
    void WireframeRenderer::draw()
88
    {
89
        if(idbuff_renderer)
90
        {
91
            glEnable(GL_LIGHTING);
92
            idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(1));
93
            glDisable(GL_LIGHTING);
94
        }
95
        else
96
            glCallList(display_list);
97
    }
98
 
99
    void SimpleShaderRenderer::init_shaders(const std::string& vss, 
100
                                            const std::string& fss)
101
    {
102
        vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
103
        print_glsl_program_log(vs);
104
 
105
        fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
106
        print_glsl_program_log(fs);
107
 
108
        prog = glCreateProgram();
109
 
110
        if(vs) glAttachShader(prog, vs);
111
        if(fs) glAttachShader(prog, fs);
112
 
113
        glLinkProgram(prog);
114
        print_glsl_program_log(prog);
115
 
116
    }
117
 
118
    void SimpleShaderRenderer::compile_display_list(const Manifold& m, bool smooth)
119
    {
120
        GLint old_prog;
121
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
122
        glUseProgram(prog);
123
        glNewList(display_list,GL_COMPILE);
124
        GLGraphics::draw(m, smooth);
125
        glEndList();	
126
        glUseProgram(old_prog);
127
    }
128
 
129
    void SimpleShaderRenderer::draw()
130
    {
131
        GLint old_prog;
132
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
133
        glUseProgram(prog);
134
        glCallList(display_list);
135
        glUseProgram(old_prog);
136
    }
137
 
138
    const string NormalRenderer::vss =
139
    "varying vec3 _n;\n"
140
    "varying vec3 v;\n"
141
    "\n"
142
    "void main(void)\n"
143
    "{\n"
144
    "	gl_Position = ftransform();\n"
145
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
146
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
147
    "}\n";
148
 
149
    const string NormalRenderer::fss =
150
    "varying vec3 _n;\n"
151
    "varying vec3 v;\n"
152
    "\n"
153
    "void main(void)\n"
154
    "{\n"
155
    "   vec3 n = normalize(_n);\n"
156
    "	vec3 l = normalize(-v);\n"
157
    "	vec3 e = l;\n"
158
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
159
    "	\n"
160
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
161
    "   float dot_ln = abs(dot(l, n));\n"
162
    "	vec4 d = vec4(0.7) * dot_ln;\n"
163
    "	vec4 s = vec4(0.3)*smoothstep(0.98,0.9999,dot(r, e));\n"
164
    "	\n"
165
    "	gl_FragColor =  d+s;\n"
166
    "}\n";
167
 
168
    const string DebugRenderer::vss =
169
    "varying vec3 _n;\n"
170
    "varying vec3 v;\n"
171
    "varying vec3 c;\n"
172
    "\n"
173
    "void main(void)\n"
174
    "{\n"
175
    "	gl_Position = ftransform();\n"
176
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
177
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
178
    "   c = gl_Color.rgb;\n"
179
    "}\n";
180
 
181
    const string DebugRenderer::fss =
182
    "varying vec3 _n;\n"
183
    "varying vec3 v;\n"
184
    "varying vec3 c;\n"
185
    "\n"
186
    "void main(void)\n"
187
    "{\n"
188
    "   vec3 n = normalize(_n);\n"
189
    "	vec3 l = normalize(-v);\n"
190
    "	vec3 e = l;\n"
191
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
192
    "	\n"
193
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
194
    "   float dot_ln = abs(dot(l, n));\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"
197
    "	\n"
198
    "	gl_FragColor =  d+s;\n"
199
    "}\n";
200
 
201
    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
202
    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
203
    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
204
 
205
 
206
    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
207
    {
208
        GLint old_prog;
209
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
210
        glUseProgram(prog);
211
        glNewList(display_list,GL_COMPILE);
212
        glEnable(GL_POLYGON_OFFSET_FILL);
213
        glPolygonOffset(1,1);
214
        for(FaceID f: m.faces()){
215
            Vec3f c = face_colors[f];
216
            glColor3f(c[0], c[1], c[2]);
217
            if(!smooth)
218
                glNormal3dv(normal(m, f).get());
219
            if(no_edges(m, f)== 3)
220
                glBegin(GL_TRIANGLES);
221
            else
222
                glBegin(GL_POLYGON);
223
 
224
            for(Walker w = m.walker(f); !w.full_circle(); w = w.circulate_face_ccw()){
225
                Vec3d n = normal(m, w.vertex());
226
                if(smooth)
227
                    glNormal3dv(n.get());
228
                glVertex3dv(m.pos(w.vertex()).get());
229
            }
230
            glEnd();
231
        }
232
        glLineWidth(2);
233
        glDisable(GL_POLYGON_OFFSET_FILL);
234
        glBegin(GL_LINES);
235
        for(auto hid: m.halfedges())
236
        {
237
            Walker w = m.walker(hid);
238
            Vec3f c = edge_colors[hid];
239
            glColor3fv(c.get());
240
            glNormal3dv(normal(m, w.opp().vertex()).get());
241
            glVertex3dv(m.pos(w.opp().vertex()).get());
242
            glNormal3dv(normal(m, w.vertex()).get());
243
            glVertex3dv(m.pos(w.vertex()).get());
244
        }
245
        glEnd();
246
        glLineWidth(1);
247
        Vec3d c;
248
        float r;
249
        bsphere(m, c, r);
250
        r *= 0.003f;
251
        for(auto vid : m.vertices())
252
        {
253
            Vec3d p = m.pos(vid);
254
            Vec3f c = vertex_colors[vid];
255
            glColor3f(c[0], c[1], c[2]);
256
            glPushMatrix();
257
            glTranslated(p[0], p[1], p[2]);
258
            glScalef(r, r, r);
259
            draw_ball();
260
            glPopMatrix();
261
        }
262
        glEnd();
263
        glEndList();
264
        glUseProgram(old_prog);
265
    }
266
 
267
    const string ReflectionLineRenderer::vss = 
268
    "varying vec3 _n;\n"
269
    "varying vec3 v;\n"
270
    "\n"
271
    "void main(void)\n"
272
    "{\n"
273
    "	gl_Position = ftransform();\n"
274
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
275
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
276
    "}\n";
277
 
278
 
279
    const string ReflectionLineRenderer::fss = 
280
    "uniform float detail;\n"
281
    "\n"
282
    "varying vec3 _n;\n"
283
    "varying vec3 v;\n"
284
    "\n"
285
    "void main(void)\n"
286
    "{\n"
287
    "   vec3 n = normalize(_n);\n"
288
    "	// calculate the reflection\n"
289
    "	vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
290
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
291
    "   float diff  = dot(n,viewer_lightdir);\n"
292
    "	\n"
293
    "	vec2 r2 = normalize(vec2(r[0], r[2]));\n"
294
    "	vec2 x = vec2(1, 0);\n"
295
    "	float angle = acos(dot(r2, x));\n"
296
    "	\n"
297
    "	// decide if we hit a white or black ring, based on y value\n"
298
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(13.0*angle)) * vec4(-1.0);\n"
299
    "}\n";
300
 
301
    const string IsophoteLineRenderer::vss = 
302
    "varying vec3 _n;\n"
303
    "varying vec3 v;\n"
304
    "\n"
305
    "void main(void)\n"
306
    "{\n"
307
    "	gl_Position = ftransform();\n"
308
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
309
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
310
    "}\n";
311
 
312
 
313
    const string IsophoteLineRenderer::fss = 
314
    "uniform float detail;\n"
315
    "\n"
316
    "varying vec3 _n;\n"
317
    "varying vec3 v;\n"
318
    "\n"
319
    "void main(void)\n"
320
    "{\n"
321
    "   vec3 n = normalize(_n);\n"
322
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
323
    "	vec3 isophote_lightdir = viewer_lightdir;\n"
324
    "	float angle = acos(dot(n, isophote_lightdir));\n"
325
    "   float diff  = dot(n,viewer_lightdir);\n"
326
    "	\n"
327
    "	// decide if we hit a white or black ring, based on y value\n"
328
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(20.0*angle)) * vec4(-1.0);\n"
329
    "}\n";
330
 
331
    const string ToonRenderer::vss = 
332
    "varying vec3 _n;\n"
333
    "varying vec3 v;\n"
334
    "\n"
335
    "void main(void)\n"
336
    "{\n"
337
    "	gl_Position = ftransform();\n"
338
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
339
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
340
    "}\n";
341
 
342
    const string ToonRenderer::fss = 
343
    "varying vec3 _n;\n"
344
    "varying vec3 v;\n"
345
    "\n"
346
    "void main(void)\n"
347
    "{\n"
348
    "   vec3 n = normalize(_n);\n"
349
    "	vec3 l = normalize(-v);\n"
350
    "	vec3 e = l;\n"
351
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
352
    "	\n"
353
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
354
    "   float dot_ln = abs(dot(l, n));\n"
355
    "	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"
356
    "	vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
357
    "	\n"
358
    "	gl_FragColor =  d+s;\n"
359
    "}\n";
360
 
361
 
362
    void GlazedRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
363
    {
364
        GLint old_prog;
365
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
366
        glUseProgram(prog);
367
        glNewList(display_list,GL_COMPILE);
368
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
369
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
370
        float r;
371
        Vec3d c;
372
        bsphere(m, c, r);
373
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/r);
374
        GLGraphics::draw(m, smooth);
375
        glEndList();
376
        glUseProgram(old_prog);
377
 
378
    }
379
 
380
 
381
    const string GlazedRenderer::vss = 
382
    "varying vec3 _n;\n"
383
    "varying vec3 v;\n"
384
    "varying vec3 v_obj;\n"
385
    "\n"
386
    "void main(void)\n"
387
    "{\n"
388
    "	gl_Position = ftransform();\n"
389
    "   v_obj = gl_Vertex.xyz;\n"
390
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
391
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
392
    "}\n"
393
    "\n";
394
 
395
    const string GlazedRenderer::fss =
396
    "uniform sampler3D noise_tex;\n"
397
    "uniform float noise_scale;\n"
398
    "varying vec3 _n;\n"
399
    "varying vec3 v;\n"
400
    "varying vec3 v_obj;\n"
401
    "\n"
402
    "vec4 glazed_shader(vec4 mat_col,  vec4 light_col, vec3 light_dir)\n"
403
    "{\n"
404
    "   vec3 n = normalize(_n);\n"
405
    "	vec3 e = normalize(-v);\n"
406
    "	vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
407
    "	float d = max(0.05,dot(light_dir, n));\n"
408
    "	vec4 diff = mat_col * light_col *d; 	\n"
409
    "	vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
410
    "	return 0.15*refl + diff;\n"
411
    "}\n"
412
    "\n"
413
    "void main(void)\n"
414
    "{\n"
415
    "	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"
416
    " + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
417
    "	\n"
418
    "	vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
419
    "	vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
420
    "	\n"
421
    "	vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
422
    "	vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
423
    "	\n"
424
    "	gl_FragColor = \n"
425
    "	0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
426
    "	0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
427
    "	\n"
428
    "	gl_FragColor.a = 1.0;\n"
429
    "}\n";
430
 
431
 
432
    const string ScalarFieldRenderer::vss =
433
    "	attribute float scalar;\n"
434
    "	varying vec3 _normal;\n"
435
    "	varying float s;\n"
436
    "	\n"
437
    "	void main(void)\n"
438
    "	{\n"
439
    "		gl_Position =  ftransform();\n"
440
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
441
    "		s=scalar;\n"
442
    "	}\n";
443
 
444
    const string ScalarFieldRenderer::fss = 	
445
    "	varying vec3 _normal;\n"
446
    "	varying float s;\n"
447
    "	uniform float scalar_max;\n"
448
    "   uniform float gamma;\n"
449
    "	const vec3 light_dir = vec3(0,0,1);\n"
450
    "	\n"
451
    "	void main()\n"
452
    "	{\n"
453
    "       vec3 normal = normalize(_normal);\n"
454
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
455
    "		\n"
456
    "		float s_norm = s/scalar_max;\n"
457
    "		float stripe_signal = 10.0 * s_norm;\n"
458
    "		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(-1.0,0,0,0) : vec4(.9,.9,.9,0);\n"
459
    "		\n"
460
    "		gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
461
    "       gl_FragColor *= dot_ln;\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"
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"
466
    "	}\n";
467
 
468
    void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
469
                                                   HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
470
    {
471
 
472
        GLint old_prog;
473
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
474
        glUseProgram(prog);
475
 
476
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
477
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
478
 
479
        //    static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
480
        glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
481
        glNewList(display_list,GL_COMPILE);
482
 
483
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){      
484
            if(!smooth) 
485
                glNormal3dv(normal(m, *f).get());
486
            if(no_edges(m, *f)== 3) 
487
                glBegin(GL_TRIANGLES);
488
            else 
489
                glBegin(GL_POLYGON);
490
 
491
 
492
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
493
                Vec3d n(normal(m, w.vertex()));
494
                if(smooth) 
495
                    glNormal3dv(n.get());
496
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
497
                glVertex3dv(m.pos(w.vertex()).get());
498
            }
499
            glEnd();
500
        }
501
        glEndList();	
502
        glUseProgram(old_prog);
503
 
504
    }
505
 
506
 
507
 
508
    const string AmbientOcclusionRenderer::vss =
509
    "	attribute float scalar;\n"
510
    "	varying vec3 _normal;\n"
511
    "	varying float s;\n"
512
    "	\n"
513
    "	void main(void)\n"
514
    "	{\n"
515
    "		gl_Position =  ftransform();\n"
516
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
517
    "		s=scalar;\n"
518
    "	}\n";
519
 
520
    const string AmbientOcclusionRenderer::fss = 	
521
    "	varying vec3 _normal;\n"
522
    "	varying float s;\n"
523
    "	uniform float scalar_max;\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
    "		\n"
531
    "		float s_norm = min(1.0,s/scalar_max+1.0);\n"
532
    "		\n"
533
    "		gl_FragColor = s_norm * vec4(1.0);\n"
534
    "       gl_FragColor *= dot_ln;\n"
535
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0);\n"
536
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0);\n"
537
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0);\n"
538
    "	}\n";
539
 
540
    void AmbientOcclusionRenderer::compile_display_list(const HMesh::Manifold& m, HMesh::VertexAttributeVector<double>& field, double max_val)
541
    {	
542
        GLint old_prog;
543
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
544
        glUseProgram(prog);
545
 
546
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
547
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
548
 
549
        glNewList(display_list,GL_COMPILE);
550
 
551
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
552
 
553
            if(no_edges(m, *f)== 3)
554
                glBegin(GL_TRIANGLES);
555
            else 
556
                glBegin(GL_POLYGON);
557
 
558
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw())
559
            {
560
                Vec3d n(normal(m, w.vertex()));
561
                glNormal3dv(n.get());
562
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
563
                glVertex3dv(m.pos(w.vertex()).get());
564
            }
565
            glEnd();
566
        }
567
        glEndList();	
568
        glUseProgram(old_prog);
569
 
570
    }
571
 
572
 
573
    void LineFieldRenderer::compile_display_list(const HMesh::Manifold& m,HMesh::VertexAttributeVector<CGLA::Vec3d>& lines)
574
    {
575
        float r;
576
        Vec3d c;
577
        bsphere(m, c, r);
578
        float noise_scale = 10.0f/r;
579
        float line_scale = 0.02f;
580
 
581
        GLint old_prog;
582
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
583
        glUseProgram(prog);
584
        glNewList(display_list,GL_COMPILE);
585
        glUniform1fARB(glGetUniformLocationARB(prog, "line_scale"),line_scale);
586
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
587
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
588
        GLuint direction = glGetAttribLocation(prog, "direction");	
589
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
590
 
591
 
592
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
593
            if(no_edges(m, *f) == 3)
594
                glBegin(GL_TRIANGLES);
595
            else 
596
                glBegin(GL_POLYGON);
597
 
598
            Vec3d n(normal(m, *f));
599
            Vec3d d0 = lines[m.walker(*f).vertex()];
600
            d0 = normalize(d0-n*dot(n,d0));
601
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
602
                Vec3d n(normal(m, w.vertex()));
603
                glNormal3dv(n.get());
604
 
605
                Vec3d d = lines[w.vertex()];
606
                d = normalize(d-n*dot(n,d));
607
                if(dot(d,d0)<0) d=-d;
608
                glVertexAttrib3dv(direction, d.get());
609
                glVertex3dv(m.pos(w.vertex()).get());
610
            }
611
            glEnd();
612
        }
613
 
614
        glBindTexture(GL_TEXTURE_3D, 0);
615
        glEndList();	
616
        glUseProgram(old_prog);
617
 
618
    }
619
 
620
 
621
    const string LineFieldRenderer::vss = 
622
    "attribute vec3 direction;\n"
623
    "varying vec3 _n;\n"
624
    "varying vec3 dir_obj;\n"
625
    "varying vec3 v_obj;\n"
626
    "\n"
627
    "void main(void)\n"
628
    "{\n"
629
    "	gl_Position = ftransform();\n"
630
    "   v_obj = gl_Vertex.xyz;\n"
631
    "	dir_obj = direction;\n"
632
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
633
    "}\n";
634
 
635
    const string LineFieldRenderer::fss =
636
    "uniform sampler3D noise_tex;\n"
637
    "uniform float line_scale;\n"
638
    "uniform float noise_scale;\n"
639
    "varying vec3 _n;\n"
640
    "varying vec3 dir_obj;\n"
641
    "varying vec3 v_obj;\n"
642
    "\n"
643
    "float tex(vec3 p) {return smoothstep(0.2,0.4,texture3D(noise_tex, p).x);}\n"
644
    "void main(void)\n"
645
    "{\n"
646
    "   vec3 n = normalize(_n);\n"
647
    "   vec3 d = normalize(dir_obj);\n"
648
    "   float I = "
649
    "             tex(noise_scale*v_obj + 6.0*line_scale*d) + \n"
650
    "             tex(noise_scale*v_obj - 6.0*line_scale*d) + \n"
651
    "             tex(noise_scale*v_obj + 5.0*line_scale*d) + \n"
652
    "             tex(noise_scale*v_obj - 5.0*line_scale*d) + \n"
653
    "             tex(noise_scale*v_obj + 4.0*line_scale*d) + \n"
654
    "             tex(noise_scale*v_obj - 4.0*line_scale*d) + \n"
655
    "             tex(noise_scale*v_obj + 3.0*line_scale*d) + \n"
656
    "             tex(noise_scale*v_obj - 3.0*line_scale*d) + \n"
657
    "             tex(noise_scale*v_obj + 2.0*line_scale*d) + \n"
658
    "             tex(noise_scale*v_obj - 2.0*line_scale*d) + \n"
659
    "             tex(noise_scale*v_obj + 1.0*line_scale*d) + \n"
660
    "             tex(noise_scale*v_obj - 1.0*line_scale*d) + \n"
661
    "			  tex(noise_scale*v_obj); \n"
662
    "	\n"
663
    "   float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
664
    "	gl_FragColor.rgb = vec3(diff*I/13.0);\n"
665
    "	gl_FragColor.a = 1.0;\n"
666
    "}\n";
667
 
668
    GLuint HarmonicsRenderer::prog_P0 = 0;
669
    GLGraphics::Console::variable<float> HarmonicsRenderer::display_harmonics_time;
670
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_diffuse;
671
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_highlight;
672
 
673
    string vss =
674
	"#version 120\n"
675
	"#extension GL_EXT_gpu_shader4 : enable\n"
676
	"	\n"
677
	"	\n"
678
	"	attribute float eigenvalue;\n"
679
	"	attribute float eigenvalue2;\n"
680
	"	varying vec3 normal;\n"
681
	"	varying float eig;\n"
682
	"	varying float eig2;\n"
683
	"	\n"
684
	"	void main(void)\n"
685
	"	{\n"
686
	"		gl_Position =  ftransform();\n"
687
	"		normal = normalize(gl_NormalMatrix * gl_Normal);\n"
688
	"		eig = eigenvalue;\n"
689
	"		eig2 = eigenvalue2;\n"
690
	"	}\n";
691
 
692
	string fss =
693
	"#version 120\n"
694
	"#extension GL_EXT_gpu_shader4 : enable\n"
695
	"	\n"
696
	"	varying vec3 normal;\n"
697
	"	varying float eig;\n"
698
	"	varying float eig2;\n"
699
	"	uniform float eig_max;\n"
700
	"	uniform float eig_max2;\n"
701
	"	uniform bool do_highlight;\n"
702
	"	uniform bool do_diffuse;\n"
703
	"	const vec3 light_dir = vec3(0,0,1);\n"
704
	"	\n"
705
	" float basef(float x) {return max(0.0,min(1.0,2.0-4.0*abs(x)));\n}"
706
	"	void main()\n"
707
	"	{\n"
708
	"		float dot_ln = max(0.0,dot(light_dir, normal));\n"
709
	"		\n"
710
	"		float eig_norm = eig/eig_max;\n"
711
	"		float stripe_signal = 250 * eig_norm;\n"
712
	//"		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(1,1,0,0) : vec4(.4,.4,.4,0);\n"
713
	"		vec4 stripe_col = -vec4(.4,.4,.4,0);\n"
714
	"		\n"
715
	"       float alpha = (1.0-eig_norm) * 2.0 * 3.1415926;\n"
716
	"       float offs = 2.0*3.1415/3.0;\n"
717
	"		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"
718
	"		if(do_diffuse)   gl_FragColor *= dot_ln;\n"
719
	"		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"
720
	"		gl_FragColor -= vec4(.4,.4,.4,.4)*smoothstep(0.2,0.6,cos(stripe_signal));\n"
721
	"	}\n";
722
 
723
 
724
    HarmonicsRenderer::HarmonicsRenderer(HMesh::Manifold& _m, HMesh::Harmonics* _h, GLGraphics::Console& cs): m(&_m), h(_h)
725
    {
726
        if (prog_P0 == 0) {
727
            string shader_path = "/Users/jab/GEL/apps/MeshEdit/";
728
            GLuint vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
729
            GLuint fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
730
 
731
            // Create the program
732
            prog_P0 = glCreateProgram();
733
 
734
            // Attach all shaders
735
            if(vs) glAttachShader(prog_P0, vs);
736
            if(fs) glAttachShader(prog_P0, fs);
737
 
738
            // Link the program object and print out the info log
739
            glLinkProgram(prog_P0);
740
            print_glsl_program_log(prog_P0);
741
 
742
            // Install program object as part of current state
743
            glUseProgram(0);
744
 
745
 
746
            display_harmonics_diffuse.reg(cs, "display.harmonics.diffuse", "");
747
            display_harmonics_time.reg(cs, "display.harmonics.time", "");
748
            display_harmonics_highlight.reg(cs, "display.harmonics.highlight", "");
749
        }
750
        draw_adf();
751
    }
752
 
753
 
754
    void HarmonicsRenderer::parse_key(unsigned char key)
755
    {
756
        switch(key) {
757
            case '+':
758
                display_harmonics_time = display_harmonics_time+0.001;
759
                break;
760
            case '-':
761
                display_harmonics_time = display_harmonics_time-0.001;
762
                break;
763
            case 'd':
764
                display_harmonics_diffuse = !display_harmonics_diffuse;
765
                break;
766
            case 'h':
767
                display_harmonics_highlight = !display_harmonics_highlight;
768
                break;
769
        }
770
 
771
    }
772
 
773
 
774
 
775
 
776
    void HarmonicsRenderer::draw_adf()
777
    {
778
        VertexAttributeVector<double> F;
779
        double F_max = h->compute_adf(F, display_harmonics_time);
780
        cout << "F max" <<  F_max << endl;
781
 
782
        glNewList(display_list, GL_COMPILE);
783
        glUseProgram(prog_P0);
784
        glUniform1f(glGetUniformLocation(prog_P0,"eig_max"),F_max);//2*M_PI);
785
        glUniform1i(glGetUniformLocation(prog_P0,"do_diffuse"),display_harmonics_diffuse);
786
        glUniform1i(glGetUniformLocation(prog_P0,"do_highlight"),display_harmonics_highlight);
787
        GLuint attrib = glGetAttribLocationARB(prog_P0, "eigenvalue");
788
 
789
        glFrontFace(GL_CW);
790
        for(FaceIDIterator f = m->faces_begin(); f != m->faces_end(); ++f){
791
            glBegin(GL_TRIANGLES);
792
            for(Walker w = m->walker(*f); !w.full_circle(); w = w.circulate_face_cw()){
793
                glVertexAttrib1f(attrib,F[w.vertex()]);
794
                glNormal3dv(normal(*m, w.vertex()).get());
795
                glVertex3dv(m->pos(w.vertex()).get());
796
            }
797
            glEnd();
798
        }
799
        glFrontFace(GL_CCW);
800
        glUseProgram(0);
801
        glEndList();
802
    }
803
 
804
 
805
 
806
}
807
 
808