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/*
* VisObj.cpp
* GEL
*
* Created by J. Andreas Bærentzen on 20/09/08.
* Copyright 2008 __MyCompanyName__. All rights reserved.
*
*/
#include "VisObj.h"
#include "polarize.h"
#include <GLGraphics/Console.h>
#include <HMesh/Manifold.h>
#include <HMesh/AttributeVector.h>
#include <HMesh/load.h>
#include <HMesh/curvature.h>
#include <CGLA/Mat3x3d.h>
#include <CGLA/Vec3d.h>
#include <CGLA/Vec4d.h>
using namespace std;
using namespace CGLA;
using namespace HMesh;
using namespace GLGraphics;
int WINX=800, WINY=800;
void VisObj::refit()
{
bsphere(mani, bsphere_center, bsphere_radius);
view_ctrl.set_centre(Vec3f(bsphere_center));
view_ctrl.set_eye_dist(2*bsphere_radius);
}
bool VisObj::reload(string _file)
{
if(_file != "") file = _file;
mani.clear();
if(!load(file, mani))
return false;
refit();
return true;
}
bool VisObj::add_mesh(string file)
{
if(!load(file, mani))
return false;
bsphere(mani, bsphere_center, bsphere_radius);
view_ctrl.set_centre(Vec3f(bsphere_center));
view_ctrl.set_eye_dist(2*bsphere_radius);
return true;
}
void VisObj::display(const std::string& display_method , Console& cs, bool smooth, float gamma)
{
if(create_display_list){
create_display_list = false;
delete renderer;
static Console::variable<float> r(-1);
r.reg(cs,"display.bsphere_radius","Radius of the bounding sphere of present object");
if(r<=0)
r = bsphere_radius;
string short_name = display_method.substr(0,3);
if(short_name== "wir")
renderer = new WireframeRenderer(mani, smooth);
else if(short_name == "har")
renderer = new HarmonicsRenderer(harmonics);
else if(short_name == "iso")
renderer = new IsophoteLineRenderer(mani, smooth);
else if(short_name == "ref")
renderer = new ReflectionLineRenderer(mani, smooth);
else if(short_name == "gla")
renderer = new GlazedRenderer(mani, smooth, bsphere_radius);
else if(short_name == "too")
renderer = new ToonRenderer(mani, smooth);
else if(short_name == "cur"){
static Console::variable<string> line_direction("min");
static Console::variable<string> method("tensors");
static Console::variable<int> smoothing_iter(1);
line_direction.reg(cs,"display.curvature_lines.direction", "");
method.reg(cs, "display.curvature_lines.method", "");
smoothing_iter.reg(cs, "display.curvature_lines.smoothing_iter", "");
VertexAttributeVector<Mat3x3d> curvature_tensors(mani.allocated_vertices());
VertexAttributeVector<Vec3d> min_curv_direction(mani.allocated_vertices());
VertexAttributeVector<Vec3d> max_curv_direction(mani.allocated_vertices());
string _line_direction = line_direction;
VertexAttributeVector<Vec3d>& lines = (_line_direction == "min") ? min_curv_direction : max_curv_direction;
VertexAttributeVector<double> curvature(mani.allocated_vertices());
if(string(method) == "tensors")
{
curvature_tensors_from_edges(mani, curvature_tensors);
for(int i=0;i<smoothing_iter; ++i)
smooth_curvature_tensors(mani,curvature_tensors);
curvature_from_tensors(mani, curvature_tensors,
min_curv_direction,
max_curv_direction,
curvature);
}
else
curvature_paraboloids(mani,
min_curv_direction,
max_curv_direction,
curvature);
renderer = new LineFieldRenderer(mani, smooth, lines, r);
}
else if(short_name == "gau"){
static Console::variable<float> smoothing(2.0f);
smoothing.reg(cs, "display.gaussian_curvature_renderer.smoothing", "");
VertexAttributeVector<double> scalars(mani.allocated_vertices());
gaussian_curvature_angle_defects(mani, scalars, smoothing);
double max_G = 0;
for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
max_G = max(abs(scalars[*v]), max_G);
renderer = new ScalarFieldRenderer(mani, smooth, scalars, max_G, gamma);
}
else if(short_name == "mea"){
static Console::variable<int> smoothing(2);
smoothing.reg(cs, "display.mean_curvature_renderer.smoothing", "");
VertexAttributeVector<double> scalars(mani.allocated_vertices());
mean_curvatures(mani, scalars, smoothing);
double max_G = 0;
double mean = 0;
for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v){
max_G = max(abs(scalars[*v]), max_G);
mean += scalars[*v];
}
renderer = new ScalarFieldRenderer(mani, smooth, scalars, max_G, gamma);
}
else if(short_name == "amb"){
static Console::variable<int> smoothing(2);
smoothing.reg(cs, "display.ambient_occlusion_renderer.smoothing", "");
VertexAttributeVector<double> scalars(mani.allocated_vertices());
mean_curvatures(mani, scalars, smoothing);
double max_G = 0;
for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
max_G = max(abs(scalars[*v]), max_G);
renderer = new AmbientOcclusionRenderer(mani, smooth, scalars, max_G);
}
else if(short_name == "pol")
{
double vmin, vmax;
VertexAttributeVector<double> fun;
VertexAttributeVector<Vec2d> par;
make_height_fun(mani, fun, vmin, vmax);
polarize_mesh(mani, fun, vmin, vmax, 15, par);
renderer = new CircleFieldRenderer(mani, smooth, par, gamma);
}
else
renderer = new NormalRenderer(mani, smooth);
}
view_ctrl.set_gl_modelview();
renderer->draw();
}