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/* ----------------------------------------------------------------------- *
1
/* ----------------------------------------------------------------------- *
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
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 * This file is part of GEL, http://www.imm.dtu.dk/GEL
3
 * Copyright (C) the authors and DTU Informatics
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 * Copyright (C) the authors and DTU Informatics
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 * For license and list of authors, see ../../doc/intro.pdf
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 * For license and list of authors, see ../../doc/intro.pdf
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 * ----------------------------------------------------------------------- */
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 * ----------------------------------------------------------------------- */
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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 "../CGLA/Mat3x3d.h"
15
#include "../CGLA/Mat3x3d.h"
15
#include "../GLGraphics/glsl_shader.h"
16
#include "../GLGraphics/glsl_shader.h"
-
 
17
#include "../GLGraphics/draw.h"
16
#include "../HMesh/Manifold.h"
18
#include "../HMesh/Manifold.h"
17
#include "../HMesh/AttributeVector.h"
19
#include "../HMesh/AttributeVector.h"
18
#include "../HMesh/curvature.h"
20
#include "../HMesh/curvature.h"
19
 
21
 
20
using namespace CGLA;
22
using namespace CGLA;
21
using namespace HMesh;
23
using namespace HMesh;
22
using namespace std;
24
using namespace std;
23
 
-
 
-
 
25
using namespace Geometry;
24
namespace GLGraphics
26
namespace GLGraphics
25
{
27
{
-
 
28
    void draw_ball() {
-
 
29
        static TriMesh mesh;
-
 
30
        if(mesh.geometry.no_vertices()==0)
-
 
31
        {
-
 
32
            GLfloat sphere_verts[] = {0.91358,0,0,-0.91358,0,0,0,0.91358,0,0,-0.91358,0,0,0,0.91358,0,0,-0.91358,0.54321,-0.54321,0.54321,0.54321,0.54321,-0.54321,-0.54321,0.54321,0.54321,-0.54321,-0.54321,-0.54321,0.54321,0.54321,0.54321,-0.54321,0.54321,-0.54321,-0.54321,-0.54321,0.54321,0.54321,-0.54321,-0.54321,0.444444,0,0.814815,0,-0.814815,0.444444,0.814815,-0.444444,0,0.444444,0,-0.814815,0,0.814815,-0.444444,0.814815,0.444444,0,-0.444444,0,0.814815,0,0.814815,0.444444,-0.814815,0.444444,0,-0.444444,0,-0.814815,0,-0.814815,-0.444444,-0.814815,-0.444444,0,0,0.444444,0.814815,0.814815,0,0.444444,0.444444,0.814815,0,0,0.444444,-0.814815,-0.814815,0,-0.444444,-0.444444,0.814815,0,0,-0.444444,0.814815,-0.814815,0,0.444444,-0.444444,-0.814815,0,0,-0.444444,-0.814815,0.814815,0,-0.444444,0.444444,-0.814815,0};
-
 
33
            GLuint sphere_indices[] = {28,11,15,27,5,15,33,7,15,33,13,16,35,4,16,38,7,16,38,14,17,37,1,17,28,7,17,37,14,18,36,6,18,30,8,18,30,12,19,32,3,19,29,8,19,29,11,20,28,1,20,37,8,20,34,13,21,33,5,21,27,9,21,27,11,22,29,3,22,32,9,22,32,12,23,31,2,23,34,9,23,31,12,24,30,6,24,36,10,24,36,14,25,38,4,25,35,10,25,35,13,26,34,2,26,31,10,26,22,9,27,21,5,27,15,11,27,15,7,28,17,1,28,20,11,28,20,8,29,19,3,29,22,11,29,19,8,30,18,6,30,24,12,30,24,10,31,26,2,31,23,12,31,23,9,32,22,3,32,19,12,32,16,7,33,15,5,33,21,13,33,21,9,34,23,2,34,26,13,34,26,10,35,25,4,35,16,13,35,25,10,36,24,6,36,18,14,36,18,8,37,20,1,37,17,14,37,17,7,38,16,4,38,25,14,38};
-
 
34
            
-
 
35
            for(int i=0;i<38;++i) {
-
 
36
                int idx0 = 3*i;
-
 
37
                mesh.geometry.add_vertex(Vec3f(sphere_verts[idx0],sphere_verts[idx0+1],sphere_verts[idx0+2]));
-
 
38
            }
-
 
39
            for(int i=0;i<72;++i) {
-
 
40
                int idx0 = 3*i;
-
 
41
                mesh.geometry.add_face(Vec3i(sphere_indices[idx0]-1,sphere_indices[idx0+1]-1,sphere_indices[idx0+2]-1));
-
 
42
            }
-
 
43
            mesh.compute_normals();
-
 
44
        }
-
 
45
        draw(mesh);
-
 
46
    }
26
    
47
    
27
    GLuint get_noise_texture_id()
48
    GLuint get_noise_texture_id()
28
    {
49
    {
29
        static GLuint texname=0;
50
        static GLuint texname=0;
30
        static bool was_here = false;
51
        static bool was_here = false;
31
        
52
        
32
        if(!was_here)
53
        if(!was_here)
33
        {
54
        {
34
            was_here = true;
55
            was_here = true;
35
            int width = 32;
56
            int width = 32;
36
            int height = 32;
57
            int height = 32;
37
            int depth = 32;
58
            int depth = 32;
38
            vector<unsigned char> texels(width*height*depth);
59
            vector<unsigned char> texels(width*height*depth);
39
            for (int i = 0; i < width*height*depth; ++i)
60
            for (int i = 0; i < width*height*depth; ++i)
40
            {
61
            {
41
                int intensity = 255.0 * (float(gel_rand()) / GEL_RAND_MAX);
62
                int intensity = 255.0 * (float(gel_rand()) / GEL_RAND_MAX);
42
                texels[i] = (unsigned char) intensity;
63
                texels[i] = (unsigned char) intensity;
43
            }
64
            }
44
            
65
            
45
            glGenTextures(1, &texname);	
66
            glGenTextures(1, &texname);	
46
            glBindTexture(GL_TEXTURE_3D, texname);	
67
            glBindTexture(GL_TEXTURE_3D, texname);
47
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
68
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
48
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
69
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
49
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
70
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
50
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
71
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
51
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
72
            glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
52
            glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
73
            glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
53
        }
74
        }
54
        
75
        
55
        return texname;
76
        return texname;
56
    }
77
    }
57
    
78
    
58
    
79
    
59
    int WireframeRenderer::maximum_face_valency(const Manifold& m)
80
    int WireframeRenderer::maximum_face_valency(const Manifold& m)
60
    {
81
    {
61
        int max_val = 0;
82
        int max_val = 0;
62
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
83
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
63
            max_val = max(max_val, no_edges(m, *f));
84
            max_val = max(max_val, no_edges(m, *f));
64
        return max_val;
85
        return max_val;
65
    }
86
    }
66
    
87
    
67
    WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
88
    WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
68
    {
89
    {
69
        if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
90
        if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
70
        {
91
        {
71
            GLint viewp[4];
92
            GLint viewp[4];
72
            glGetIntegerv(GL_VIEWPORT,viewp);
93
            glGetIntegerv(GL_VIEWPORT,viewp);
73
            idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
94
            idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
74
        }
95
        }
75
        else
96
        else
76
        {
97
        {
77
            glNewList(display_list,GL_COMPILE);
98
            glNewList(display_list,GL_COMPILE);
78
            if(GLEW_EXT_geometry_shader4)
99
            if(GLEW_EXT_geometry_shader4)
79
                draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));				
100
                draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));				
80
            else
101
            else
81
                draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
102
                draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
82
            glEndList();
103
            glEndList();
83
        }
104
        }
84
    }
105
    }
85
    
106
    
86
    void WireframeRenderer::draw()
107
    void WireframeRenderer::draw()
87
    {
108
    {
88
        if(idbuff_renderer)
109
        if(idbuff_renderer)
89
        {
110
        {
90
            glEnable(GL_LIGHTING);
111
            glEnable(GL_LIGHTING);
91
            idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(1));
112
            idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(1));
92
            glDisable(GL_LIGHTING);
113
            glDisable(GL_LIGHTING);
93
        }
114
        }
94
        else
115
        else
95
            glCallList(display_list);
116
            glCallList(display_list);
96
    }
117
    }
97
    
118
    
98
    void SimpleShaderRenderer::init_shaders(const std::string& vss, 
119
    void SimpleShaderRenderer::init_shaders(const std::string& vss, 
99
                                            const std::string& fss)
120
                                            const std::string& fss)
100
    {
121
    {
101
        vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
122
        vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
102
        print_glsl_program_log(vs);
123
        print_glsl_program_log(vs);
103
        
124
        
104
        fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
125
        fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
105
        print_glsl_program_log(fs);
126
        print_glsl_program_log(fs);
106
        
127
        
107
        prog = glCreateProgram();
128
        prog = glCreateProgram();
108
        
129
        
109
        if(vs) glAttachShader(prog, vs);
130
        if(vs) glAttachShader(prog, vs);
110
        if(fs) glAttachShader(prog, fs);
131
        if(fs) glAttachShader(prog, fs);
111
        
132
        
112
        glLinkProgram(prog);
133
        glLinkProgram(prog);
113
        print_glsl_program_log(prog);
134
        print_glsl_program_log(prog);
114
        
135
        
115
    }
136
    }
116
    
137
    
117
    void SimpleShaderRenderer::compile_display_list(const Manifold& m, bool smooth)
138
    void SimpleShaderRenderer::compile_display_list(const Manifold& m, bool smooth)
118
    {
139
    {
119
        GLint old_prog;
140
        GLint old_prog;
120
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
141
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
121
        glUseProgram(prog);
142
        glUseProgram(prog);
122
        glNewList(display_list,GL_COMPILE);
143
        glNewList(display_list,GL_COMPILE);
123
        GLGraphics::draw(m, smooth);
144
        GLGraphics::draw(m, smooth);
124
        glEndList();	
145
        glEndList();	
125
        glUseProgram(old_prog);
146
        glUseProgram(old_prog);
126
    }
147
    }
127
    
148
    
128
    void SimpleShaderRenderer::draw()
149
    void SimpleShaderRenderer::draw()
129
    {
150
    {
130
        GLint old_prog;
151
        GLint old_prog;
131
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
152
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
132
        glUseProgram(prog);
153
        glUseProgram(prog);
133
        glCallList(display_list);
154
        glCallList(display_list);
134
        glUseProgram(old_prog);
155
        glUseProgram(old_prog);
135
    }
156
    }
136
    
157
    
137
    const string NormalRenderer::vss =
158
    const string NormalRenderer::vss =
138
    "varying vec3 _n;\n"
159
    "varying vec3 _n;\n"
139
    "varying vec3 v;\n"
160
    "varying vec3 v;\n"
140
    "\n"
161
    "\n"
141
    "void main(void)\n"
162
    "void main(void)\n"
142
    "{\n"
163
    "{\n"
143
    "	gl_Position = ftransform();\n"
164
    "	gl_Position = ftransform();\n"
144
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
165
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
145
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
166
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
146
    "}\n";
167
    "}\n";
147
    
168
    
148
    const string NormalRenderer::fss =
169
    const string NormalRenderer::fss =
149
    "varying vec3 _n;\n"
170
    "varying vec3 _n;\n"
150
    "varying vec3 v;\n"
171
    "varying vec3 v;\n"
151
    "\n"
172
    "\n"
152
    "void main(void)\n"
173
    "void main(void)\n"
153
    "{\n"
174
    "{\n"
154
    "   vec3 n = normalize(_n);\n"
175
    "   vec3 n = normalize(_n);\n"
155
    "	vec3 l = normalize(-v);\n"
176
    "	vec3 l = normalize(-v);\n"
156
    "	vec3 e = l;\n"
177
    "	vec3 e = l;\n"
157
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
178
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
158
    "	\n"
179
    "	\n"
159
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
180
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
160
    "   float dot_ln = abs(dot(l, n));\n"
181
    "   float dot_ln = abs(dot(l, n));\n"
161
    "	vec4 d = vec4(0.7) * dot_ln;\n"
182
    "	vec4 d = vec4(0.7) * dot_ln;\n"
162
    "	vec4 s = vec4(0.3)*smoothstep(0.98,0.9999,dot(r, e));\n"
183
    "	vec4 s = vec4(0.3)*smoothstep(0.98,0.9999,dot(r, e));\n"
163
    "	\n"
184
    "	\n"
164
    "	gl_FragColor =  d+s;\n"
185
    "	gl_FragColor =  d+s;\n"
165
    "}\n";
186
    "}\n";
166
    
187
    
167
    const string DebugRenderer::vss =
188
    const string DebugRenderer::vss =
168
    "varying vec3 _n;\n"
189
    "varying vec3 _n;\n"
169
    "varying vec3 v;\n"
190
    "varying vec3 v;\n"
170
    "varying vec3 c;\n"
191
    "varying vec3 c;\n"
171
    "\n"
192
    "\n"
172
    "void main(void)\n"
193
    "void main(void)\n"
173
    "{\n"
194
    "{\n"
174
    "	gl_Position = ftransform();\n"
195
    "	gl_Position = ftransform();\n"
175
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
196
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
176
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
197
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
177
    "   c = gl_Color.rgb;\n"
198
    "   c = gl_Color.rgb;\n"
178
    "}\n";
199
    "}\n";
179
    
200
    
180
    const string DebugRenderer::fss =
201
    const string DebugRenderer::fss =
181
    "varying vec3 _n;\n"
202
    "varying vec3 _n;\n"
182
    "varying vec3 v;\n"
203
    "varying vec3 v;\n"
183
    "varying vec3 c;\n"
204
    "varying vec3 c;\n"
184
    "\n"
205
    "\n"
185
    "void main(void)\n"
206
    "void main(void)\n"
186
    "{\n"
207
    "{\n"
187
    "   vec3 n = normalize(_n);\n"
208
    "   vec3 n = normalize(_n);\n"
188
    "	vec3 l = normalize(-v);\n"
209
    "	vec3 l = normalize(-v);\n"
189
    "	vec3 e = l;\n"
210
    "	vec3 e = l;\n"
190
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
211
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
191
    "	\n"
212
    "	\n"
192
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
213
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
193
    "   float dot_ln = abs(dot(l, n));\n"
214
    "   float dot_ln = abs(dot(l, n));\n"
194
    "	vec4 d = vec4(c,1) * 0.7 * dot_ln;\n"
215
    "	vec4 d = vec4(c,1) * 0.7 * dot_ln;\n"
195
    "	vec4 s = vec4(c,1) * 0.3 * smoothstep(0.98,0.9999,dot(r, e));\n"
216
    "	vec4 s = vec4(c,1) * 0.3 * smoothstep(0.98,0.9999,dot(r, e));\n"
196
    "	\n"
217
    "	\n"
197
    "	gl_FragColor =  d+s;\n"
218
    "	gl_FragColor =  d+s;\n"
198
    "}\n";
219
    "}\n";
199
    
220
    
200
    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
221
    HMesh::VertexAttributeVector<CGLA::Vec3f> DebugRenderer::vertex_colors;
-
 
222
    HMesh::HalfEdgeAttributeVector<CGLA::Vec3f> DebugRenderer::edge_colors;
201
    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
223
    HMesh::FaceAttributeVector<CGLA::Vec3f> DebugRenderer::face_colors;
202
 
224
 
203
    
225
    
204
    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
226
    void DebugRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
205
    {
227
    {
206
        GLint old_prog;
228
        GLint old_prog;
207
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
229
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
208
        glUseProgram(prog);
230
        glUseProgram(prog);
209
        glNewList(display_list,GL_COMPILE);
231
        glNewList(display_list,GL_COMPILE);
-
 
232
        glEnable(GL_POLYGON_OFFSET_FILL);
-
 
233
        glPolygonOffset(1,1);
210
        for(FaceID f: m.faces()){
234
        for(FaceID f: m.faces()){
211
            Vec3f c = face_colors[f];
235
            Vec3f c = face_colors[f];
212
            glColor3f(c[0], c[1], c[2]);
236
            glColor3f(c[0], c[1], c[2]);
213
            if(!smooth)
237
            if(!smooth)
214
                glNormal3dv(normal(m, f).get());
238
                glNormal3dv(normal(m, f).get());
215
            if(no_edges(m, f)== 3)
239
            if(no_edges(m, f)== 3)
216
                glBegin(GL_TRIANGLES);
240
                glBegin(GL_TRIANGLES);
217
            else
241
            else
218
                glBegin(GL_POLYGON);
242
                glBegin(GL_POLYGON);
219
            
243
            
220
            for(Walker w = m.walker(f); !w.full_circle(); w = w.circulate_face_ccw()){
244
            for(Walker w = m.walker(f); !w.full_circle(); w = w.circulate_face_ccw()){
221
                Vec3d n = normal(m, w.vertex());
245
                Vec3d n = normal(m, w.vertex());
222
                if(smooth)
246
                if(smooth)
223
                    glNormal3dv(n.get());
247
                    glNormal3dv(n.get());
224
                glVertex3dv(m.pos(w.vertex()).get());
248
                glVertex3dv(m.pos(w.vertex()).get());
225
            }
249
            }
226
            glEnd();
250
            glEnd();
227
        }
251
        }
-
 
252
        glLineWidth(2);
-
 
253
        glDisable(GL_POLYGON_OFFSET_FILL);
-
 
254
        glBegin(GL_LINES);
-
 
255
        for(auto hid: m.halfedges())
228
 
256
        {
-
 
257
            Walker w = m.walker(hid);
-
 
258
            Vec3f c = edge_colors[hid];
-
 
259
            glColor3fv(c.get());
-
 
260
            glNormal3dv(normal(m, w.opp().vertex()).get());
-
 
261
            glVertex3dv(m.pos(w.opp().vertex()).get());
-
 
262
            glNormal3dv(normal(m, w.vertex()).get());
-
 
263
            glVertex3dv(m.pos(w.vertex()).get());
-
 
264
        }
-
 
265
        glEnd();
-
 
266
        glLineWidth(1);
229
        Vec3d c;
267
        Vec3d c;
230
        float r;
268
        float r;
231
        bsphere(m, c, r);
269
        bsphere(m, c, r);
-
 
270
        r *= 0.003;
232
        for(auto vid : m.vertices())
271
        for(auto vid : m.vertices())
233
        {
272
        {
234
            Vec3d p = m.pos(vid);
273
            Vec3d p = m.pos(vid);
235
            Vec3f c = vertex_colors[vid];
274
            Vec3f c = vertex_colors[vid];
236
            glColor3f(c[0], c[1], c[2]);
275
            glColor3f(c[0], c[1], c[2]);
237
            glPushMatrix();
276
            glPushMatrix();
238
            glTranslated(p[0], p[1], p[2]);
277
            glTranslated(p[0], p[1], p[2]);
239
            glutSolidSphere(0.01*r, 7, 7);
278
            glScalef(r, r, r);
-
 
279
            draw_ball();
240
            glPopMatrix();
280
            glPopMatrix();
241
        }
281
        }
-
 
282
        glEnd();
242
        glEndList();
283
        glEndList();
243
        glUseProgram(old_prog);
284
        glUseProgram(old_prog);
244
    }
285
    }
245
    
286
    
246
    const string ReflectionLineRenderer::vss = 
287
    const string ReflectionLineRenderer::vss = 
247
    "varying vec3 _n;\n"
288
    "varying vec3 _n;\n"
248
    "varying vec3 v;\n"
289
    "varying vec3 v;\n"
249
    "\n"
290
    "\n"
250
    "void main(void)\n"
291
    "void main(void)\n"
251
    "{\n"
292
    "{\n"
252
    "	gl_Position = ftransform();\n"
293
    "	gl_Position = ftransform();\n"
253
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
294
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
254
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
295
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
255
    "}\n";
296
    "}\n";
256
    
297
    
257
    
298
    
258
    const string ReflectionLineRenderer::fss = 
299
    const string ReflectionLineRenderer::fss = 
259
    "uniform float detail;\n"
300
    "uniform float detail;\n"
260
    "\n"
301
    "\n"
261
    "varying vec3 _n;\n"
302
    "varying vec3 _n;\n"
262
    "varying vec3 v;\n"
303
    "varying vec3 v;\n"
263
    "\n"
304
    "\n"
264
    "void main(void)\n"
305
    "void main(void)\n"
265
    "{\n"
306
    "{\n"
266
    "   vec3 n = normalize(_n);\n"
307
    "   vec3 n = normalize(_n);\n"
267
    "	// calculate the reflection\n"
308
    "	// calculate the reflection\n"
268
    "	vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
309
    "	vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
269
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
310
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
270
    "   float diff  = dot(n,viewer_lightdir);\n"
311
    "   float diff  = dot(n,viewer_lightdir);\n"
271
    "	\n"
312
    "	\n"
272
    "	vec2 r2 = normalize(vec2(r[0], r[2]));\n"
313
    "	vec2 r2 = normalize(vec2(r[0], r[2]));\n"
273
    "	vec2 x = vec2(1, 0);\n"
314
    "	vec2 x = vec2(1, 0);\n"
274
    "	float angle = acos(dot(r2, x));\n"
315
    "	float angle = acos(dot(r2, x));\n"
275
    "	\n"
316
    "	\n"
276
    "	// decide if we hit a white or black ring, based on y value\n"
317
    "	// decide if we hit a white or black ring, based on y value\n"
277
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(13.0*angle)) * vec4(-1.0);\n"
318
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(13.0*angle)) * vec4(-1.0);\n"
278
    "}\n";
319
    "}\n";
279
    
320
    
280
    const string IsophoteLineRenderer::vss = 
321
    const string IsophoteLineRenderer::vss = 
281
    "varying vec3 _n;\n"
322
    "varying vec3 _n;\n"
282
    "varying vec3 v;\n"
323
    "varying vec3 v;\n"
283
    "\n"
324
    "\n"
284
    "void main(void)\n"
325
    "void main(void)\n"
285
    "{\n"
326
    "{\n"
286
    "	gl_Position = ftransform();\n"
327
    "	gl_Position = ftransform();\n"
287
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
328
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
288
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
329
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
289
    "}\n";
330
    "}\n";
290
    
331
    
291
    
332
    
292
    const string IsophoteLineRenderer::fss = 
333
    const string IsophoteLineRenderer::fss = 
293
    "uniform float detail;\n"
334
    "uniform float detail;\n"
294
    "\n"
335
    "\n"
295
    "varying vec3 _n;\n"
336
    "varying vec3 _n;\n"
296
    "varying vec3 v;\n"
337
    "varying vec3 v;\n"
297
    "\n"
338
    "\n"
298
    "void main(void)\n"
339
    "void main(void)\n"
299
    "{\n"
340
    "{\n"
300
    "   vec3 n = normalize(_n);\n"
341
    "   vec3 n = normalize(_n);\n"
301
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
342
    "	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
302
    "	vec3 isophote_lightdir = viewer_lightdir;\n"
343
    "	vec3 isophote_lightdir = viewer_lightdir;\n"
303
    "	float angle = acos(dot(n, isophote_lightdir));\n"
344
    "	float angle = acos(dot(n, isophote_lightdir));\n"
304
    "   float diff  = dot(n,viewer_lightdir);\n"
345
    "   float diff  = dot(n,viewer_lightdir);\n"
305
    "	\n"
346
    "	\n"
306
    "	// decide if we hit a white or black ring, based on y value\n"
347
    "	// decide if we hit a white or black ring, based on y value\n"
307
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(20.0*angle)) * vec4(-1.0);\n"
348
    "	gl_FragColor = diff * vec4(1.0) + smoothstep(0.8, 1.0,cos(20.0*angle)) * vec4(-1.0);\n"
308
    "}\n";
349
    "}\n";
309
    
350
    
310
    const string ToonRenderer::vss = 
351
    const string ToonRenderer::vss = 
311
    "varying vec3 _n;\n"
352
    "varying vec3 _n;\n"
312
    "varying vec3 v;\n"
353
    "varying vec3 v;\n"
313
    "\n"
354
    "\n"
314
    "void main(void)\n"
355
    "void main(void)\n"
315
    "{\n"
356
    "{\n"
316
    "	gl_Position = ftransform();\n"
357
    "	gl_Position = ftransform();\n"
317
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
358
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
318
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
359
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
319
    "}\n";
360
    "}\n";
320
    
361
    
321
    const string ToonRenderer::fss = 
362
    const string ToonRenderer::fss = 
322
    "varying vec3 _n;\n"
363
    "varying vec3 _n;\n"
323
    "varying vec3 v;\n"
364
    "varying vec3 v;\n"
324
    "\n"
365
    "\n"
325
    "void main(void)\n"
366
    "void main(void)\n"
326
    "{\n"
367
    "{\n"
327
    "   vec3 n = normalize(_n);\n"
368
    "   vec3 n = normalize(_n);\n"
328
    "	vec3 l = normalize(-v);\n"
369
    "	vec3 l = normalize(-v);\n"
329
    "	vec3 e = l;\n"
370
    "	vec3 e = l;\n"
330
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
371
    "	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
331
    "	\n"
372
    "	\n"
332
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
373
    "	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
333
    "   float dot_ln = abs(dot(l, n));\n"
374
    "   float dot_ln = abs(dot(l, n));\n"
334
    "	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"
375
    "	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"
335
    "	vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
376
    "	vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
336
    "	\n"
377
    "	\n"
337
    "	gl_FragColor =  d+s;\n"
378
    "	gl_FragColor =  d+s;\n"
338
    "}\n";
379
    "}\n";
339
    
380
    
340
    
381
    
341
    void GlazedRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth, float bsphere_rad)
382
    void GlazedRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth)
342
    {
383
    {
343
        GLint old_prog;
384
        GLint old_prog;
344
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
385
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
345
        glUseProgram(prog);
386
        glUseProgram(prog);
346
        glNewList(display_list,GL_COMPILE);
387
        glNewList(display_list,GL_COMPILE);
347
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
388
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
348
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
389
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
-
 
390
        float r;
-
 
391
        Vec3d c;
-
 
392
        bsphere(m, c, r);
349
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
393
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/r);
350
        GLGraphics::draw(m, smooth);
394
        GLGraphics::draw(m, smooth);
351
        glEndList();
395
        glEndList();
352
        glUseProgram(old_prog);
396
        glUseProgram(old_prog);
353
 
397
 
354
    }
398
    }
355
 
399
 
356
    
400
    
357
    const string GlazedRenderer::vss = 
401
    const string GlazedRenderer::vss = 
358
    "varying vec3 _n;\n"
402
    "varying vec3 _n;\n"
359
    "varying vec3 v;\n"
403
    "varying vec3 v;\n"
360
    "varying vec3 v_obj;\n"
404
    "varying vec3 v_obj;\n"
361
    "\n"
405
    "\n"
362
    "void main(void)\n"
406
    "void main(void)\n"
363
    "{\n"
407
    "{\n"
364
    "	gl_Position = ftransform();\n"
408
    "	gl_Position = ftransform();\n"
365
    "   v_obj = gl_Vertex.xyz;\n"
409
    "   v_obj = gl_Vertex.xyz;\n"
366
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
410
    "	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
367
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
411
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
368
    "}\n"
412
    "}\n"
369
    "\n";
413
    "\n";
370
    
414
    
371
    const string GlazedRenderer::fss =
415
    const string GlazedRenderer::fss =
372
    "uniform sampler3D noise_tex;\n"
416
    "uniform sampler3D noise_tex;\n"
373
    "uniform float noise_scale;\n"
417
    "uniform float noise_scale;\n"
374
    "varying vec3 _n;\n"
418
    "varying vec3 _n;\n"
375
    "varying vec3 v;\n"
419
    "varying vec3 v;\n"
376
    "varying vec3 v_obj;\n"
420
    "varying vec3 v_obj;\n"
377
    "\n"
421
    "\n"
378
    "vec4 glazed_shader(vec4 mat_col,  vec4 light_col, vec3 light_dir)\n"
422
    "vec4 glazed_shader(vec4 mat_col,  vec4 light_col, vec3 light_dir)\n"
379
    "{\n"
423
    "{\n"
380
    "   vec3 n = normalize(_n);\n"
424
    "   vec3 n = normalize(_n);\n"
381
    "	vec3 e = normalize(-v);\n"
425
    "	vec3 e = normalize(-v);\n"
382
    "	vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
426
    "	vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
383
    "	float d = max(0.05,dot(light_dir, n));\n"
427
    "	float d = max(0.05,dot(light_dir, n));\n"
384
    "	vec4 diff = mat_col * light_col *d; 	\n"
428
    "	vec4 diff = mat_col * light_col *d; 	\n"
385
    "	vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
429
    "	vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
386
    "	return 0.15*refl + diff;\n"
430
    "	return 0.15*refl + diff;\n"
387
    "}\n"
431
    "}\n"
388
    "\n"
432
    "\n"
389
    "void main(void)\n"
433
    "void main(void)\n"
390
    "{\n"
434
    "{\n"
391
    "	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"
435
    "	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"
392
    " + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
436
    " + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
393
    "	\n"
437
    "	\n"
394
    "	vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
438
    "	vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
395
    "	vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
439
    "	vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
396
    "	\n"
440
    "	\n"
397
    "	vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
441
    "	vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
398
    "	vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
442
    "	vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
399
    "	\n"
443
    "	\n"
400
    "	gl_FragColor = \n"
444
    "	gl_FragColor = \n"
401
    "	0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
445
    "	0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
402
    "	0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
446
    "	0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
403
    "	\n"
447
    "	\n"
404
    "	gl_FragColor.a = 1.0;\n"
448
    "	gl_FragColor.a = 1.0;\n"
405
    "}\n";
449
    "}\n";
406
    
450
    
407
    
451
    
408
    const string ScalarFieldRenderer::vss =
452
    const string ScalarFieldRenderer::vss =
409
    "	attribute float scalar;\n"
453
    "	attribute float scalar;\n"
410
    "	varying vec3 _normal;\n"
454
    "	varying vec3 _normal;\n"
411
    "	varying float s;\n"
455
    "	varying float s;\n"
412
    "	\n"
456
    "	\n"
413
    "	void main(void)\n"
457
    "	void main(void)\n"
414
    "	{\n"
458
    "	{\n"
415
    "		gl_Position =  ftransform();\n"
459
    "		gl_Position =  ftransform();\n"
416
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
460
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
417
    "		s=scalar;\n"
461
    "		s=scalar;\n"
418
    "	}\n";
462
    "	}\n";
419
    
463
    
420
    const string ScalarFieldRenderer::fss = 	
464
    const string ScalarFieldRenderer::fss = 	
421
    "	varying vec3 _normal;\n"
465
    "	varying vec3 _normal;\n"
422
    "	varying float s;\n"
466
    "	varying float s;\n"
423
    "	uniform float scalar_max;\n"
467
    "	uniform float scalar_max;\n"
424
    "   uniform float gamma;\n"
468
    "   uniform float gamma;\n"
425
    "	const vec3 light_dir = vec3(0,0,1);\n"
469
    "	const vec3 light_dir = vec3(0,0,1);\n"
426
    "	\n"
470
    "	\n"
427
    "	void main()\n"
471
    "	void main()\n"
428
    "	{\n"
472
    "	{\n"
429
    "       vec3 normal = normalize(_normal);\n"
473
    "       vec3 normal = normalize(_normal);\n"
430
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
474
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
431
    "		\n"
475
    "		\n"
432
    "		float s_norm = s/scalar_max;\n"
476
    "		float s_norm = s/scalar_max;\n"
433
    "		float stripe_signal = 10.0 * s_norm;\n"
477
    "		float stripe_signal = 10.0 * s_norm;\n"
434
    "		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(-1.0,0,0,0) : vec4(.9,.9,.9,0);\n"
478
    "		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(-1.0,0,0,0) : vec4(.9,.9,.9,0);\n"
435
    "		\n"
479
    "		\n"
436
    "		gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
480
    "		gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
437
    "       gl_FragColor *= dot_ln;\n"
481
    "       gl_FragColor *= dot_ln;\n"
438
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
482
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
439
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
483
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
440
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
484
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
441
    "		//gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
485
    "		//gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
442
    "	}\n";
486
    "	}\n";
443
    
487
    
444
    void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
488
    void ScalarFieldRenderer::compile_display_list(const HMesh::Manifold& m, bool smooth,
445
                                                   HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
489
                                                   HMesh::VertexAttributeVector<double>& field, double max_val, float gamma)
446
    {
490
    {
447
        
491
        
448
        GLint old_prog;
492
        GLint old_prog;
449
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
493
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
450
        glUseProgram(prog);
494
        glUseProgram(prog);
451
        
495
        
452
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
496
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
453
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
497
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
454
        
498
        
455
        //    static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
499
        //    static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
456
        glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
500
        glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
457
        glNewList(display_list,GL_COMPILE);
501
        glNewList(display_list,GL_COMPILE);
458
        
502
        
459
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){      
503
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){      
460
            if(!smooth) 
504
            if(!smooth) 
461
                glNormal3dv(normal(m, *f).get());
505
                glNormal3dv(normal(m, *f).get());
462
            if(no_edges(m, *f)== 3) 
506
            if(no_edges(m, *f)== 3) 
463
                glBegin(GL_TRIANGLES);
507
                glBegin(GL_TRIANGLES);
464
            else 
508
            else 
465
                glBegin(GL_POLYGON);
509
                glBegin(GL_POLYGON);
466
            
510
            
467
            
511
            
468
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
512
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
469
                Vec3d n(normal(m, w.vertex()));
513
                Vec3d n(normal(m, w.vertex()));
470
                if(smooth) 
514
                if(smooth) 
471
                    glNormal3dv(n.get());
515
                    glNormal3dv(n.get());
472
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
516
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
473
                glVertex3dv(m.pos(w.vertex()).get());
517
                glVertex3dv(m.pos(w.vertex()).get());
474
            }
518
            }
475
            glEnd();
519
            glEnd();
476
        }
520
        }
477
        glEndList();	
521
        glEndList();	
478
        glUseProgram(old_prog);
522
        glUseProgram(old_prog);
479
        
523
        
480
    }
524
    }
481
 
525
 
482
 
526
 
483
 
527
 
484
    const string AmbientOcclusionRenderer::vss =
528
    const string AmbientOcclusionRenderer::vss =
485
    "	attribute float scalar;\n"
529
    "	attribute float scalar;\n"
486
    "	varying vec3 _normal;\n"
530
    "	varying vec3 _normal;\n"
487
    "	varying float s;\n"
531
    "	varying float s;\n"
488
    "	\n"
532
    "	\n"
489
    "	void main(void)\n"
533
    "	void main(void)\n"
490
    "	{\n"
534
    "	{\n"
491
    "		gl_Position =  ftransform();\n"
535
    "		gl_Position =  ftransform();\n"
492
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
536
    "		_normal = normalize(gl_NormalMatrix * gl_Normal);\n"
493
    "		s=scalar;\n"
537
    "		s=scalar;\n"
494
    "	}\n";
538
    "	}\n";
495
    
539
    
496
    const string AmbientOcclusionRenderer::fss = 	
540
    const string AmbientOcclusionRenderer::fss = 	
497
    "	varying vec3 _normal;\n"
541
    "	varying vec3 _normal;\n"
498
    "	varying float s;\n"
542
    "	varying float s;\n"
499
    "	uniform float scalar_max;\n"
543
    "	uniform float scalar_max;\n"
500
    "	const vec3 light_dir = vec3(0,0,1);\n"
544
    "	const vec3 light_dir = vec3(0,0,1);\n"
501
    "	\n"
545
    "	\n"
502
    "	void main()\n"
546
    "	void main()\n"
503
    "	{\n"
547
    "	{\n"
504
    "   vec3 normal = normalize(_normal);\n"
548
    "   vec3 normal = normalize(_normal);\n"
505
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
549
    "		float dot_ln = max(0.0,dot(light_dir, normal));\n"
506
    "		\n"
550
    "		\n"
507
    "		float s_norm = min(1.0,s/scalar_max+1.0);\n"
551
    "		float s_norm = min(1.0,s/scalar_max+1.0);\n"
508
    "		\n"
552
    "		\n"
509
    "		gl_FragColor = s_norm * vec4(1.0);\n"
553
    "		gl_FragColor = s_norm * vec4(1.0);\n"
510
    "       gl_FragColor *= dot_ln;\n"
554
    "       gl_FragColor *= dot_ln;\n"
511
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0);\n"
555
    "       gl_FragColor.r = pow(gl_FragColor.r, 1.0);\n"
512
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0);\n"
556
    "       gl_FragColor.g = pow(gl_FragColor.g, 1.0);\n"
513
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0);\n"
557
    "       gl_FragColor.b = pow(gl_FragColor.b, 1.0);\n"
514
    "	}\n";
558
    "	}\n";
515
    
559
    
516
    void AmbientOcclusionRenderer::compile_display_list(const HMesh::Manifold& m, HMesh::VertexAttributeVector<double>& field, double max_val)
560
    void AmbientOcclusionRenderer::compile_display_list(const HMesh::Manifold& m, HMesh::VertexAttributeVector<double>& field, double max_val)
517
    {	
561
    {	
518
        GLint old_prog;
562
        GLint old_prog;
519
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
563
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
520
        glUseProgram(prog);
564
        glUseProgram(prog);
521
        
565
        
522
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
566
        GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
523
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
567
        glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
524
        
568
        
525
        glNewList(display_list,GL_COMPILE);
569
        glNewList(display_list,GL_COMPILE);
526
        
570
        
527
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
571
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
528
 
572
 
529
            if(no_edges(m, *f)== 3)
573
            if(no_edges(m, *f)== 3)
530
                glBegin(GL_TRIANGLES);
574
                glBegin(GL_TRIANGLES);
531
            else 
575
            else 
532
                glBegin(GL_POLYGON);
576
                glBegin(GL_POLYGON);
533
            
577
            
534
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw())
578
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw())
535
            {
579
            {
536
                Vec3d n(normal(m, w.vertex()));
580
                Vec3d n(normal(m, w.vertex()));
537
                glNormal3dv(n.get());
581
                glNormal3dv(n.get());
538
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
582
                glVertexAttrib1d(scalar_attrib, field[w.vertex()]);
539
                glVertex3dv(m.pos(w.vertex()).get());
583
                glVertex3dv(m.pos(w.vertex()).get());
540
            }
584
            }
541
            glEnd();
585
            glEnd();
542
        }
586
        }
543
        glEndList();	
587
        glEndList();	
544
        glUseProgram(old_prog);
588
        glUseProgram(old_prog);
545
        
589
        
546
    }
590
    }
547
    
591
    
548
    
592
    
549
    void LineFieldRenderer::compile_display_list(const HMesh::Manifold& m,HMesh::VertexAttributeVector<CGLA::Vec3d>& lines, float _r)
593
    void LineFieldRenderer::compile_display_list(const HMesh::Manifold& m,HMesh::VertexAttributeVector<CGLA::Vec3d>& lines)
550
    {
594
    {
-
 
595
        float r;
-
 
596
        Vec3d c;
551
        glNewList(display_list,GL_COMPILE);
597
        bsphere(m, c, r);
552
        float noise_scale = 10.0f/r;
598
        float noise_scale = 10.0f/r;
553
        float line_scale = 0.003f;
599
        float line_scale = 0.02f;
554
        
600
        
555
        GLint old_prog;
601
        GLint old_prog;
556
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
602
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
557
        glUseProgram(prog);	
603
        glUseProgram(prog);
-
 
604
        glNewList(display_list,GL_COMPILE);
558
        glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),line_scale*noise_scale);
605
        glUniform1fARB(glGetUniformLocationARB(prog, "line_scale"),line_scale);
559
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
606
        glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
560
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
607
        glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
561
        GLuint direction = glGetAttribLocation(prog, "direction");	
608
        GLuint direction = glGetAttribLocation(prog, "direction");	
562
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
609
        glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
563
 
610
 
-
 
611
 
564
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
612
        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
565
            if(no_edges(m, *f) == 3)
613
            if(no_edges(m, *f) == 3)
566
                glBegin(GL_TRIANGLES);
614
                glBegin(GL_TRIANGLES);
567
            else 
615
            else 
568
                glBegin(GL_POLYGON);
616
                glBegin(GL_POLYGON);
569
            
617
            
-
 
618
            Vec3d n(normal(m, *f));
-
 
619
            Vec3d d0 = lines[m.walker(*f).vertex()];
-
 
620
            d0 = normalize(d0-n*dot(n,d0));
570
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
621
            for(Walker w = m.walker(*f); !w.full_circle(); w = w.circulate_face_ccw()){
571
                Vec3d n(normal(m, w.vertex()));
622
                Vec3d n(normal(m, w.vertex()));
572
                glNormal3dv(n.get());
623
                glNormal3dv(n.get());
573
                
624
                
574
                Vec3d d = lines[w.vertex()];
625
                Vec3d d = lines[w.vertex()];
575
                d = normalize(d-n*dot(n,d));
626
                d = normalize(d-n*dot(n,d));
-
 
627
                if(dot(d,d0)<0) d=-d;
576
                glVertexAttrib3dv(direction, d.get());
628
                glVertexAttrib3dv(direction, d.get());
577
                glVertex3dv(m.pos(w.vertex()).get());
629
                glVertex3dv(m.pos(w.vertex()).get());
578
            }
630
            }
579
            glEnd();
631
            glEnd();
580
        }
632
        }
581
        
633
 
582
        glBindTexture(GL_TEXTURE_3D, 0);
634
        glBindTexture(GL_TEXTURE_3D, 0);
583
        glEndList();	
635
        glEndList();	
584
        glUseProgram(old_prog);
636
        glUseProgram(old_prog);
585
        
637
        
586
    }
638
    }
587
    
639
    
588
    
640
    
589
    const string LineFieldRenderer::vss = 
641
    const string LineFieldRenderer::vss = 
590
    "attribute vec3 direction;\n"
642
    "attribute vec3 direction;\n"
591
    "varying vec3 _n;\n"
643
    "varying vec3 _n;\n"
592
    "varying vec3 dir_obj;\n"
644
    "varying vec3 dir_obj;\n"
593
    "varying vec3 v_obj;\n"
645
    "varying vec3 v_obj;\n"
594
    "\n"
646
    "\n"
595
    "void main(void)\n"
647
    "void main(void)\n"
596
    "{\n"
648
    "{\n"
597
    "	gl_Position = ftransform();\n"
649
    "	gl_Position = ftransform();\n"
598
    "   v_obj = gl_Vertex.xyz;\n"
650
    "   v_obj = gl_Vertex.xyz;\n"
599
    "	dir_obj = direction;\n"
651
    "	dir_obj = direction;\n"
600
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
652
    "	_n = normalize(gl_NormalMatrix * gl_Normal);\n"
601
    "}\n";
653
    "}\n";
602
    
654
    
603
    const string LineFieldRenderer::fss =
655
    const string LineFieldRenderer::fss =
604
    "uniform sampler3D noise_tex;\n"
656
    "uniform sampler3D noise_tex;\n"
605
    "uniform float scale_line;\n"
657
    "uniform float line_scale;\n"
606
    "uniform float noise_scale;\n"
658
    "uniform float noise_scale;\n"
607
    "varying vec3 _n;\n"
659
    "varying vec3 _n;\n"
608
    "varying vec3 dir_obj;\n"
660
    "varying vec3 dir_obj;\n"
609
    "varying vec3 v_obj;\n"
661
    "varying vec3 v_obj;\n"
610
    "\n"
662
    "\n"
611
    "float tex(vec3 p) {return smoothstep(0.2,0.3,texture3D(noise_tex, p).x);}\n"
663
    "float tex(vec3 p) {return smoothstep(0.2,0.4,texture3D(noise_tex, p).x);}\n"
612
    "void main(void)\n"
664
    "void main(void)\n"
613
    "{\n"
665
    "{\n"
614
    "   vec3 n = normalize(_n);\n"
666
    "   vec3 n = normalize(_n);\n"
-
 
667
    "   vec3 d = normalize(dir_obj);\n"
615
    "   float I = "
668
    "   float I = "
616
    "             tex(noise_scale*v_obj + 6.0*scale_line*dir_obj) + \n"
669
    "             tex(noise_scale*v_obj + 6.0*line_scale*d) + \n"
617
    "             tex(noise_scale*v_obj - 6.0*scale_line*dir_obj) + \n"
670
    "             tex(noise_scale*v_obj - 6.0*line_scale*d) + \n"
618
    "             tex(noise_scale*v_obj + 5.0*scale_line*dir_obj) + \n"
671
    "             tex(noise_scale*v_obj + 5.0*line_scale*d) + \n"
619
    "             tex(noise_scale*v_obj - 5.0*scale_line*dir_obj) + \n"
672
    "             tex(noise_scale*v_obj - 5.0*line_scale*d) + \n"
620
    "             tex(noise_scale*v_obj + 4.0*scale_line*dir_obj) + \n"
673
    "             tex(noise_scale*v_obj + 4.0*line_scale*d) + \n"
621
    "             tex(noise_scale*v_obj - 4.0*scale_line*dir_obj) + \n"
674
    "             tex(noise_scale*v_obj - 4.0*line_scale*d) + \n"
622
    "             tex(noise_scale*v_obj + 3.0*scale_line*dir_obj) + \n"
675
    "             tex(noise_scale*v_obj + 3.0*line_scale*d) + \n"
623
    "             tex(noise_scale*v_obj - 3.0*scale_line*dir_obj) + \n"
676
    "             tex(noise_scale*v_obj - 3.0*line_scale*d) + \n"
624
    "             tex(noise_scale*v_obj + 2.0*scale_line*dir_obj) + \n"
677
    "             tex(noise_scale*v_obj + 2.0*line_scale*d) + \n"
625
    "             tex(noise_scale*v_obj - 2.0*scale_line*dir_obj) + \n"
678
    "             tex(noise_scale*v_obj - 2.0*line_scale*d) + \n"
626
    "             tex(noise_scale*v_obj + 1.0*scale_line*dir_obj) + \n"
679
    "             tex(noise_scale*v_obj + 1.0*line_scale*d) + \n"
627
    "             tex(noise_scale*v_obj - 1.0*scale_line*dir_obj) + \n"
680
    "             tex(noise_scale*v_obj - 1.0*line_scale*d) + \n"
628
    "			  tex(noise_scale*v_obj); \n"
681
    "			  tex(noise_scale*v_obj); \n"
629
    "	\n"
682
    "	\n"
630
    "   float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
683
    "   float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
631
    "	gl_FragColor.rgb = vec3(diff*I*(1.0/13.0));\n"
684
    "	gl_FragColor.rgb = vec3(diff*I/13.0);\n"
632
    "	gl_FragColor.a = 1.0;\n"
685
    "	gl_FragColor.a = 1.0;\n"
633
    "}\n";
686
    "}\n";
634
    
687
    
-
 
688
    GLuint HarmonicsRenderer::prog_P0 = 0;
-
 
689
    GLGraphics::Console::variable<float> HarmonicsRenderer::display_harmonics_time;
-
 
690
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_diffuse;
-
 
691
    GLGraphics::Console::variable<int> HarmonicsRenderer::display_harmonics_highlight;
-
 
692
    
-
 
693
    string vss =
-
 
694
	"#version 120\n"
-
 
695
	"#extension GL_EXT_gpu_shader4 : enable\n"
-
 
696
	"	\n"
-
 
697
	"	\n"
-
 
698
	"	attribute float eigenvalue;\n"
-
 
699
	"	attribute float eigenvalue2;\n"
-
 
700
	"	varying vec3 normal;\n"
-
 
701
	"	varying float eig;\n"
-
 
702
	"	varying float eig2;\n"
-
 
703
	"	\n"
-
 
704
	"	void main(void)\n"
-
 
705
	"	{\n"
-
 
706
	"		gl_Position =  ftransform();\n"
-
 
707
	"		normal = normalize(gl_NormalMatrix * gl_Normal);\n"
-
 
708
	"		eig = eigenvalue;\n"
-
 
709
	"		eig2 = eigenvalue2;\n"
-
 
710
	"	}\n";
-
 
711
	
-
 
712
	string fss =
-
 
713
	"#version 120\n"
-
 
714
	"#extension GL_EXT_gpu_shader4 : enable\n"
-
 
715
	"	\n"
-
 
716
	"	varying vec3 normal;\n"
-
 
717
	"	varying float eig;\n"
-
 
718
	"	varying float eig2;\n"
-
 
719
	"	uniform float eig_max;\n"
-
 
720
	"	uniform float eig_max2;\n"
-
 
721
	"	uniform bool do_highlight;\n"
-
 
722
	"	uniform bool do_diffuse;\n"
-
 
723
	"	const vec3 light_dir = vec3(0,0,1);\n"
-
 
724
	"	\n"
-
 
725
	" float basef(float x) {return max(0.0,min(1.0,2.0-4.0*abs(x)));\n}"
-
 
726
	"	void main()\n"
-
 
727
	"	{\n"
-
 
728
	"		float dot_ln = max(0.0,dot(light_dir, normal));\n"
-
 
729
	"		\n"
-
 
730
	"		float eig_norm = eig/eig_max;\n"
-
 
731
	"		float stripe_signal = 250 * eig_norm;\n"
-
 
732
	//"		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(1,1,0,0) : vec4(.4,.4,.4,0);\n"
-
 
733
	"		vec4 stripe_col = -vec4(.4,.4,.4,0);\n"
-
 
734
	"		\n"
-
 
735
	"       float alpha = (1.0-eig_norm) * 2.0 * 3.1415926;\n"
-
 
736
	"       float offs = 2.0*3.1415/3.0;\n"
-
 
737
	"		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"
-
 
738
	"		if(do_diffuse)   gl_FragColor *= dot_ln;\n"
-
 
739
	"		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"
-
 
740
	"		gl_FragColor -= vec4(.4,.4,.4,.4)*smoothstep(0.2,0.6,cos(stripe_signal));\n"
-
 
741
	"	}\n";
-
 
742
    
-
 
743
 
-
 
744
    HarmonicsRenderer::HarmonicsRenderer(HMesh::Manifold& _m, HMesh::Harmonics* _h, GLGraphics::Console& cs): m(&_m), h(_h)
-
 
745
    {
-
 
746
        if (prog_P0 == 0) {
-
 
747
            string shader_path = "/Users/jab/GEL/apps/MeshEdit/";
-
 
748
            GLuint vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
-
 
749
            GLuint fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
-
 
750
            
-
 
751
            // Create the program
-
 
752
            prog_P0 = glCreateProgram();
-
 
753
            
-
 
754
            // Attach all shaders
-
 
755
            if(vs) glAttachShader(prog_P0, vs);
-
 
756
            if(fs) glAttachShader(prog_P0, fs);
-
 
757
            
-
 
758
            // Link the program object and print out the info log
-
 
759
            glLinkProgram(prog_P0);
-
 
760
            print_glsl_program_log(prog_P0);
-
 
761
            
-
 
762
            // Install program object as part of current state
-
 
763
            glUseProgram(0);
-
 
764
            
-
 
765
            
-
 
766
            display_harmonics_diffuse.reg(cs, "display.harmonics.diffuse", "");
-
 
767
            display_harmonics_time.reg(cs, "display.harmonics.time", "");
-
 
768
            display_harmonics_highlight.reg(cs, "display.harmonics.highlight", "");
-
 
769
        }
-
 
770
        draw_adf();
-
 
771
    }
-
 
772
    
-
 
773
    
-
 
774
    void HarmonicsRenderer::parse_key(unsigned char key)
-
 
775
    {
-
 
776
        switch(key) {
-
 
777
            case '+':
-
 
778
                display_harmonics_time = display_harmonics_time+0.001;
-
 
779
                break;
-
 
780
            case '-':
-
 
781
                display_harmonics_time = display_harmonics_time-0.001;
-
 
782
                break;
-
 
783
            case 'd':
-
 
784
                display_harmonics_diffuse = !display_harmonics_diffuse;
-
 
785
                break;
-
 
786
            case 'h':
-
 
787
                display_harmonics_highlight = !display_harmonics_highlight;
-
 
788
                break;
-
 
789
        }
-
 
790
        
-
 
791
    }
-
 
792
    
-
 
793
    
-
 
794
    
-
 
795
    
-
 
796
    void HarmonicsRenderer::draw_adf()
-
 
797
    {
-
 
798
        VertexAttributeVector<double> F;
-
 
799
        double F_max = h->compute_adf(F, display_harmonics_time);
-
 
800
        cout << "F max" <<  F_max << endl;
-
 
801
        
-
 
802
        glNewList(display_list, GL_COMPILE);
-
 
803
        glUseProgram(prog_P0);
-
 
804
        glUniform1f(glGetUniformLocation(prog_P0,"eig_max"),F_max);//2*M_PI);
-
 
805
        glUniform1i(glGetUniformLocation(prog_P0,"do_diffuse"),display_harmonics_diffuse);
-
 
806
        glUniform1i(glGetUniformLocation(prog_P0,"do_highlight"),display_harmonics_highlight);
-
 
807
        GLuint attrib = glGetAttribLocationARB(prog_P0, "eigenvalue");
-
 
808
        
-
 
809
        glFrontFace(GL_CW);
-
 
810
        for(FaceIDIterator f = m->faces_begin(); f != m->faces_end(); ++f){
-
 
811
            glBegin(GL_TRIANGLES);
-
 
812
            for(Walker w = m->walker(*f); !w.full_circle(); w = w.circulate_face_cw()){
-
 
813
                glVertexAttrib1f(attrib,F[w.vertex()]);
-
 
814
                glNormal3dv(normal(*m, w.vertex()).get());
-
 
815
                glVertex3dv(m->pos(w.vertex()).get());
-
 
816
            }
-
 
817
            glEnd();
-
 
818
        }
-
 
819
        glFrontFace(GL_CCW);
-
 
820
        glUseProgram(0);
-
 
821
        glEndList();
-
 
822
    }
-
 
823
    
-
 
824
 
635
    
825
    
636
}
826
}
637
 
827
 
638
 
828
 
639
 
829