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 */
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 */
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#ifndef __MESHEDIT_RENDERER_H__
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#ifndef __MESHEDIT_RENDERER_H__
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#define __MESHEDIT_RENDERER_H__
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#define __MESHEDIT_RENDERER_H__
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#include "../CGLA/Vec2d.h"
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#include "../GL/glew.h"
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#include "../GL/glew.h"
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#include "../GLGraphics/draw.h"
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#include "../GLGraphics/draw.h"
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#include "../GLGraphics/IDBufferWireFrameRenderer.h"
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#include "../GLGraphics/IDBufferWireFrameRenderer.h"
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#include "../CGLA/Vec4d.h"
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#include "../CGLA/Vec4d.h"
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		const static std::string fss;
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		const static std::string fss;
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	public:
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	public:
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		PeriodicScalarFieldRenderer(const HMesh::Manifold& m, bool smooth, HMesh::VertexAttributeVector<double>& field, float gamma = 2.2);
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		PeriodicScalarFieldRenderer(const HMesh::Manifold& m, bool smooth, HMesh::VertexAttributeVector<double>& field, float gamma = 2.2);
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	};
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	};
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    /** Render a scalar field. Positive scalars are mapped to blue and negative to red.
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     This class also has controls for gamma correction which is highly useful if the
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     scalars are mostly small or large and simply scaling to the 0-1 range does not
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     produce a good result. */
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    class CircleFieldRenderer: public SimpleShaderRenderer
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	{
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		const static std::string vss;
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		const static std::string fss;
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	public:
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		CircleFieldRenderer(const HMesh::Manifold& m, bool smooth, HMesh::VertexAttributeVector<CGLA::Vec2d>& field, float gamma = 2.2);
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	};
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/** Ambient occlusion renderer. Very similar to ScalarFieldRender. Simply assumes that the input values are
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/** Ambient occlusion renderer. Very similar to ScalarFieldRender. Simply assumes that the input values are
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	mean curvatures which in some sense indicate how concave the surface is.*/
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	mean curvatures which in some sense indicate how concave the surface is.*/
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class AmbientOcclusionRenderer: public SimpleShaderRenderer
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class AmbientOcclusionRenderer: public SimpleShaderRenderer
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	{
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	{
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		const static std::string vss;
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		const static std::string vss;