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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 <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;
namespace GLGraphics {
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;
refit();
return true;
}
bool VisObj::select_vertex(const CGLA::Vec2i& pos)
{
float d;
if(depth_pick(pos[0], pos[1], d))
{
Vec3d c;
float r;
bsphere(mani, c, r);
VertexID closest = InvalidVertexID;
double min_dist = DBL_MAX;
for(auto vid : mani.vertices())
{
Vec3d wp = world2screen(mani.pos(vid));
if(sqr_length(Vec2d(wp[0],wp[1])-Vec2d(pos))<100)
{
double dist = sqr_length(screen2world(pos[0], pos[1], d)-mani.pos(vid));
if(dist < min_dist)
{
min_dist = dist;
closest = vid;
}
}
}
if(closest != InvalidVertexID) {
vertex_selection.resize(mani.allocated_vertices(),0);
vertex_selection[closest] = !vertex_selection[closest];
active_selection = true;
post_create_display_list();
return true;
}
}
return false;
}
void VisObj::produce_renderer(const std::string& display_method , Console& cs, bool smooth, float gamma)
{
delete renderer;
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(mani, harm, cs);
else if(short_name == "iso") {
renderer = new IsophoteLineRenderer();
renderer->compile_display_list(mani,smooth);
}
else if(short_name == "ref") {
renderer = new ReflectionLineRenderer();
renderer->compile_display_list(mani,smooth);
}
else if(short_name == "gla") {
renderer = new GlazedRenderer();
dynamic_cast<GlazedRenderer*>(renderer)->compile_display_list(mani,smooth);
}
else if(short_name == "too") {
renderer = new ToonRenderer();
renderer->compile_display_list(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<Vec2d> 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();
dynamic_cast<LineFieldRenderer*>(renderer)->compile_display_list(mani, lines);
}
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();
dynamic_cast<ScalarFieldRenderer*>(renderer)->compile_display_list(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);
cout << "curv : " << scalars[*v] << endl;
}
renderer = new ScalarFieldRenderer();
dynamic_cast<ScalarFieldRenderer*>(renderer)->compile_display_list(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();
dynamic_cast<AmbientOcclusionRenderer*>(renderer)->compile_display_list(mani, scalars, max_G);
}
else if(short_name == "deb")
{
renderer = new DebugRenderer;
renderer->compile_display_list(mani, smooth);
}
else if(short_name == "che")
{
renderer = new CheckerBoardRenderer;
renderer->compile_display_list(mani, smooth);
}
else if(short_name == "sca")
{
double max_G = abs(scalar_field[*mani.vertices_begin()]);
for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
max_G = max(abs(scalar_field[*v]), max_G);
renderer = new ScalarFieldRenderer();
dynamic_cast<ScalarFieldRenderer*>(renderer)->compile_display_list(mani, smooth,
scalar_field, max_G, gamma);
}
else {
renderer = new NormalRenderer();
renderer->compile_display_list(mani, smooth);
}
}
void VisObj::draw_selection()
{
Vec3d c;
float r;
bsphere(mani, c, r);
r *= 0.003;
glDisable(GL_LIGHTING);
for(auto vid : mani.vertices())
{
Vec3d p = mani.pos(vid);
if(vertex_selection[vid])
glColor3f(1,1,0);
else
glColor3f(0, 0, 0.3);
glPushMatrix();
glTranslated(p[0], p[1], p[2]);
glScalef(r, r, r);
draw_ball();
glPopMatrix();
}
glEnable(GL_LIGHTING);
}
void VisObj::display(const std::string& display_method , Console& cs, bool smooth, float gamma)
{
if(create_display_list){
create_display_list = false;
produce_renderer(display_method, cs, smooth, gamma);
}
view_ctrl.set_gl_modelview();
renderer->draw();
if(active_selection)
draw_selection();
}
}
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