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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 <GLConsole/GLConsole.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 CVarUtils;

int WINX=800, WINY=800;


bool VisObj::reload(string _file)
{
        if(_file != "") file = _file;
        mani.clear();
        if(!load(file, mani))
                return false;
        bsphere(mani, bsphere_center, bsphere_radius);
        view_ctrl.set_centre(bsphere_center);
        view_ctrl.set_eye_dist(2*bsphere_radius);
        return true;
}


void VisObj::display(const std::string& display_method , bool smooth)
{
        if(create_display_list){
                create_display_list = false;

                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(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 string& line_direction = CreateCVar<string>("display.curvature_lines.direction", "min");
                        
                        VertexAttributeVector<Mat3x3d> curvature_tensors(mani.total_vertices());
                        curvature_tensors_from_edges(mani, curvature_tensors);
                        smooth_curvature_tensors(mani,curvature_tensors);
                        smooth_curvature_tensors(mani,curvature_tensors);
                        VertexAttributeVector<Vec3d> min_curv_direction(mani.total_vertices());
                        VertexAttributeVector<Vec3d> max_curv_direction(mani.total_vertices());
                        string _line_direction = line_direction;
                        VertexAttributeVector<Vec3d>& lines = (_line_direction == "min") ? min_curv_direction : max_curv_direction;
                        
                        VertexAttributeVector<double> curvature(mani.total_vertices());
                        curvature_from_tensors(mani, curvature_tensors,
                                                                   min_curv_direction,
                                                                   max_curv_direction,
                                                                   curvature);
                        
                        renderer = new LineFieldRenderer(mani, smooth, lines, bsphere_radius);
                }
                else if(short_name == "gau"){
                        static float& smoothing = CreateCVar("display.gaussian_curvature_renderer.smoothing",2.0f);

                        VertexAttributeVector<double> scalars(mani.total_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);
                        
                }
                else if(short_name == "mea"){
                        static int& smoothing = CreateCVar("display.mean_curvature_renderer.smoothing",2);

                        VertexAttributeVector<double> scalars(mani.total_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);
                }
                else if(short_name == "amb"){
                        static int& smoothing = CreateCVar("display.ambient_occlusion_renderer.smoothing",1);

                        VertexAttributeVector<double> scalars(mani.total_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 == "cop"){
                        static int& smoothing = CreateCVar("display.patina_renderer.smoothing",1);

                        VertexAttributeVector<double> scalars(mani.total_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 CopperRenderer(mani, smooth, scalars, max_G,bsphere_radius);
                }
                else if(short_name == "dua"){
                        VertexAttributeVector<Vec4d> colors(mani.total_vertices());
                        Vec3f c;
                        float r;

                        bsphere(mani, c,r);

            for(VertexIDIterator v = mani.vertices_begin(); v != mani.vertices_end(); ++v){
                if(mani.pos(*v)[2] < c[2]){
                                        colors[*v] = Vec4d(1, -1e10, c[2], mani.pos(*v)[2]);
                }
                else{
                    colors[*v] = Vec4d(0, c[2], 1e10, mani.pos(*v)[2]);
                }
                        }
                        renderer = new DualVertexRenderer(mani, colors);
                }
                else
                        renderer = new NormalRenderer(mani, smooth);
                
        }
        view_ctrl.set_gl_modelview();
        renderer->draw();
}