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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();
}