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/*
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* WireframeRenderer.cpp
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* GEL
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*
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* Created by J. Andreas Bærentzen on 20/09/08.
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* Copyright 2008 __MyCompanyName__. All rights reserved.
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*
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*/
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#include <algorithm>
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#include <string>
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#include <CGLA/Mat3x3d.h>
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#include <GLGraphics/glsl_shader.h>
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#include <HMesh/FaceCirculator.h>
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#include <GLConsole/GLConsole.h>
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#include "Renderer.h"
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#include "curvature.h"
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using namespace GLGraphics;
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using namespace CGLA;
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using namespace HMesh;
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using namespace std;
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GLuint get_noise_texture_id()
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{
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static GLuint texname=0;
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static bool was_here = false;
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if(!was_here)
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{
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was_here = true;
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int width = 32;
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int height = 32;
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int depth = 32;
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vector<unsigned char> texels(width*height*depth);
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for (int i = 0; i < width*height*depth; ++i)
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{
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int intensity = 255.0 * (float(rand()) / RAND_MAX);
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texels[i] = (unsigned char) intensity;
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}
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glGenTextures(1, &texname);
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glBindTexture(GL_TEXTURE_3D, texname);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
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glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
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}
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return texname;
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}
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int WireframeRenderer::maximum_face_valency(HMesh::Manifold& m)
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{
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int max_val = 0;
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for(FaceIter f = m.faces_begin(); f != m.faces_end(); ++f)
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max_val = max(max_val, no_edges(f));
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return max_val;
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}
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WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
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{
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if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
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{
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GLint viewp[4];
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glGetIntegerv(GL_VIEWPORT,viewp);
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idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
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}
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else
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{
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glNewList(display_list,GL_COMPILE);
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if(GLEW_EXT_geometry_shader4)
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draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));
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else
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draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
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glEndList();
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}
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}
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void WireframeRenderer::draw()
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{
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if(idbuff_renderer)
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idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(0.5));
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else
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glCallList(display_list);
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}
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void SimpleShaderRenderer::init_shaders(const std::string& vss,
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const std::string& fss)
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{
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vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
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print_glsl_program_log(vs);
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fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
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print_glsl_program_log(fs);
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prog = glCreateProgram();
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if(vs) glAttachShader(prog, vs);
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if(fs) glAttachShader(prog, fs);
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glLinkProgram(prog);
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print_glsl_program_log(prog);
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}
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void SimpleShaderRenderer::compile_display_list(Manifold& m, bool smooth)
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{
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glNewList(display_list,GL_COMPILE);
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GLGraphics::draw(m, smooth);
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glEndList();
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}
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void SimpleShaderRenderer::draw()
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{
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GLint old_prog;
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glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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glUseProgram(prog);
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glCallList(display_list);
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glUseProgram(old_prog);
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}
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const string ReflectionLineRenderer::vss =
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform();\n"
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" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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" n = normalize(gl_NormalMatrix * gl_Normal);\n"
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"}\n";
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const string ReflectionLineRenderer::fss =
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"uniform float detail;\n"
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"\n"
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" // calculate the reflection\n"
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" vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
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" vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
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" float diff = dot(n,viewer_lightdir);\n"
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" \n"
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" vec2 r2 = normalize(vec2(r[0], r[2]));\n"
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" vec2 x = vec2(1, 0);\n"
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" float angle = acos(dot(r2, x));\n"
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" \n"
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" // decide if we hit a white or black ring, based on y value\n"
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" gl_FragColor = diff * vec4(0.5,0.5,0.4,0.0) + smoothstep(0.8, 1.0,cos(13.0*angle)) * vec4(0.5,0.5,0.6,0.0);\n"
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"}\n";
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const string IsophoteLineRenderer::vss =
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform();\n"
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" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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" n = normalize(gl_NormalMatrix * gl_Normal);\n"
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"}\n";
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const string IsophoteLineRenderer::fss =
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"uniform float detail;\n"
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"\n"
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
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" vec3 isophote_lightdir = viewer_lightdir;\n"
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" float angle = acos(dot(n, isophote_lightdir));\n"
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" float diff = dot(n,viewer_lightdir);\n"
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" \n"
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" // decide if we hit a white or black ring, based on y value\n"
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" gl_FragColor = diff * vec4(0.5,0.5,0.4,0.0) + smoothstep(0.8, 1.0,cos(20.0*angle)) * vec4(0.5,0.5,0.6,0.0);\n"
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"}\n";
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const string ToonRenderer::vss =
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform();\n"
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" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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" n = normalize(gl_NormalMatrix * gl_Normal);\n"
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"}\n";
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const string ToonRenderer::fss =
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" vec3 l = normalize(-v);\n"
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" vec3 e = l;\n"
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" vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
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" \n"
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" vec4 a = vec4(0.0,0.1,.3,1.0);\n"
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" float dot_ln = abs(dot(l, n));\n"
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" 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"
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" vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
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" \n"
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" gl_FragColor = d+s;\n"
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"}\n";
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void GlazedRenderer::draw()
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{
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GLint old_prog;
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glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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glUseProgram(prog);
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glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
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glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
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glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
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glCallList(display_list);
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glUseProgram(old_prog);
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}
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const string GlazedRenderer::vss =
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"varying vec3 v_obj;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform();\n"
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" v_obj = gl_Vertex.xyz;\n"
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" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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" n = normalize(gl_NormalMatrix * gl_Normal);\n"
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"}\n"
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"\n";
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const string GlazedRenderer::fss =
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"uniform sampler3D noise_tex;\n"
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"uniform float noise_scale;\n"
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"varying vec3 n;\n"
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"varying vec3 v;\n"
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"varying vec3 v_obj;\n"
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"\n"
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"vec4 glazed_shader(vec4 mat_col, vec4 light_col, vec3 light_dir)\n"
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"{\n"
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" vec3 e = normalize(-v);\n"
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" vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
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" float d = max(0.05,dot(light_dir, n));\n"
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" vec4 diff = mat_col * light_col *d; \n"
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" vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
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" return 0.15*refl + diff;\n"
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"}\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" 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"
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" + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
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" \n"
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" vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
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" vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
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" \n"
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" vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
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" vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
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" \n"
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" gl_FragColor = \n"
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" 0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
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" 0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
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" \n"
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" gl_FragColor.a = 1.0;\n"
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"}\n";
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const string ScalarFieldRenderer::vss =
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" attribute float scalar;\n"
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" varying vec3 normal;\n"
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" varying float s;\n"
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" \n"
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" void main(void)\n"
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" {\n"
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" gl_Position = ftransform();\n"
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" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
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" s=scalar;\n"
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" }\n";
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const string ScalarFieldRenderer::fss =
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" varying vec3 normal;\n"
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" varying float s;\n"
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" uniform float scalar_max;\n"
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" uniform float gamma;\n"
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" const vec3 light_dir = vec3(0,0,1);\n"
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" \n"
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" void main()\n"
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" {\n"
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" float dot_ln = max(0.0,dot(light_dir, normal));\n"
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" \n"
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" float s_norm = s/scalar_max;\n"
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" float stripe_signal = 100.0 * s_norm;\n"
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" vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(0,0,0,0) : vec4(.1,.1,.1,0);\n"
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" \n"
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" gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
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" gl_FragColor *= dot_ln;\n"
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" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
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" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
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" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
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" gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
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" }\n";
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ScalarFieldRenderer::ScalarFieldRenderer(HMesh::Manifold& m, bool smooth,
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jab |
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std::vector<double>& field, double max_val):
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SimpleShaderRenderer(vss,fss)
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403 |
jab |
322 |
{
|
|
|
323 |
|
|
|
324 |
GLint old_prog;
|
|
|
325 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
326 |
glUseProgram(prog);
|
|
|
327 |
|
|
|
328 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
329 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
|
|
330 |
|
|
|
331 |
static CVar<float> gamma("display.scalar_field_renderer.gamma",2.2);
|
|
|
332 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
|
|
333 |
glNewList(display_list,GL_COMPILE);
|
|
|
334 |
|
|
|
335 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
336 |
{
|
|
|
337 |
FaceCirculator fc(f);
|
|
|
338 |
if(!smooth)
|
|
|
339 |
glNormal3fv(normal(f).get());
|
|
|
340 |
if(no_edges(f)== 3)
|
|
|
341 |
glBegin(GL_TRIANGLES);
|
|
|
342 |
else
|
|
|
343 |
glBegin(GL_POLYGON);
|
|
|
344 |
|
|
|
345 |
while(!fc.end())
|
|
|
346 |
{
|
|
|
347 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
348 |
if(smooth)
|
|
|
349 |
glNormal3dv(n.get());
|
|
|
350 |
int i = fc.get_vertex()->touched;
|
|
|
351 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
|
|
352 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
353 |
++fc;
|
|
|
354 |
}
|
|
|
355 |
glEnd();
|
|
|
356 |
}
|
|
|
357 |
glEndList();
|
|
|
358 |
glUseProgram(old_prog);
|
|
|
359 |
|
|
|
360 |
}
|
|
|
361 |
|
406 |
jab |
362 |
const string AmbientOcclusionRenderer::vss =
|
|
|
363 |
" attribute float scalar;\n"
|
|
|
364 |
" varying vec3 normal;\n"
|
|
|
365 |
" varying float s;\n"
|
|
|
366 |
" \n"
|
|
|
367 |
" void main(void)\n"
|
|
|
368 |
" {\n"
|
|
|
369 |
" gl_Position = ftransform();\n"
|
|
|
370 |
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
371 |
" s=scalar;\n"
|
|
|
372 |
" }\n";
|
403 |
jab |
373 |
|
406 |
jab |
374 |
const string AmbientOcclusionRenderer::fss =
|
|
|
375 |
" varying vec3 normal;\n"
|
|
|
376 |
" varying float s;\n"
|
|
|
377 |
" uniform float scalar_max;\n"
|
|
|
378 |
" uniform float gamma;\n"
|
|
|
379 |
" uniform bool lighton;\n"
|
|
|
380 |
" const vec3 light_dir = vec3(0,0,1);\n"
|
|
|
381 |
" \n"
|
|
|
382 |
" void main()\n"
|
|
|
383 |
" {\n"
|
|
|
384 |
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
|
|
|
385 |
" \n"
|
|
|
386 |
" float s_norm = min(1.0,s/scalar_max+1.0);\n"
|
|
|
387 |
" \n"
|
|
|
388 |
" gl_FragColor = s_norm * vec4(1.0);\n"
|
|
|
389 |
" if(lighton) gl_FragColor *= dot_ln;\n"
|
|
|
390 |
" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
|
|
|
391 |
" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
|
|
|
392 |
" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
|
|
|
393 |
" }\n";
|
403 |
jab |
394 |
|
406 |
jab |
395 |
AmbientOcclusionRenderer::AmbientOcclusionRenderer(HMesh::Manifold& m, bool smooth,
|
|
|
396 |
std::vector<double>& field, double max_val):
|
|
|
397 |
SimpleShaderRenderer(vss,fss)
|
|
|
398 |
{
|
403 |
jab |
399 |
GLint old_prog;
|
|
|
400 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
401 |
glUseProgram(prog);
|
|
|
402 |
|
406 |
jab |
403 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
404 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
403 |
jab |
405 |
|
406 |
jab |
406 |
static CVar<float> gamma("display.ambient_occlusion_renderer.gamma",1.5);
|
|
|
407 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
|
|
408 |
static CVar<int> lighton("display.ambient_occlusion_renderer.light",1);
|
|
|
409 |
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
|
403 |
jab |
410 |
glNewList(display_list,GL_COMPILE);
|
406 |
jab |
411 |
|
403 |
jab |
412 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
413 |
{
|
|
|
414 |
FaceCirculator fc(f);
|
|
|
415 |
if(!smooth)
|
|
|
416 |
glNormal3fv(normal(f).get());
|
|
|
417 |
if(no_edges(f)== 3)
|
|
|
418 |
glBegin(GL_TRIANGLES);
|
|
|
419 |
else
|
|
|
420 |
glBegin(GL_POLYGON);
|
406 |
jab |
421 |
|
403 |
jab |
422 |
while(!fc.end())
|
|
|
423 |
{
|
|
|
424 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
425 |
if(smooth)
|
|
|
426 |
glNormal3dv(n.get());
|
|
|
427 |
int i = fc.get_vertex()->touched;
|
406 |
jab |
428 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
403 |
jab |
429 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
430 |
++fc;
|
|
|
431 |
}
|
|
|
432 |
glEnd();
|
|
|
433 |
}
|
|
|
434 |
glEndList();
|
|
|
435 |
glUseProgram(old_prog);
|
406 |
jab |
436 |
|
|
|
437 |
}
|
403 |
jab |
438 |
|
406 |
jab |
439 |
const string CopperRenderer::vss =
|
|
|
440 |
" attribute float scalar;\n"
|
|
|
441 |
" varying vec3 normal;\n"
|
|
|
442 |
"varying vec3 v_obj;\n"
|
|
|
443 |
" varying float s;\n"
|
|
|
444 |
" \n"
|
|
|
445 |
" void main(void)\n"
|
|
|
446 |
" {\n"
|
|
|
447 |
" gl_Position = ftransform();\n"
|
|
|
448 |
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
449 |
" s=scalar;\n"
|
|
|
450 |
" v_obj = gl_Vertex.xyz;\n"
|
|
|
451 |
" }\n";
|
|
|
452 |
|
|
|
453 |
const string CopperRenderer::fss =
|
|
|
454 |
"uniform sampler3D noise_tex;\n"
|
|
|
455 |
"uniform float noise_scale;\n"
|
|
|
456 |
" varying vec3 normal;\n"
|
|
|
457 |
" varying vec3 v_obj;\n"
|
|
|
458 |
" varying float s;\n"
|
|
|
459 |
" uniform float scalar_max;\n"
|
|
|
460 |
" const vec3 light_dir = vec3(0,0,1);\n"
|
|
|
461 |
" \n"
|
|
|
462 |
" float turb(vec3 x) { return 0.25*(texture3D(noise_tex,0.12*noise_scale*x).x+\n"
|
|
|
463 |
" texture3D(noise_tex,0.531*noise_scale*x).x+\n"
|
|
|
464 |
" texture3D(noise_tex,0.098*noise_scale*x).x+\n"
|
|
|
465 |
" texture3D(noise_tex,1.0121*noise_scale*x).x);}\n"
|
|
|
466 |
" void main()\n"
|
|
|
467 |
" {\n"
|
|
|
468 |
" float diff = max(0.0,dot(light_dir, normal));\n"
|
|
|
469 |
" vec3 r = normalize(2.0*dot(light_dir, normal)*normal - light_dir);\n"
|
|
|
470 |
" float spec = pow(dot(r, normal),20.0);\n"
|
|
|
471 |
" \n"
|
|
|
472 |
" float s_norm = 0.95*s/scalar_max+0.05*turb(v_obj);\n"
|
|
|
473 |
" vec4 copper = vec4(1,0.70,.5,1);\n"
|
|
|
474 |
" vec4 corroded = vec4(0.43,0.59,0.5,1)+vec4(0.15,0.15,0.15,1.0)*abs(0.5+0.5*turb(v_obj));\n"
|
|
|
475 |
" vec4 material = copper*smoothstep(0.15,0.25,s_norm) + \n"
|
|
|
476 |
" corroded*smoothstep(0.25,0.15,s_norm)*smoothstep(-0.3,-0.05,s_norm);\n"
|
|
|
477 |
" gl_FragColor = material*diff+smoothstep(0.15,0.25,s_norm)*vec4(0.3,0.3,0.3,1)*spec;\n"
|
|
|
478 |
" }\n";
|
|
|
479 |
|
|
|
480 |
CopperRenderer::CopperRenderer(HMesh::Manifold& m, bool smooth,
|
|
|
481 |
std::vector<double>& field, double max_val, float _bsphere_rad):
|
|
|
482 |
SimpleShaderRenderer(vss,fss), bsphere_rad(_bsphere_rad)
|
|
|
483 |
{
|
|
|
484 |
GLint old_prog;
|
|
|
485 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
486 |
glUseProgram(prog);
|
|
|
487 |
|
|
|
488 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
489 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
|
|
490 |
|
|
|
491 |
static CVar<float> gamma("display.patina_renderer.gamma",1.5);
|
|
|
492 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
|
|
493 |
static CVar<int> lighton("display.patina_renderer.light",1);
|
|
|
494 |
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
|
|
|
495 |
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
|
|
|
496 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
|
|
|
497 |
|
|
|
498 |
glNewList(display_list,GL_COMPILE);
|
|
|
499 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
500 |
{
|
|
|
501 |
FaceCirculator fc(f);
|
|
|
502 |
if(!smooth)
|
|
|
503 |
glNormal3fv(normal(f).get());
|
|
|
504 |
if(no_edges(f)== 3)
|
|
|
505 |
glBegin(GL_TRIANGLES);
|
|
|
506 |
else
|
|
|
507 |
glBegin(GL_POLYGON);
|
|
|
508 |
|
|
|
509 |
while(!fc.end())
|
|
|
510 |
{
|
|
|
511 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
512 |
if(smooth)
|
|
|
513 |
glNormal3dv(n.get());
|
|
|
514 |
int i = fc.get_vertex()->touched;
|
|
|
515 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
|
|
516 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
517 |
++fc;
|
|
|
518 |
}
|
|
|
519 |
glEnd();
|
|
|
520 |
}
|
|
|
521 |
glEndList();
|
|
|
522 |
glUseProgram(old_prog);
|
|
|
523 |
|
403 |
jab |
524 |
}
|
|
|
525 |
|
406 |
jab |
526 |
void CopperRenderer::draw()
|
403 |
jab |
527 |
{
|
|
|
528 |
GLint old_prog;
|
|
|
529 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
530 |
glUseProgram(prog);
|
406 |
jab |
531 |
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
|
|
|
532 |
glCallList(display_list);
|
|
|
533 |
glUseProgram(old_prog);
|
|
|
534 |
}
|
|
|
535 |
|
|
|
536 |
LineFieldRenderer::LineFieldRenderer(HMesh::Manifold& m, bool smooth, vector<Vec3d>& lines, float _r):
|
|
|
537 |
SimpleShaderRenderer(vss,fss), r(_r)
|
|
|
538 |
{
|
|
|
539 |
GLint old_prog;
|
|
|
540 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
541 |
glUseProgram(prog);
|
403 |
jab |
542 |
static CVar<float> curvature_lines_scale("display.line_field_renderer.line_length", .015);
|
|
|
543 |
static CVar<float> noise_scale("display.line_field_renderer.noise_scale", 12.0/r);
|
|
|
544 |
static CVar<float> noise_amplitude("display.line_field_renderer.noise_amplitude", .06);
|
|
|
545 |
glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),curvature_lines_scale);
|
|
|
546 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
|
|
|
547 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_amplitude"),noise_amplitude);
|
406 |
jab |
548 |
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
|
|
|
549 |
GLuint direction = glGetAttribLocation(prog, "direction");
|
|
|
550 |
glNewList(display_list,GL_COMPILE);
|
|
|
551 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
552 |
{
|
|
|
553 |
FaceCirculator fc(f);
|
|
|
554 |
if(!smooth)
|
|
|
555 |
glNormal3fv(normal(f).get());
|
|
|
556 |
if(no_edges(f)== 3)
|
|
|
557 |
glBegin(GL_TRIANGLES);
|
|
|
558 |
else
|
|
|
559 |
glBegin(GL_POLYGON);
|
|
|
560 |
while(!fc.end())
|
|
|
561 |
{
|
|
|
562 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
563 |
if(smooth)
|
|
|
564 |
glNormal3dv(n.get());
|
|
|
565 |
int i = fc.get_vertex()->touched;
|
|
|
566 |
Vec3d d = lines[i];
|
|
|
567 |
d = normalize(d-n*dot(n,d));
|
|
|
568 |
glVertexAttrib3dv(direction, d.get());
|
|
|
569 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
570 |
++fc;
|
|
|
571 |
}
|
|
|
572 |
glEnd();
|
|
|
573 |
}
|
403 |
jab |
574 |
|
406 |
jab |
575 |
glBindTexture(GL_TEXTURE_3D, 0);
|
|
|
576 |
glEndList();
|
|
|
577 |
glUseProgram(old_prog);
|
|
|
578 |
|
|
|
579 |
}
|
|
|
580 |
|
|
|
581 |
void LineFieldRenderer::draw()
|
|
|
582 |
{
|
|
|
583 |
GLint old_prog;
|
|
|
584 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
585 |
glUseProgram(prog);
|
403 |
jab |
586 |
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
|
|
|
587 |
glCallList(display_list);
|
406 |
jab |
588 |
glBindTexture(GL_TEXTURE_3D, 0);
|
403 |
jab |
589 |
glUseProgram(old_prog);
|
|
|
590 |
}
|
|
|
591 |
|
|
|
592 |
const string LineFieldRenderer::vss =
|
|
|
593 |
"attribute vec3 direction;\n"
|
|
|
594 |
"varying vec3 n;\n"
|
|
|
595 |
"varying vec3 dir_obj;\n"
|
|
|
596 |
"varying vec3 v_obj;\n"
|
|
|
597 |
"\n"
|
|
|
598 |
"void main(void)\n"
|
|
|
599 |
"{\n"
|
|
|
600 |
" gl_Position = ftransform();\n"
|
|
|
601 |
" v_obj = gl_Vertex.xyz;\n"
|
|
|
602 |
" dir_obj = direction;\n"
|
|
|
603 |
" n = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
604 |
"}\n";
|
|
|
605 |
|
|
|
606 |
const string LineFieldRenderer::fss =
|
|
|
607 |
"uniform sampler3D noise_tex;\n"
|
|
|
608 |
"uniform float scale_line;\n"
|
|
|
609 |
"uniform float noise_amplitude;\n"
|
|
|
610 |
"uniform float noise_scale;\n"
|
|
|
611 |
"varying vec3 n;\n"
|
|
|
612 |
"varying vec3 dir_obj;\n"
|
|
|
613 |
"varying vec3 v_obj;\n"
|
|
|
614 |
"\n"
|
|
|
615 |
"float tex(vec3 p) {return smoothstep(0.25,0.5,texture3D(noise_tex, p).x);}\n"
|
|
|
616 |
"void main(void)\n"
|
|
|
617 |
"{\n"
|
|
|
618 |
" float I = "
|
|
|
619 |
" tex(noise_scale*v_obj + 6.0*scale_line*dir_obj) + \n"
|
|
|
620 |
" tex(noise_scale*v_obj - 6.0*scale_line*dir_obj) + \n"
|
|
|
621 |
" tex(noise_scale*v_obj + 5.0*scale_line*dir_obj) + \n"
|
|
|
622 |
" tex(noise_scale*v_obj - 5.0*scale_line*dir_obj) + \n"
|
|
|
623 |
" tex(noise_scale*v_obj + 4.0*scale_line*dir_obj) + \n"
|
|
|
624 |
" tex(noise_scale*v_obj - 4.0*scale_line*dir_obj) + \n"
|
|
|
625 |
" tex(noise_scale*v_obj + 3.0*scale_line*dir_obj) + \n"
|
|
|
626 |
" tex(noise_scale*v_obj - 3.0*scale_line*dir_obj) + \n"
|
|
|
627 |
" tex(noise_scale*v_obj + 2.0*scale_line*dir_obj) + \n"
|
|
|
628 |
" tex(noise_scale*v_obj - 2.0*scale_line*dir_obj) + \n"
|
|
|
629 |
" tex(noise_scale*v_obj + 1.0*scale_line*dir_obj) + \n"
|
|
|
630 |
" tex(noise_scale*v_obj - 1.0*scale_line*dir_obj) + \n"
|
|
|
631 |
" tex(noise_scale*v_obj); \n"
|
|
|
632 |
" \n"
|
|
|
633 |
" float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
|
|
|
634 |
" gl_FragColor.rgb = vec3(1)*diff*I*noise_amplitude;\n"
|
|
|
635 |
" gl_FragColor.a = 1.0;\n"
|
|
|
636 |
"}\n";
|