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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 <cstdlib>
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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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using namespace CVarUtils;
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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(gel_rand()) / GEL_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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406 |
jab |
322 |
std::vector<double>& field, double max_val):
|
|
|
323 |
SimpleShaderRenderer(vss,fss)
|
403 |
jab |
324 |
{
|
|
|
325 |
|
|
|
326 |
GLint old_prog;
|
|
|
327 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
328 |
glUseProgram(prog);
|
|
|
329 |
|
|
|
330 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
331 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
|
|
332 |
|
412 |
jab |
333 |
static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
|
403 |
jab |
334 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
|
|
335 |
glNewList(display_list,GL_COMPILE);
|
|
|
336 |
|
|
|
337 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
338 |
{
|
|
|
339 |
FaceCirculator fc(f);
|
|
|
340 |
if(!smooth)
|
|
|
341 |
glNormal3fv(normal(f).get());
|
|
|
342 |
if(no_edges(f)== 3)
|
|
|
343 |
glBegin(GL_TRIANGLES);
|
|
|
344 |
else
|
|
|
345 |
glBegin(GL_POLYGON);
|
|
|
346 |
|
|
|
347 |
while(!fc.end())
|
|
|
348 |
{
|
|
|
349 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
350 |
if(smooth)
|
|
|
351 |
glNormal3dv(n.get());
|
|
|
352 |
int i = fc.get_vertex()->touched;
|
|
|
353 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
|
|
354 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
355 |
++fc;
|
|
|
356 |
}
|
|
|
357 |
glEnd();
|
|
|
358 |
}
|
|
|
359 |
glEndList();
|
|
|
360 |
glUseProgram(old_prog);
|
|
|
361 |
|
|
|
362 |
}
|
|
|
363 |
|
406 |
jab |
364 |
const string AmbientOcclusionRenderer::vss =
|
|
|
365 |
" attribute float scalar;\n"
|
|
|
366 |
" varying vec3 normal;\n"
|
|
|
367 |
" varying float s;\n"
|
|
|
368 |
" \n"
|
|
|
369 |
" void main(void)\n"
|
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|
370 |
" {\n"
|
|
|
371 |
" gl_Position = ftransform();\n"
|
|
|
372 |
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
373 |
" s=scalar;\n"
|
|
|
374 |
" }\n";
|
403 |
jab |
375 |
|
406 |
jab |
376 |
const string AmbientOcclusionRenderer::fss =
|
|
|
377 |
" varying vec3 normal;\n"
|
|
|
378 |
" varying float s;\n"
|
|
|
379 |
" uniform float scalar_max;\n"
|
|
|
380 |
" uniform float gamma;\n"
|
|
|
381 |
" uniform bool lighton;\n"
|
|
|
382 |
" const vec3 light_dir = vec3(0,0,1);\n"
|
|
|
383 |
" \n"
|
|
|
384 |
" void main()\n"
|
|
|
385 |
" {\n"
|
|
|
386 |
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
|
|
|
387 |
" \n"
|
|
|
388 |
" float s_norm = min(1.0,s/scalar_max+1.0);\n"
|
|
|
389 |
" \n"
|
|
|
390 |
" gl_FragColor = s_norm * vec4(1.0);\n"
|
|
|
391 |
" if(lighton) gl_FragColor *= dot_ln;\n"
|
|
|
392 |
" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
|
|
|
393 |
" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
|
|
|
394 |
" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
|
|
|
395 |
" }\n";
|
403 |
jab |
396 |
|
406 |
jab |
397 |
AmbientOcclusionRenderer::AmbientOcclusionRenderer(HMesh::Manifold& m, bool smooth,
|
|
|
398 |
std::vector<double>& field, double max_val):
|
|
|
399 |
SimpleShaderRenderer(vss,fss)
|
|
|
400 |
{
|
403 |
jab |
401 |
GLint old_prog;
|
|
|
402 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
403 |
glUseProgram(prog);
|
|
|
404 |
|
406 |
jab |
405 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
406 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
403 |
jab |
407 |
|
412 |
jab |
408 |
static float& gamma = CreateCVar("display.ambient_occlusion_renderer.gamma",1.5f);
|
406 |
jab |
409 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
412 |
jab |
410 |
static int& lighton = CreateCVar("display.ambient_occlusion_renderer.light",1);
|
406 |
jab |
411 |
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
|
403 |
jab |
412 |
glNewList(display_list,GL_COMPILE);
|
406 |
jab |
413 |
|
403 |
jab |
414 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
415 |
{
|
|
|
416 |
FaceCirculator fc(f);
|
|
|
417 |
if(!smooth)
|
|
|
418 |
glNormal3fv(normal(f).get());
|
|
|
419 |
if(no_edges(f)== 3)
|
|
|
420 |
glBegin(GL_TRIANGLES);
|
|
|
421 |
else
|
|
|
422 |
glBegin(GL_POLYGON);
|
406 |
jab |
423 |
|
403 |
jab |
424 |
while(!fc.end())
|
|
|
425 |
{
|
|
|
426 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
427 |
if(smooth)
|
|
|
428 |
glNormal3dv(n.get());
|
|
|
429 |
int i = fc.get_vertex()->touched;
|
406 |
jab |
430 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
403 |
jab |
431 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
432 |
++fc;
|
|
|
433 |
}
|
|
|
434 |
glEnd();
|
|
|
435 |
}
|
|
|
436 |
glEndList();
|
|
|
437 |
glUseProgram(old_prog);
|
406 |
jab |
438 |
|
|
|
439 |
}
|
403 |
jab |
440 |
|
406 |
jab |
441 |
const string CopperRenderer::vss =
|
|
|
442 |
" attribute float scalar;\n"
|
|
|
443 |
" varying vec3 normal;\n"
|
|
|
444 |
"varying vec3 v_obj;\n"
|
|
|
445 |
" varying float s;\n"
|
|
|
446 |
" \n"
|
|
|
447 |
" void main(void)\n"
|
|
|
448 |
" {\n"
|
|
|
449 |
" gl_Position = ftransform();\n"
|
|
|
450 |
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
451 |
" s=scalar;\n"
|
|
|
452 |
" v_obj = gl_Vertex.xyz;\n"
|
|
|
453 |
" }\n";
|
|
|
454 |
|
|
|
455 |
const string CopperRenderer::fss =
|
|
|
456 |
"uniform sampler3D noise_tex;\n"
|
|
|
457 |
"uniform float noise_scale;\n"
|
|
|
458 |
" varying vec3 normal;\n"
|
|
|
459 |
" varying vec3 v_obj;\n"
|
|
|
460 |
" varying float s;\n"
|
|
|
461 |
" uniform float scalar_max;\n"
|
|
|
462 |
" const vec3 light_dir = vec3(0,0,1);\n"
|
|
|
463 |
" \n"
|
|
|
464 |
" float turb(vec3 x) { return 0.25*(texture3D(noise_tex,0.12*noise_scale*x).x+\n"
|
|
|
465 |
" texture3D(noise_tex,0.531*noise_scale*x).x+\n"
|
|
|
466 |
" texture3D(noise_tex,0.098*noise_scale*x).x+\n"
|
|
|
467 |
" texture3D(noise_tex,1.0121*noise_scale*x).x);}\n"
|
|
|
468 |
" void main()\n"
|
|
|
469 |
" {\n"
|
|
|
470 |
" float diff = max(0.0,dot(light_dir, normal));\n"
|
|
|
471 |
" vec3 r = normalize(2.0*dot(light_dir, normal)*normal - light_dir);\n"
|
|
|
472 |
" float spec = pow(dot(r, normal),20.0);\n"
|
|
|
473 |
" \n"
|
|
|
474 |
" float s_norm = 0.95*s/scalar_max+0.05*turb(v_obj);\n"
|
|
|
475 |
" vec4 copper = vec4(1,0.70,.5,1);\n"
|
|
|
476 |
" 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"
|
|
|
477 |
" vec4 material = copper*smoothstep(0.15,0.25,s_norm) + \n"
|
|
|
478 |
" corroded*smoothstep(0.25,0.15,s_norm)*smoothstep(-0.3,-0.05,s_norm);\n"
|
|
|
479 |
" gl_FragColor = material*diff+smoothstep(0.15,0.25,s_norm)*vec4(0.3,0.3,0.3,1)*spec;\n"
|
|
|
480 |
" }\n";
|
|
|
481 |
|
|
|
482 |
CopperRenderer::CopperRenderer(HMesh::Manifold& m, bool smooth,
|
|
|
483 |
std::vector<double>& field, double max_val, float _bsphere_rad):
|
|
|
484 |
SimpleShaderRenderer(vss,fss), bsphere_rad(_bsphere_rad)
|
|
|
485 |
{
|
|
|
486 |
GLint old_prog;
|
|
|
487 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
488 |
glUseProgram(prog);
|
|
|
489 |
|
|
|
490 |
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
|
|
|
491 |
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
|
|
|
492 |
|
412 |
jab |
493 |
static float& gamma = CreateCVar("display.patina_renderer.gamma",1.5f);
|
406 |
jab |
494 |
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
|
412 |
jab |
495 |
static int& lighton = CreateCVar("display.patina_renderer.light",1);
|
406 |
jab |
496 |
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
|
|
|
497 |
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
|
|
|
498 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
|
|
|
499 |
|
|
|
500 |
glNewList(display_list,GL_COMPILE);
|
|
|
501 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
502 |
{
|
|
|
503 |
FaceCirculator fc(f);
|
|
|
504 |
if(!smooth)
|
|
|
505 |
glNormal3fv(normal(f).get());
|
|
|
506 |
if(no_edges(f)== 3)
|
|
|
507 |
glBegin(GL_TRIANGLES);
|
|
|
508 |
else
|
|
|
509 |
glBegin(GL_POLYGON);
|
|
|
510 |
|
|
|
511 |
while(!fc.end())
|
|
|
512 |
{
|
|
|
513 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
514 |
if(smooth)
|
|
|
515 |
glNormal3dv(n.get());
|
|
|
516 |
int i = fc.get_vertex()->touched;
|
|
|
517 |
glVertexAttrib1d(scalar_attrib, field[i]);
|
|
|
518 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
519 |
++fc;
|
|
|
520 |
}
|
|
|
521 |
glEnd();
|
|
|
522 |
}
|
|
|
523 |
glEndList();
|
|
|
524 |
glUseProgram(old_prog);
|
|
|
525 |
|
403 |
jab |
526 |
}
|
|
|
527 |
|
406 |
jab |
528 |
void CopperRenderer::draw()
|
403 |
jab |
529 |
{
|
|
|
530 |
GLint old_prog;
|
|
|
531 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
532 |
glUseProgram(prog);
|
406 |
jab |
533 |
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
|
|
|
534 |
glCallList(display_list);
|
|
|
535 |
glUseProgram(old_prog);
|
|
|
536 |
}
|
|
|
537 |
|
|
|
538 |
LineFieldRenderer::LineFieldRenderer(HMesh::Manifold& m, bool smooth, vector<Vec3d>& lines, float _r):
|
|
|
539 |
SimpleShaderRenderer(vss,fss), r(_r)
|
|
|
540 |
{
|
|
|
541 |
GLint old_prog;
|
|
|
542 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
543 |
glUseProgram(prog);
|
412 |
jab |
544 |
static float& curvature_lines_scale = CreateCVar("display.line_field_renderer.line_length", .015f);
|
|
|
545 |
static float& noise_scale = CreateCVar("display.line_field_renderer.noise_scale", 12.0f/r);
|
|
|
546 |
static float& noise_amplitude = CreateCVar("display.line_field_renderer.noise_amplitude", .06f);
|
403 |
jab |
547 |
glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),curvature_lines_scale);
|
|
|
548 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
|
|
|
549 |
glUniform1fARB(glGetUniformLocationARB(prog, "noise_amplitude"),noise_amplitude);
|
406 |
jab |
550 |
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
|
|
|
551 |
GLuint direction = glGetAttribLocation(prog, "direction");
|
|
|
552 |
glNewList(display_list,GL_COMPILE);
|
|
|
553 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
554 |
{
|
|
|
555 |
FaceCirculator fc(f);
|
|
|
556 |
if(!smooth)
|
|
|
557 |
glNormal3fv(normal(f).get());
|
|
|
558 |
if(no_edges(f)== 3)
|
|
|
559 |
glBegin(GL_TRIANGLES);
|
|
|
560 |
else
|
|
|
561 |
glBegin(GL_POLYGON);
|
|
|
562 |
while(!fc.end())
|
|
|
563 |
{
|
|
|
564 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
565 |
if(smooth)
|
|
|
566 |
glNormal3dv(n.get());
|
|
|
567 |
int i = fc.get_vertex()->touched;
|
|
|
568 |
Vec3d d = lines[i];
|
|
|
569 |
d = normalize(d-n*dot(n,d));
|
|
|
570 |
glVertexAttrib3dv(direction, d.get());
|
|
|
571 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
572 |
++fc;
|
|
|
573 |
}
|
|
|
574 |
glEnd();
|
|
|
575 |
}
|
403 |
jab |
576 |
|
406 |
jab |
577 |
glBindTexture(GL_TEXTURE_3D, 0);
|
|
|
578 |
glEndList();
|
|
|
579 |
glUseProgram(old_prog);
|
|
|
580 |
|
|
|
581 |
}
|
|
|
582 |
|
|
|
583 |
void LineFieldRenderer::draw()
|
|
|
584 |
{
|
|
|
585 |
GLint old_prog;
|
|
|
586 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
587 |
glUseProgram(prog);
|
403 |
jab |
588 |
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
|
|
|
589 |
glCallList(display_list);
|
406 |
jab |
590 |
glBindTexture(GL_TEXTURE_3D, 0);
|
403 |
jab |
591 |
glUseProgram(old_prog);
|
|
|
592 |
}
|
|
|
593 |
|
|
|
594 |
const string LineFieldRenderer::vss =
|
|
|
595 |
"attribute vec3 direction;\n"
|
|
|
596 |
"varying vec3 n;\n"
|
|
|
597 |
"varying vec3 dir_obj;\n"
|
|
|
598 |
"varying vec3 v_obj;\n"
|
|
|
599 |
"\n"
|
|
|
600 |
"void main(void)\n"
|
|
|
601 |
"{\n"
|
|
|
602 |
" gl_Position = ftransform();\n"
|
|
|
603 |
" v_obj = gl_Vertex.xyz;\n"
|
|
|
604 |
" dir_obj = direction;\n"
|
|
|
605 |
" n = normalize(gl_NormalMatrix * gl_Normal);\n"
|
|
|
606 |
"}\n";
|
|
|
607 |
|
|
|
608 |
const string LineFieldRenderer::fss =
|
|
|
609 |
"uniform sampler3D noise_tex;\n"
|
|
|
610 |
"uniform float scale_line;\n"
|
|
|
611 |
"uniform float noise_amplitude;\n"
|
|
|
612 |
"uniform float noise_scale;\n"
|
|
|
613 |
"varying vec3 n;\n"
|
|
|
614 |
"varying vec3 dir_obj;\n"
|
|
|
615 |
"varying vec3 v_obj;\n"
|
|
|
616 |
"\n"
|
412 |
jab |
617 |
"float tex(vec3 p) {return smoothstep(0.23,0.25,texture3D(noise_tex, p).x);}\n"
|
403 |
jab |
618 |
"void main(void)\n"
|
|
|
619 |
"{\n"
|
|
|
620 |
" float I = "
|
|
|
621 |
" tex(noise_scale*v_obj + 6.0*scale_line*dir_obj) + \n"
|
|
|
622 |
" tex(noise_scale*v_obj - 6.0*scale_line*dir_obj) + \n"
|
|
|
623 |
" tex(noise_scale*v_obj + 5.0*scale_line*dir_obj) + \n"
|
|
|
624 |
" tex(noise_scale*v_obj - 5.0*scale_line*dir_obj) + \n"
|
|
|
625 |
" tex(noise_scale*v_obj + 4.0*scale_line*dir_obj) + \n"
|
|
|
626 |
" tex(noise_scale*v_obj - 4.0*scale_line*dir_obj) + \n"
|
|
|
627 |
" tex(noise_scale*v_obj + 3.0*scale_line*dir_obj) + \n"
|
|
|
628 |
" tex(noise_scale*v_obj - 3.0*scale_line*dir_obj) + \n"
|
|
|
629 |
" tex(noise_scale*v_obj + 2.0*scale_line*dir_obj) + \n"
|
|
|
630 |
" tex(noise_scale*v_obj - 2.0*scale_line*dir_obj) + \n"
|
|
|
631 |
" tex(noise_scale*v_obj + 1.0*scale_line*dir_obj) + \n"
|
|
|
632 |
" tex(noise_scale*v_obj - 1.0*scale_line*dir_obj) + \n"
|
|
|
633 |
" tex(noise_scale*v_obj); \n"
|
|
|
634 |
" \n"
|
|
|
635 |
" float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
|
412 |
jab |
636 |
" gl_FragColor.rgb = vec3(1)*diff*I*(1.0/13.0);\n"
|
403 |
jab |
637 |
" gl_FragColor.a = 1.0;\n"
|
|
|
638 |
"}\n";
|
456 |
jab |
639 |
|
|
|
640 |
const string DualVertexRenderer::vss =
|
|
|
641 |
"#version 120\n"
|
|
|
642 |
"#extension GL_EXT_gpu_shader4 : enable\n"
|
|
|
643 |
"varying vec4 diffuseIn;\n"
|
|
|
644 |
"varying vec3 normalIn;\n"
|
|
|
645 |
"void main(void)\n"
|
|
|
646 |
"{\n"
|
|
|
647 |
" diffuseIn = gl_Color;\n"
|
|
|
648 |
" normalIn = normalize(gl_NormalMatrix*gl_Normal);\n"
|
|
|
649 |
" gl_Position = ftransform();\n"
|
|
|
650 |
"}\n";
|
|
|
651 |
|
|
|
652 |
const string DualVertexRenderer::gss =
|
|
|
653 |
"#version 120\n"
|
|
|
654 |
"#extension GL_EXT_gpu_shader4 : enable\n"
|
|
|
655 |
"#extension GL_EXT_geometry_shader4 : enable\n"
|
|
|
656 |
"\n"
|
|
|
657 |
"varying in vec4 diffuseIn[3];\n"
|
|
|
658 |
"varying in vec3 normalIn[3];\n"
|
|
|
659 |
"varying vec4 diffuse[3];\n"
|
|
|
660 |
"varying float f;\n"
|
|
|
661 |
"varying vec3 normal;\n"
|
|
|
662 |
"void main(void)\n"
|
|
|
663 |
"{\n"
|
|
|
664 |
" diffuse[0] = diffuseIn[0];\n"
|
|
|
665 |
" diffuse[1] = diffuseIn[1];\n"
|
|
|
666 |
" diffuse[2] = diffuseIn[2];\n"
|
|
|
667 |
"\n"
|
|
|
668 |
" f = diffuseIn[0].a;\n"
|
|
|
669 |
" gl_Position = gl_PositionIn[0];\n"
|
|
|
670 |
" normal = normalIn[0];\n"
|
|
|
671 |
" EmitVertex();\n"
|
|
|
672 |
" \n"
|
|
|
673 |
" f = diffuseIn[1].a;\n"
|
|
|
674 |
" gl_Position = gl_PositionIn[1];\n"
|
|
|
675 |
" normal = normalIn[1];\n"
|
|
|
676 |
" EmitVertex();\n"
|
|
|
677 |
"\n"
|
|
|
678 |
" f = diffuseIn[2].a;\n"
|
|
|
679 |
" gl_Position = gl_PositionIn[2];\n"
|
|
|
680 |
" normal = normalIn[2];\n"
|
|
|
681 |
" EmitVertex();\n"
|
|
|
682 |
"\n"
|
|
|
683 |
" EndPrimitive();\n"
|
|
|
684 |
"}\n";
|
|
|
685 |
|
|
|
686 |
const string DualVertexRenderer::fss =
|
|
|
687 |
"#version 120\n"
|
|
|
688 |
"#extension GL_EXT_gpu_shader4 : enable\n"
|
|
|
689 |
"\n"
|
|
|
690 |
"varying float f;\n"
|
|
|
691 |
"varying vec4 diffuse[3];\n"
|
|
|
692 |
"varying vec3 normal;\n"
|
|
|
693 |
"\n"
|
|
|
694 |
"void main(void)\n"
|
|
|
695 |
"{\n"
|
|
|
696 |
" float col_idx=0;\n"
|
|
|
697 |
" if(f>diffuse[0].g && f<diffuse[0].b)\n"
|
|
|
698 |
" col_idx = diffuse[0].r;\n"
|
|
|
699 |
" else if(f>diffuse[1].g && f<diffuse[1].b)\n"
|
|
|
700 |
" col_idx = diffuse[1].r;\n"
|
|
|
701 |
" else if(f>diffuse[2].g && f<diffuse[2].b)\n"
|
|
|
702 |
" col_idx = diffuse[2].r;\n"
|
|
|
703 |
" vec4 col = col_idx < .5 ? vec4(1,0,0,0) : vec4(0,0,1,0);\n"
|
|
|
704 |
"\n"
|
|
|
705 |
" gl_FragColor =col*dot(normal, vec3(0,0,1));\n"
|
|
|
706 |
"}\n";
|
|
|
707 |
|
|
|
708 |
|
|
|
709 |
|
|
|
710 |
|
|
|
711 |
DualVertexRenderer::DualVertexRenderer(HMesh::Manifold& m, std::vector<Vec4d>& field)
|
|
|
712 |
{
|
|
|
713 |
// Create the program
|
|
|
714 |
static GLuint prog = glCreateProgram();
|
|
|
715 |
|
|
|
716 |
static bool was_here = false;
|
|
|
717 |
if(!was_here)
|
|
|
718 |
{
|
|
|
719 |
was_here = true;
|
|
|
720 |
// Create s haders directly from file
|
|
|
721 |
static GLuint vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
|
|
|
722 |
static GLuint gs = create_glsl_shader(GL_GEOMETRY_SHADER_EXT, gss);
|
|
|
723 |
static GLuint fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
|
|
|
724 |
|
|
|
725 |
// Attach all shaders
|
|
|
726 |
if(vs) glAttachShader(prog, vs);
|
|
|
727 |
if(gs) glAttachShader(prog, gs);
|
|
|
728 |
if(fs) glAttachShader(prog, fs);
|
|
|
729 |
|
|
|
730 |
// Specify input and output for the geometry shader. Note that this must be
|
|
|
731 |
// done before linking the program.
|
|
|
732 |
glProgramParameteriEXT(prog,GL_GEOMETRY_INPUT_TYPE_EXT,GL_TRIANGLES);
|
|
|
733 |
glProgramParameteriEXT(prog,GL_GEOMETRY_VERTICES_OUT_EXT,3);
|
|
|
734 |
glProgramParameteriEXT(prog,GL_GEOMETRY_OUTPUT_TYPE_EXT,GL_TRIANGLE_STRIP);
|
|
|
735 |
|
|
|
736 |
// Link the program object and print out the info log
|
|
|
737 |
glLinkProgram(prog);
|
|
|
738 |
}
|
|
|
739 |
|
|
|
740 |
|
|
|
741 |
|
|
|
742 |
GLint old_prog;
|
|
|
743 |
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
|
|
|
744 |
|
|
|
745 |
glNewList(display_list,GL_COMPILE);
|
|
|
746 |
glUseProgram(prog);
|
|
|
747 |
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
|
|
|
748 |
{
|
|
|
749 |
FaceCirculator fc(f);
|
|
|
750 |
if(no_edges(f) != 3)
|
|
|
751 |
continue;
|
|
|
752 |
else
|
|
|
753 |
glBegin(GL_TRIANGLES);
|
|
|
754 |
|
|
|
755 |
while(!fc.end())
|
|
|
756 |
{
|
|
|
757 |
Vec3d n(normal(fc.get_vertex()));
|
|
|
758 |
glNormal3dv(n.get());
|
|
|
759 |
int i = fc.get_vertex()->touched;
|
|
|
760 |
glColor4dv(field[i].get());
|
|
|
761 |
glVertex3fv(fc.get_vertex()->pos.get());
|
|
|
762 |
++fc;
|
|
|
763 |
}
|
|
|
764 |
glEnd();
|
|
|
765 |
}
|
|
|
766 |
glUseProgram(old_prog);
|
|
|
767 |
glEndList();
|
|
|
768 |
|
|
|
769 |
}
|
|
|
770 |
|
|
|
771 |
|
|
|
772 |
|