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399 jab 1
/*
2
 *  WireframeRenderer.cpp
3
 *  GEL
4
 *
5
 *  Created by J. Andreas Bærentzen on 20/09/08.
6
 *  Copyright 2008 __MyCompanyName__. All rights reserved.
7
 *
8
 */
9
 
10
#include <algorithm>
11
#include <string>
403 jab 12
#include <CGLA/Mat3x3d.h>
399 jab 13
#include <GLGraphics/glsl_shader.h>
403 jab 14
#include <HMesh/FaceCirculator.h>
399 jab 15
 
403 jab 16
#include <GLConsole/GLConsole.h>
17
 
18
#include "Renderer.h"
19
#include "curvature.h"
20
 
399 jab 21
using namespace GLGraphics;
22
using namespace CGLA;
23
using namespace HMesh;
24
using namespace std;
25
 
403 jab 26
GLuint get_noise_texture_id()
27
{
28
	static GLuint texname=0;
29
	static bool was_here = false;
30
 
31
	if(!was_here)
32
	{
33
		was_here = true;
34
		int width = 32;
35
		int height = 32;
36
		int depth = 32;
37
		vector<unsigned char> texels(width*height*depth);
38
		for (int i = 0; i < width*height*depth; ++i)
39
		{
40
			int intensity = 255.0 * (float(rand()) / RAND_MAX);
41
			texels[i] = (unsigned char) intensity;
42
		}
43
 
44
		glGenTextures(1, &texname);	
45
		glBindTexture(GL_TEXTURE_3D, texname);	
46
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
47
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
48
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
49
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
50
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
51
		glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
52
	}
53
 
54
	return texname;
55
}
56
 
57
 
399 jab 58
int WireframeRenderer::maximum_face_valency(HMesh::Manifold& m)
59
{
60
	int max_val = 0;
61
	for(FaceIter f = m.faces_begin(); f != m.faces_end(); ++f)
62
		max_val = max(max_val, no_edges(f));
63
	return max_val;
64
}
65
 
403 jab 66
WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool smooth): idbuff_renderer(0)
399 jab 67
{
68
	if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
69
	{
70
		GLint viewp[4];
71
		glGetIntegerv(GL_VIEWPORT,viewp);
72
		idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
73
	}
74
	else
75
	{
76
		glNewList(display_list,GL_COMPILE);
77
		if(GLEW_EXT_geometry_shader4)
403 jab 78
			draw_triangles_in_wireframe(m,smooth, Vec3f(1,0,0));				
399 jab 79
		else
403 jab 80
			draw_wireframe_oldfashioned(m,smooth, Vec3f(1,0,0));
399 jab 81
		glEndList();
82
	}
83
}
84
 
85
void WireframeRenderer::draw()
86
{
87
	if(idbuff_renderer)
88
		idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(0.5)); 
89
	else
90
		glCallList(display_list);
91
}
92
 
403 jab 93
void SimpleShaderRenderer::init_shaders(const std::string& vss, 
94
										const std::string& fss)
399 jab 95
{
96
	vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
97
	print_glsl_program_log(vs);
403 jab 98
 
399 jab 99
	fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
100
	print_glsl_program_log(fs);
403 jab 101
 
399 jab 102
	prog = glCreateProgram();
103
 
104
	if(vs) glAttachShader(prog, vs);
105
	if(fs) glAttachShader(prog, fs);
106
 
107
	glLinkProgram(prog);
108
	print_glsl_program_log(prog);
403 jab 109
 
110
}
111
 
112
void SimpleShaderRenderer::compile_display_list(Manifold& m, bool smooth)
113
{
399 jab 114
	glNewList(display_list,GL_COMPILE);
403 jab 115
	GLGraphics::draw(m, smooth);
116
	glEndList();	
399 jab 117
}
118
 
119
void SimpleShaderRenderer::draw()
120
{
121
	GLint old_prog;
122
	glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
123
	glUseProgram(prog);
124
	glCallList(display_list);
125
	glUseProgram(old_prog);
126
}
127
 
128
const string ReflectionLineRenderer::vss = 
129
"varying vec3 n;\n"
130
"varying vec3 v;\n"
131
"\n"
132
"void main(void)\n"
133
"{\n"
134
"	gl_Position = ftransform();\n"
135
"	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
136
"	n = normalize(gl_NormalMatrix * gl_Normal);\n"
137
"}\n";
138
 
139
 
140
const string ReflectionLineRenderer::fss = 
141
"uniform float detail;\n"
142
"\n"
143
"varying vec3 n;\n"
144
"varying vec3 v;\n"
145
"\n"
146
"void main(void)\n"
147
"{\n"
148
"	// calculate the reflection\n"
149
"	vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
401 jab 150
"	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
151
"   float diff  = dot(n,viewer_lightdir);\n"
399 jab 152
"	\n"
153
"	vec2 r2 = normalize(vec2(r[0], r[2]));\n"
154
"	vec2 x = vec2(1, 0);\n"
155
"	float angle = acos(dot(r2, x));\n"
156
"	\n"
157
"	// decide if we hit a white or black ring, based on y value\n"
401 jab 158
"	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"
399 jab 159
"}\n";
160
 
161
const string IsophoteLineRenderer::vss = 
162
"varying vec3 n;\n"
163
"varying vec3 v;\n"
164
"\n"
165
"void main(void)\n"
166
"{\n"
167
"	gl_Position = ftransform();\n"
168
"	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
169
"	n = normalize(gl_NormalMatrix * gl_Normal);\n"
170
"}\n";
171
 
172
 
173
const string IsophoteLineRenderer::fss = 
174
"uniform float detail;\n"
175
"\n"
176
"varying vec3 n;\n"
177
"varying vec3 v;\n"
178
"\n"
179
"void main(void)\n"
180
"{\n"
401 jab 181
"	vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
182
"	vec3 isophote_lightdir = viewer_lightdir;\n"
183
"	float angle = acos(dot(n, isophote_lightdir));\n"
184
"   float diff  = dot(n,viewer_lightdir);\n"
399 jab 185
"	\n"
186
"	// decide if we hit a white or black ring, based on y value\n"
401 jab 187
"	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"
399 jab 188
"}\n";
189
 
403 jab 190
const string ToonRenderer::vss = 
399 jab 191
"varying vec3 n;\n"
192
"varying vec3 v;\n"
193
"\n"
194
"void main(void)\n"
195
"{\n"
196
"	gl_Position = ftransform();\n"
197
"	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
198
"	n = normalize(gl_NormalMatrix * gl_Normal);\n"
199
"}\n";
200
 
403 jab 201
const string ToonRenderer::fss = 
399 jab 202
"varying vec3 n;\n"
203
"varying vec3 v;\n"
204
"\n"
205
"void main(void)\n"
206
"{\n"
207
"	vec3 l = normalize(-v);\n"
208
"	vec3 e = l;\n"
209
"	vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
210
"	\n"
211
"	vec4 a = vec4(0.0,0.1,.3,1.0);\n"
403 jab 212
"   float dot_ln = abs(dot(l, n));\n"
213
"	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"
214
"	vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
399 jab 215
"	\n"
403 jab 216
"	gl_FragColor =  d+s;\n"
399 jab 217
"}\n";
218
 
403 jab 219
 
220
void GlazedRenderer::draw()
221
{
222
	GLint old_prog;
223
	glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
224
	glUseProgram(prog);
225
	glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
226
	glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
227
	glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
228
	glCallList(display_list);
229
	glUseProgram(old_prog);
230
}
231
 
232
 
233
 
401 jab 234
const string GlazedRenderer::vss = 
235
"varying vec3 n;\n"
236
"varying vec3 v;\n"
403 jab 237
"varying vec3 v_obj;\n"
401 jab 238
"\n"
239
"void main(void)\n"
240
"{\n"
241
"	gl_Position = ftransform();\n"
403 jab 242
"   v_obj = gl_Vertex.xyz;\n"
401 jab 243
"	v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
244
"	n = normalize(gl_NormalMatrix * gl_Normal);\n"
245
"}\n"
246
"\n";
247
 
248
const string GlazedRenderer::fss =
403 jab 249
"uniform sampler3D noise_tex;\n"
250
"uniform float noise_scale;\n"
401 jab 251
"varying vec3 n;\n"
252
"varying vec3 v;\n"
403 jab 253
"varying vec3 v_obj;\n"
401 jab 254
"\n"
255
"vec4 glazed_shader(vec4 mat_col,  vec4 light_col, vec3 light_dir)\n"
256
"{\n"
257
"	vec3 e = normalize(-v);\n"
258
"	vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
259
"	float d = max(0.05,dot(light_dir, n));\n"
260
"	vec4 diff = mat_col * light_col *d; 	\n"
261
"	vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
262
"	return 0.15*refl + diff;\n"
263
"}\n"
264
"\n"
265
"void main(void)\n"
266
"{\n"
403 jab 267
"	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"
268
" + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\n"
401 jab 269
"	\n"
270
"	vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
271
"	vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
272
"	\n"
273
"	vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
274
"	vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
275
"	\n"
276
"	gl_FragColor = \n"
277
"	0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
278
"	0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
279
"	\n"
280
"	gl_FragColor.a = 1.0;\n"
281
"}\n";
282
 
283
 
403 jab 284
const string ScalarFieldRenderer::vss =
285
"	attribute float scalar;\n"
286
"	varying vec3 normal;\n"
287
"	varying float s;\n"
288
"	\n"
289
"	void main(void)\n"
290
"	{\n"
291
"		gl_Position =  ftransform();\n"
292
"		normal = normalize(gl_NormalMatrix * gl_Normal);\n"
293
"		s=scalar;\n"
294
"	}\n";
401 jab 295
 
403 jab 296
const string ScalarFieldRenderer::fss = 	
297
"	varying vec3 normal;\n"
298
"	varying float s;\n"
299
"	uniform float scalar_max;\n"
300
"   uniform float gamma;\n"
301
"	const vec3 light_dir = vec3(0,0,1);\n"
302
"	\n"
303
"	void main()\n"
304
"	{\n"
305
"		float dot_ln = max(0.0,dot(light_dir, normal));\n"
306
"		\n"
307
"		float s_norm = s/scalar_max;\n"
308
"		float stripe_signal = 100.0 * s_norm;\n"
309
"		vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(0,0,0,0) : vec4(.1,.1,.1,0);\n"
310
"		\n"
311
"		gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
312
"       gl_FragColor *= dot_ln;\n"
313
"       gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
314
"       gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
315
"       gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
316
"		gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
317
"	}\n";
318
 
319
ScalarFieldRenderer::ScalarFieldRenderer(HMesh::Manifold& m, bool smooth,
406 jab 320
										 std::vector<double>& field, double max_val):
321
SimpleShaderRenderer(vss,fss)
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
 
409 jrf 331
	static CVar<float> gamma("display.scalar_field_renderer.gamma",2.2f);
403 jab 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);	
409 jrf 542
	static CVar<float> curvature_lines_scale("display.line_field_renderer.line_length", .015f);
543
	static CVar<float> noise_scale("display.line_field_renderer.noise_scale", 12.0f/r);
544
	static CVar<float> noise_amplitude("display.line_field_renderer.noise_amplitude", .06f);
403 jab 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";