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/*
 *  WireframeRenderer.cpp
 *  GEL
 *
 *  Created by J. Andreas Bærentzen on 20/09/08.
 *  Copyright 2008 __MyCompanyName__. All rights reserved.
 *
 */

#include <algorithm>
#include <string>
#include "Renderer.h"
#include <GLGraphics/glsl_shader.h>

using namespace GLGraphics;
using namespace CGLA;
using namespace HMesh;
using namespace std;

int WireframeRenderer::maximum_face_valency(HMesh::Manifold& m)
{
        int max_val = 0;
        for(FaceIter f = m.faces_begin(); f != m.faces_end(); ++f)
                max_val = max(max_val, no_edges(f));
        return max_val;
}


WireframeRenderer::WireframeRenderer(HMesh::Manifold& m, bool flat): idbuff_renderer(0)
{
        if(GLEW_EXT_geometry_shader4 && maximum_face_valency(m) > 3)
        {
                GLint viewp[4];
                glGetIntegerv(GL_VIEWPORT,viewp);
                idbuff_renderer = new IDBufferWireframeRenderer(viewp[2], viewp[3], m);
        }
        else
        {
                glNewList(display_list,GL_COMPILE);
                if(GLEW_EXT_geometry_shader4)
                        draw_triangles_in_wireframe(m,flat, Vec3f(1,0,0));                              
                else
                        draw_wireframe_oldfashioned(m,flat, Vec3f(1,0,0));
                glEndList();
        }
}

void WireframeRenderer::draw()
{
        if(idbuff_renderer)
                idbuff_renderer->draw(Vec3f(1,0,0),Vec3f(0.5)); 
        else
                glCallList(display_list);
}

SimpleShaderRenderer::SimpleShaderRenderer(HMesh::Manifold& m, const std::string& vss, const std::string& fss)
{
        vs = create_glsl_shader(GL_VERTEX_SHADER, vss);
        print_glsl_program_log(vs);
        fs = create_glsl_shader(GL_FRAGMENT_SHADER, fss);
        print_glsl_program_log(fs);
        
        prog = glCreateProgram();
        
        if(vs) glAttachShader(prog, vs);
        if(fs) glAttachShader(prog, fs);
        
        glLinkProgram(prog);
        print_glsl_program_log(prog);
        glNewList(display_list,GL_COMPILE);
        GLGraphics::draw(m, true);
        glEndList();
}

void SimpleShaderRenderer::draw()
{
        GLint old_prog;
        glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
        glUseProgram(prog);
        glCallList(display_list);
        glUseProgram(old_prog);
}

const string ReflectionLineRenderer::vss = 
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       gl_Position = ftransform();\n"
"       v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"       n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";


const string ReflectionLineRenderer::fss = 
"uniform float detail;\n"
"\n"
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       // calculate the reflection\n"
"       vec3 r = normalize(2.0*dot(-v, n)*n + v);\n"
"       vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
"   float diff  = dot(n,viewer_lightdir);\n"
"       \n"
"       vec2 r2 = normalize(vec2(r[0], r[2]));\n"
"       vec2 x = vec2(1, 0);\n"
"       float angle = acos(dot(r2, x));\n"
"       \n"
"       // decide if we hit a white or black ring, based on y value\n"
"       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"
"}\n";

const string IsophoteLineRenderer::vss = 
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       gl_Position = ftransform();\n"
"       v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"       n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";


const string IsophoteLineRenderer::fss = 
"uniform float detail;\n"
"\n"
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       vec3 viewer_lightdir = vec3(0, 0, 1.0);\n"
"       vec3 isophote_lightdir = viewer_lightdir;\n"
"       float angle = acos(dot(n, isophote_lightdir));\n"
"   float diff  = dot(n,viewer_lightdir);\n"
"       \n"
"       // decide if we hit a white or black ring, based on y value\n"
"       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"
"}\n";

const string MetallicRenderer::vss = 
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       gl_Position = ftransform();\n"
"       v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"       n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";

const string MetallicRenderer::fss = 
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       vec3 l = normalize(-v);\n"
"       vec3 e = l;\n"
"       vec3 r = normalize(2.0*dot(l, n)*n - l);\n"
"       \n"
"       vec4 a = vec4(0.0,0.1,.3,1.0);\n"
"       vec4 d = vec4(0.7,0.7,0.0,1.0) * abs(dot(l, n));\n"
"       float sr = 0.2*smoothstep(0.2,0.95,dot(r, e));\n"
"       float sg = 0.09*smoothstep(0.4,0.95,dot(r, e));\n"
"       float sb = 0.07*smoothstep(0.9,0.95,dot(r, e));\n"
"       \n"
"       gl_FragColor =  a + d + vec4(sr,sg,sb,1.0);\n"
"}\n";

const string GlazedRenderer::vss = 
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"void main(void)\n"
"{\n"
"       gl_Position = ftransform();\n"
"       v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
"       n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n"
"\n";

const string GlazedRenderer::fss =
"varying vec3 n;\n"
"varying vec3 v;\n"
"\n"
"vec4 glazed_shader(vec4 mat_col,  vec4 light_col, vec3 light_dir)\n"
"{\n"
"       vec3 e = normalize(-v);\n"
"       vec3 r = normalize(2.0*dot(e, n)*n - e);\n"
"       float d = max(0.05,dot(light_dir, n));\n"
"       vec4 diff = mat_col * light_col *d;     \n"
"       vec4 refl = smoothstep(0.7,0.75,dot(r,light_dir)) * light_col;\n"
"       return 0.15*refl + diff;\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
"       vec4 mat_col = vec4(0.9,1.0,0.4,1.0);\n"
"       \n"
"       vec3 light0_dir = vec3(0.0,1.0,0.0);\n"
"       vec4 light0_col = vec4(0.7,0.9,1.0,1.0);\n"
"       \n"
"       vec3 light1_dir = vec3(0.0,0.0,1.0);\n"
"       vec4 light1_col = vec4(1.0,1.0,0.7,1.0);\n"
"       \n"
"       gl_FragColor = \n"
"       0.5*glazed_shader(mat_col, light0_col, light0_dir)+\n"
"       0.5*glazed_shader(mat_col, light1_col, light1_dir);\n"
"       \n"
"       gl_FragColor.a = 1.0;\n"
"}\n";