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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";