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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 <cstdlib>
#include <CGLA/Mat3x3d.h>
#include <GLGraphics/glsl_shader.h>
#include <HMesh/FaceCirculator.h>
#include <GLConsole/GLConsole.h>
#include "Renderer.h"
#include "curvature.h"
using namespace GLGraphics;
using namespace CGLA;
using namespace HMesh;
using namespace std;
using namespace CVarUtils;
GLuint get_noise_texture_id()
{
static GLuint texname=0;
static bool was_here = false;
if(!was_here)
{
was_here = true;
int width = 32;
int height = 32;
int depth = 32;
vector<unsigned char> texels(width*height*depth);
for (int i = 0; i < width*height*depth; ++i)
{
int intensity = 255.0 * (float(gel_rand()) / GEL_RAND_MAX);
texels[i] = (unsigned char) intensity;
}
glGenTextures(1, &texname);
glBindTexture(GL_TEXTURE_3D, texname);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
glTexImage3D(GL_TEXTURE_3D, 0, GL_INTENSITY8, width, height, depth, 0, GL_RED, GL_UNSIGNED_BYTE, &texels[0]);
}
return texname;
}
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 smooth): 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,smooth, Vec3f(1,0,0));
else
draw_wireframe_oldfashioned(m,smooth, 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);
}
void SimpleShaderRenderer::init_shaders(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);
}
void SimpleShaderRenderer::compile_display_list(Manifold& m, bool smooth)
{
glNewList(display_list,GL_COMPILE);
GLGraphics::draw(m, smooth);
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 ToonRenderer::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 ToonRenderer::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"
" float dot_ln = abs(dot(l, n));\n"
" 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"
" vec4 s = vec4(0.5,0.3,0.4,1.0)*smoothstep(0.96,0.98,dot(r, e));\n"
" \n"
" gl_FragColor = d+s;\n"
"}\n";
void GlazedRenderer::draw()
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
glCallList(display_list);
glUseProgram(old_prog);
}
const string GlazedRenderer::vss =
"varying vec3 n;\n"
"varying vec3 v;\n"
"varying vec3 v_obj;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v_obj = gl_Vertex.xyz;\n"
" v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
" n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n"
"\n";
const string GlazedRenderer::fss =
"uniform sampler3D noise_tex;\n"
"uniform float noise_scale;\n"
"varying vec3 n;\n"
"varying vec3 v;\n"
"varying vec3 v_obj;\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) + vec4(-0.1,-0.1,0.12,0.0) * texture3D(noise_tex, noise_scale*v_obj).x\n"
" + vec4(0.05) * texture3D(noise_tex, 500.0*v_obj).x;\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";
const string ScalarFieldRenderer::vss =
" attribute float scalar;\n"
" varying vec3 normal;\n"
" varying float s;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" s=scalar;\n"
" }\n";
const string ScalarFieldRenderer::fss =
" varying vec3 normal;\n"
" varying float s;\n"
" uniform float scalar_max;\n"
" uniform float gamma;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" void main()\n"
" {\n"
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
" \n"
" float s_norm = s/scalar_max;\n"
" float stripe_signal = 100.0 * s_norm;\n"
" vec4 stripe_col = abs(stripe_signal) < 3.14 ? vec4(0,0,0,0) : vec4(.1,.1,.1,0);\n"
" \n"
" gl_FragColor = s_norm * vec4(-1,0,1,0);\n"
" gl_FragColor *= dot_ln;\n"
" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
" gl_FragColor += stripe_col * smoothstep(0.8,1.0,cos(stripe_signal));\n"
" }\n";
ScalarFieldRenderer::ScalarFieldRenderer(HMesh::Manifold& m, bool smooth,
std::vector<double>& field, double max_val):
SimpleShaderRenderer(vss,fss)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
static float& gamma = CreateCVar("display.scalar_field_renderer.gamma",2.2f);
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
glNewList(display_list,GL_COMPILE);
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
{
FaceCirculator fc(f);
if(!smooth)
glNormal3fv(normal(f).get());
if(no_edges(f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
while(!fc.end())
{
Vec3d n(normal(fc.get_vertex()));
if(smooth)
glNormal3dv(n.get());
int i = fc.get_vertex()->touched;
glVertexAttrib1d(scalar_attrib, field[i]);
glVertex3fv(fc.get_vertex()->pos.get());
++fc;
}
glEnd();
}
glEndList();
glUseProgram(old_prog);
}
const string AmbientOcclusionRenderer::vss =
" attribute float scalar;\n"
" varying vec3 normal;\n"
" varying float s;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" s=scalar;\n"
" }\n";
const string AmbientOcclusionRenderer::fss =
" varying vec3 normal;\n"
" varying float s;\n"
" uniform float scalar_max;\n"
" uniform float gamma;\n"
" uniform bool lighton;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" void main()\n"
" {\n"
" float dot_ln = max(0.0,dot(light_dir, normal));\n"
" \n"
" float s_norm = min(1.0,s/scalar_max+1.0);\n"
" \n"
" gl_FragColor = s_norm * vec4(1.0);\n"
" if(lighton) gl_FragColor *= dot_ln;\n"
" gl_FragColor.r = pow(gl_FragColor.r, 1.0/gamma);\n"
" gl_FragColor.g = pow(gl_FragColor.g, 1.0/gamma);\n"
" gl_FragColor.b = pow(gl_FragColor.b, 1.0/gamma);\n"
" }\n";
AmbientOcclusionRenderer::AmbientOcclusionRenderer(HMesh::Manifold& m, bool smooth,
std::vector<double>& field, double max_val):
SimpleShaderRenderer(vss,fss)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
static float& gamma = CreateCVar("display.ambient_occlusion_renderer.gamma",1.5f);
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
static int& lighton = CreateCVar("display.ambient_occlusion_renderer.light",1);
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
glNewList(display_list,GL_COMPILE);
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
{
FaceCirculator fc(f);
if(!smooth)
glNormal3fv(normal(f).get());
if(no_edges(f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
while(!fc.end())
{
Vec3d n(normal(fc.get_vertex()));
if(smooth)
glNormal3dv(n.get());
int i = fc.get_vertex()->touched;
glVertexAttrib1d(scalar_attrib, field[i]);
glVertex3fv(fc.get_vertex()->pos.get());
++fc;
}
glEnd();
}
glEndList();
glUseProgram(old_prog);
}
const string CopperRenderer::vss =
" attribute float scalar;\n"
" varying vec3 normal;\n"
"varying vec3 v_obj;\n"
" varying float s;\n"
" \n"
" void main(void)\n"
" {\n"
" gl_Position = ftransform();\n"
" normal = normalize(gl_NormalMatrix * gl_Normal);\n"
" s=scalar;\n"
" v_obj = gl_Vertex.xyz;\n"
" }\n";
const string CopperRenderer::fss =
"uniform sampler3D noise_tex;\n"
"uniform float noise_scale;\n"
" varying vec3 normal;\n"
" varying vec3 v_obj;\n"
" varying float s;\n"
" uniform float scalar_max;\n"
" const vec3 light_dir = vec3(0,0,1);\n"
" \n"
" float turb(vec3 x) { return 0.25*(texture3D(noise_tex,0.12*noise_scale*x).x+\n"
" texture3D(noise_tex,0.531*noise_scale*x).x+\n"
" texture3D(noise_tex,0.098*noise_scale*x).x+\n"
" texture3D(noise_tex,1.0121*noise_scale*x).x);}\n"
" void main()\n"
" {\n"
" float diff = max(0.0,dot(light_dir, normal));\n"
" vec3 r = normalize(2.0*dot(light_dir, normal)*normal - light_dir);\n"
" float spec = pow(dot(r, normal),20.0);\n"
" \n"
" float s_norm = 0.95*s/scalar_max+0.05*turb(v_obj);\n"
" vec4 copper = vec4(1,0.70,.5,1);\n"
" 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"
" vec4 material = copper*smoothstep(0.15,0.25,s_norm) + \n"
" corroded*smoothstep(0.25,0.15,s_norm)*smoothstep(-0.3,-0.05,s_norm);\n"
" gl_FragColor = material*diff+smoothstep(0.15,0.25,s_norm)*vec4(0.3,0.3,0.3,1)*spec;\n"
" }\n";
CopperRenderer::CopperRenderer(HMesh::Manifold& m, bool smooth,
std::vector<double>& field, double max_val, float _bsphere_rad):
SimpleShaderRenderer(vss,fss), bsphere_rad(_bsphere_rad)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
static float& gamma = CreateCVar("display.patina_renderer.gamma",1.5f);
glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
static int& lighton = CreateCVar("display.patina_renderer.light",1);
glUniform1iARB(glGetUniformLocationARB(prog, "lighton"), lighton);
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),12.0/bsphere_rad);
glNewList(display_list,GL_COMPILE);
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
{
FaceCirculator fc(f);
if(!smooth)
glNormal3fv(normal(f).get());
if(no_edges(f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
while(!fc.end())
{
Vec3d n(normal(fc.get_vertex()));
if(smooth)
glNormal3dv(n.get());
int i = fc.get_vertex()->touched;
glVertexAttrib1d(scalar_attrib, field[i]);
glVertex3fv(fc.get_vertex()->pos.get());
++fc;
}
glEnd();
}
glEndList();
glUseProgram(old_prog);
}
void CopperRenderer::draw()
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
glCallList(display_list);
glUseProgram(old_prog);
}
LineFieldRenderer::LineFieldRenderer(HMesh::Manifold& m, bool smooth, vector<Vec3d>& lines, float _r):
SimpleShaderRenderer(vss,fss), r(_r)
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
static float& curvature_lines_scale = CreateCVar("display.line_field_renderer.line_length", .015f);
static float& noise_scale = CreateCVar("display.line_field_renderer.noise_scale", 12.0f/r);
static float& noise_amplitude = CreateCVar("display.line_field_renderer.noise_amplitude", .06f);
glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),curvature_lines_scale);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
glUniform1fARB(glGetUniformLocationARB(prog, "noise_amplitude"),noise_amplitude);
glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
GLuint direction = glGetAttribLocation(prog, "direction");
glNewList(display_list,GL_COMPILE);
for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
{
FaceCirculator fc(f);
if(!smooth)
glNormal3fv(normal(f).get());
if(no_edges(f)== 3)
glBegin(GL_TRIANGLES);
else
glBegin(GL_POLYGON);
while(!fc.end())
{
Vec3d n(normal(fc.get_vertex()));
if(smooth)
glNormal3dv(n.get());
int i = fc.get_vertex()->touched;
Vec3d d = lines[i];
d = normalize(d-n*dot(n,d));
glVertexAttrib3dv(direction, d.get());
glVertex3fv(fc.get_vertex()->pos.get());
++fc;
}
glEnd();
}
glBindTexture(GL_TEXTURE_3D, 0);
glEndList();
glUseProgram(old_prog);
}
void LineFieldRenderer::draw()
{
GLint old_prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
glUseProgram(prog);
glBindTexture(GL_TEXTURE_3D, get_noise_texture_id());
glCallList(display_list);
glBindTexture(GL_TEXTURE_3D, 0);
glUseProgram(old_prog);
}
const string LineFieldRenderer::vss =
"attribute vec3 direction;\n"
"varying vec3 n;\n"
"varying vec3 dir_obj;\n"
"varying vec3 v_obj;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" v_obj = gl_Vertex.xyz;\n"
" dir_obj = direction;\n"
" n = normalize(gl_NormalMatrix * gl_Normal);\n"
"}\n";
const string LineFieldRenderer::fss =
"uniform sampler3D noise_tex;\n"
"uniform float scale_line;\n"
"uniform float noise_amplitude;\n"
"uniform float noise_scale;\n"
"varying vec3 n;\n"
"varying vec3 dir_obj;\n"
"varying vec3 v_obj;\n"
"\n"
"float tex(vec3 p) {return smoothstep(0.23,0.25,texture3D(noise_tex, p).x);}\n"
"void main(void)\n"
"{\n"
" float I = "
" tex(noise_scale*v_obj + 6.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 6.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj + 5.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 5.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj + 4.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 4.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj + 3.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 3.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj + 2.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 2.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj + 1.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj - 1.0*scale_line*dir_obj) + \n"
" tex(noise_scale*v_obj); \n"
" \n"
" float diff = max(0.0,dot(n,vec3(0.0, 0.0, 1.0)));\n"
" gl_FragColor.rgb = vec3(1)*diff*I*(1.0/13.0);\n"
" gl_FragColor.a = 1.0;\n"
"}\n";