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/*
* VisObj.cpp
* GEL
*
* Created by J. Andreas Bærentzen on 20/09/08.
* Copyright 2008 __MyCompanyName__. All rights reserved.
*
*/
#include "VisObj.h"
#include <GLConsole/GLConsole.h>
#include <HMesh/load.h>
#include "curvature.h"
using namespace std;
using namespace CGLA;
using namespace HMesh;
using namespace CVarUtils;
int WINX=800, WINY=800;
bool VisObj::reload(string _file)
{
if(_file != "") file = _file;
mani.clear();
if(!load(file, mani))
return false;
mani.get_bsphere(bsphere_center,bsphere_radius);
view_ctrl.set_centre(bsphere_center);
view_ctrl.set_eye_dist(2*bsphere_radius);
return true;
}
void VisObj::display(const std::string& display_method , bool smooth)
{
if(create_display_list)
{
create_display_list = false;
delete renderer;
string short_name = display_method.substr(0,3);
if(short_name== "wir")
renderer = new WireframeRenderer(mani, smooth);
else if(short_name == "har")
renderer = new HarmonicsRenderer(harmonics);
else if(short_name == "iso")
renderer = new IsophoteLineRenderer(mani, smooth);
else if(short_name == "ref")
renderer = new ReflectionLineRenderer(mani, smooth);
else if(short_name == "gla")
renderer = new GlazedRenderer(mani, smooth, bsphere_radius);
else if(short_name == "too")
renderer = new ToonRenderer(mani, smooth);
else if(short_name == "cur")
{
static string& line_direction = CreateCVar<string>("display.curvature_lines.direction", "min");
std::vector<CGLA::Mat3x3d> curvature_tensors;
curvature_tensors_from_edges(mani, curvature_tensors);
smooth_curvature_tensors(mani,curvature_tensors);
smooth_curvature_tensors(mani,curvature_tensors);
std::vector<CGLA::Vec3d> min_curv_direction;
std::vector<CGLA::Vec3d> max_curv_direction;
string _line_direction = line_direction;
vector<Vec3d>& lines = (_line_direction == "min")?min_curv_direction:max_curv_direction;
std::vector<double> curvature;
curvature_from_tensors(mani, curvature_tensors,
min_curv_direction,
max_curv_direction,
curvature);
renderer = new LineFieldRenderer(mani, smooth, lines, bsphere_radius);
}
else if(short_name == "gau")
{
static float& smoothing = CreateCVar("display.gaussian_curvature_renderer.smoothing",2.0f);
vector<double> scalars;
gaussian_curvature_angle_defects(mani, scalars, smoothing);
double max_G = 0;
for(int i=0;i<scalars.size(); ++i)
max_G = max(abs(scalars[i]), max_G);
renderer = new ScalarFieldRenderer(mani, smooth, scalars, max_G);
}
else if(short_name == "mea")
{
static int& smoothing = CreateCVar("display.mean_curvature_renderer.smoothing",2);
vector<double> scalars;
mean_curvatures(mani, scalars, smoothing);
double max_G = 0;
double mean = 0;
for(int i=0;i<scalars.size(); ++i)
{
max_G = max(abs(scalars[i]), max_G);
mean += scalars[i];
}
renderer = new ScalarFieldRenderer(mani, smooth, scalars, max_G);
}
else if(short_name == "amb")
{
static int& smoothing = CreateCVar("display.ambient_occlusion_renderer.smoothing",1);
vector<double> scalars;
mean_curvatures(mani, scalars, smoothing);
double max_G = 0;
for(int i=0;i<scalars.size(); ++i)
max_G = max(abs(scalars[i]), max_G);
renderer = new AmbientOcclusionRenderer(mani, smooth, scalars, max_G);
}
else if(short_name == "cop")
{
static int& smoothing = CreateCVar("display.patina_renderer.smoothing",1);
vector<double> scalars;
mean_curvatures(mani, scalars, smoothing);
double max_G = 0;
for(int i=0;i<scalars.size(); ++i)
max_G = max(abs(scalars[i]), max_G);
renderer = new CopperRenderer(mani, smooth, scalars, max_G,bsphere_radius);
}
else
renderer = new NormalRenderer(mani,smooth);
}
view_ctrl.set_gl_modelview();
renderer->draw();
}