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/*
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* harmonics.cpp
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* GEL
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*
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* Created by J. Andreas Bærentzen on 01/09/08.
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* Copyright 2008 __MyCompanyName__. All rights reserved.
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*
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*/
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#include <iostream>
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#include <CGLA/Vec3f.h>
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#include <CGLA/Vec3d.h>
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#include <LinAlg/Matrix.h>
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#include <LinAlg/Vector.h>
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#include <LinAlg/LapackFunc.h>
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#include <GL/glew.h>
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#include <GLGraphics/glsl_shader.h>
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#include <HMesh/Manifold.h>
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#include <HMesh/VertexCirculator.h>
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#include <HMesh/FaceCirculator.h>
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#include <HMesh/build_manifold.h>
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#include <HMesh/mesh_optimization.h>
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#include <HMesh/triangulate.h>
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#include <HMesh/load.h>
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#include <HMesh/x3d_save.h>
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#include <GLConsole/GLConsole.h>
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#include "harmonics.h"
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#include "wireframe.h"
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using namespace CGLA;
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using namespace std;
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using namespace HMesh;
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using namespace Geometry;
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using namespace GLGraphics;
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using namespace LinAlg;
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int E = 1;
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int MAX_E;
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namespace
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{
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GLuint prog_P0;
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vector<double> projx;
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vector<double> projy;
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vector<double> projz;
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CMatrix Q;
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CVector V;
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vector<float> max_eig_values;
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vector<Vec3f> vertex_positions;
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double voronoi_area(VertexIter v)
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{
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double area_mixed = 0;
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//For each triangle T from the 1-ring neighborhood of x
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for(VertexCirculator vc(v); !vc.end(); ++vc)
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{
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FaceIter f = vc.get_face();
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double f_area = area(f);
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HalfEdgeIter he = vc.get_halfedge();
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Vec3d v1(he->vert->pos);
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Vec3d v2(he->next->vert->pos);
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Vec3d v0(he->next->next->vert->pos);
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double a0 = acos(dot(v1-v0, v2-v0)/(length(v1-v0)*length(v2-v0)));
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double a1 = acos(dot(v2-v1, v0-v1)/(length(v2-v1)*length(v0-v1)));
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double a2 = acos(dot(v0-v2, v1-v2)/(length(v0-v2)*length(v1-v2)));
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if(a0>(M_PI/2.0) && a1>(M_PI/2.0) && a2>(M_PI/2.0)) // f is non-obtuse
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{
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// Add Voronoi formula (see Section 3.3)
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area_mixed += (1.0/8) *
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((1.0/tan(a1)) * sqr_length(v2-v0) +
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(1.0/tan(a2)) * sqr_length(v1-v0));
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}
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else // Voronoi inappropriate
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{
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// Add either area(f)/4 or area(f)/2
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if(a0>M_PI/2.0)// the angle of f at x is obtuse
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area_mixed += f_area/2;
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else
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area_mixed += f_area/4;
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}
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}
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return area_mixed;
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}
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double barycentric_area(VertexIter v)
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{
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double barea = 0;
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//For each triangle T from the 1-ring neighborhood of x
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for(VertexCirculator vc(v); !vc.end(); ++vc)
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{
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FaceIter f = vc.get_face();
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barea += area(f)/3.0;
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}
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return barea;
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}
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}
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void make_laplace_operator(Manifold& mani)
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{
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Q.Resize(mani.no_vertices(), mani.no_vertices());
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for(VertexIter v = mani.vertices_begin(); v != mani.vertices_end(); ++v)
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if(!is_boundary(v))
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{
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int i = v->touched;
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double area_i = voronoi_area(v);
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Vec3d vertex(v->pos);
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Vec3d curv_normal(0);
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double a_sum = 0;
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for(VertexCirculator vc(v); !vc.end(); ++vc)
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{
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int j = vc.get_vertex()->touched;
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double area_j = voronoi_area(vc.get_vertex());
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HalfEdgeIter h = vc.get_halfedge();
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Vec3d nbr(h->vert->pos);
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Vec3d left(h->next->vert->pos);
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Vec3d right(h->opp->prev->opp->vert->pos);
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double d_left = dot(normalize(nbr-left),
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normalize(vertex-left));
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double d_right = dot(normalize(nbr-right),
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normalize(vertex-right));
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double a_left = acos(min(1.0, max(-1.0, d_left)));
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double a_right = acos(min(1.0, max(-1.0, d_right)));
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double w = 1.0/tan(a_left) + 1.0/tan(a_right);
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Q[i][j] = -w/sqrt(area_i*area_j);
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//Q[i][j] = -1;
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a_sum += Q[i][j];
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}
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Q[i][i] = -a_sum;
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}
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EigenSolutionsSym(Q,V);
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}
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void analyze_mesh(Manifold& mani)
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{
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static bool was_here = false;
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if(!was_here)
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{
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triangulate(mani);
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mani.enumerate_vertices();
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MAX_E = mani.no_vertices()-1;
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E = min(E, MAX_E);
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was_here = true;
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make_laplace_operator(mani);
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vertex_positions.resize(mani.no_vertices());
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}
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projx.resize(MAX_E);
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projy.resize(MAX_E);
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projz.resize(MAX_E);
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max_eig_values.resize(MAX_E, 1e-10);
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for(int es=0; es<MAX_E; ++es)
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{
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for(VertexIter v=mani.vertices_begin(); v != mani.vertices_end(); ++v)
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{
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projx[es] += v->pos[0] * Q[es][v->touched];
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projy[es] += v->pos[1] * Q[es][v->touched];
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projz[es] += v->pos[2] * Q[es][v->touched];
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max_eig_values[es] = max(max_eig_values[es], static_cast<float>(abs(Q[es][v->touched])));
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}
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}
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}
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void add_frequency(Manifold& mani, int es, float scale)
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{
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if(es<MAX_E)
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for(VertexIter v=mani.vertices_begin(); v != mani.vertices_end(); ++v)
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{
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Vec3f& p = vertex_positions[v->touched];
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p[0] += projx[es]* Q[es][v->touched] * scale;
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p[1] += projy[es]* Q[es][v->touched] * scale;
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p[2] += projz[es]* Q[es][v->touched] * scale;
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}
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}
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void reset_shape(Manifold& mani)
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{
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for(VertexIter v=mani.vertices_begin(); v != mani.vertices_end(); ++v)
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vertex_positions[v->touched] = Vec3f(0);
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}
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void reconstruct(Manifold& mani, int E)
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{
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reset_shape(mani);
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for(int es=0;es<=E;++es)
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add_frequency(mani,es);
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}
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void partial_reconstruct(Manifold& mani, int E0, int E1, float scale)
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{
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for(int es=E0;es<=E1;++es)
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add_frequency(mani,es, scale);
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}
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void draw_eigenvalues(Manifold& m)
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{
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static CVar<int> display_eigen("display.eigenvalue",0);
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static CVar<int> display_eigen2("display.eigenvalue2",0);
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static CVar<int> do_highlight("display.highlight",1);
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static CVar<int> do_diffuse("display.diffuse",1);
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glUseProgram(prog_P0);
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glUniform1f(glGetUniformLocation(prog_P0,"eig_max"),max_eig_values[display_eigen]);
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glUniform1f(glGetUniformLocation(prog_P0,"eig_max2"),max_eig_values[display_eigen2]);
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glUniform1i(glGetUniformLocation(prog_P0,"do_diffuse"),do_diffuse);
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glUniform1i(glGetUniformLocation(prog_P0,"do_highlight"),do_highlight);
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GLuint attrib = glGetAttribLocationARB(prog_P0, "eigenvalue");
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GLuint attrib2 = glGetAttribLocationARB(prog_P0, "eigenvalue2");
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glFrontFace(GL_CW);
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for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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{
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FaceCirculator fc(f);
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glBegin(GL_TRIANGLES);
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while(!fc.end())
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{
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int i = fc.get_vertex()->touched;
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glVertexAttrib1f(attrib,Q[display_eigen][i]);
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glVertexAttrib1f(attrib2,Q[display_eigen2][i]);
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glNormal3fv(normal(fc.get_vertex()).get());
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glVertex3fv(vertex_positions[i].get());
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++fc;
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}
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glEnd();
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}
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glFrontFace(GL_CCW);
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glUseProgram(0);
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}
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void init_harmonics(Manifold& mani)
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{
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string shader_path = "/Users/jab/GEL/apps/MeshEdit/";
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GLuint vs = create_glsl_shader(GL_VERTEX_SHADER, shader_path, "tri.vert");
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GLuint fs = create_glsl_shader(GL_FRAGMENT_SHADER, shader_path, "tri.frag");
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// Create the program
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prog_P0 = glCreateProgram();
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// Attach all shaders
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if(vs) glAttachShader(prog_P0, vs);
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if(fs) glAttachShader(prog_P0, fs);
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// Link the program object and print out the info log
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glLinkProgram(prog_P0);
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print_glsl_program_log(prog_P0);
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// Install program object as part of current state
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glUseProgram(prog_P0);
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analyze_mesh(mani);
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reconstruct(mani, MAX_E);
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}
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