topo3Render.cpp 9.16 KB
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/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps  *
* version 0.1                                                                  *
* Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg                *
*                                                                              *
* This library is free software; you can redistribute it and/or modify it      *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your     *
* option) any later version.                                                   *
*                                                                              *
* This library is distributed in the hope that it will be useful, but WITHOUT  *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or        *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License  *
* for more details.                                                            *
*                                                                              *
* You should have received a copy of the GNU Lesser General Public License     *
* along with this library; if not, write to the Free Software Foundation,      *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.           *
*                                                                              *
* Web site: https://iggservis.u-strasbg.fr/CGoGN/                              *
* Contact information: cgogn@unistra.fr                                        *
*                                                                              *
*******************************************************************************/

#include "Algo/Render/GL2/topo3Render.h"
#include "Topology/generic/dart.h"
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#include "Utils/Shaders/shaderSimpleColor.h"
#include "Utils/Shaders/shaderColorPerVertex.h"

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#include <string.h>

namespace CGoGN
{

namespace Algo
{

namespace Render
{

namespace GL2
{

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Topo3Render::Topo3Render():
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m_topo_dart_width(2.0f), m_topo_relation_width(3.0f),m_color_save(NULL)
{
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	m_vbo0 = new Utils::VBO();
	m_vbo1 = new Utils::VBO();
	m_vbo2 = new Utils::VBO();
	m_vbo3 = new Utils::VBO();
	m_vbo4 = new Utils::VBO();

	m_vbo0->setDataSize(3);
	m_vbo1->setDataSize(3);
	m_vbo2->setDataSize(3);
	m_vbo3->setDataSize(3);
	m_vbo4->setDataSize(3);

	m_shader1 = new Utils::ShaderSimpleColor();
	m_shader2 = new Utils::ShaderColorPerVertex();


	// binding VBO - VA
	m_vaId = m_shader1->setAttributePosition(m_vbo1);

	m_shader2->setAttributePosition(m_vbo0);
	m_shader2->setAttributeColor(m_vbo4);

	// registering for auto matrices update
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	Utils::GLSLShader::registerShader(NULL, m_shader1);
	Utils::GLSLShader::registerShader(NULL, m_shader2);
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}

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Topo3Render::~Topo3Render()
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{
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	Utils::GLSLShader::unregisterShader(NULL, m_shader2);
	Utils::GLSLShader::unregisterShader(NULL, m_shader1);
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	delete m_shader2;
	delete m_shader1;
	delete m_vbo4;
	delete m_vbo3;
	delete m_vbo2;
	delete m_vbo1;
	delete m_vbo0;

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	if (m_attIndex.map() != NULL)
		static_cast<AttribMap*>(m_attIndex.map())->removeAttribute(m_attIndex);

	if (m_color_save!=NULL)
	{
		delete[] m_color_save;
	}
}

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void Topo3Render::setDartWidth(float dw)
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{
	m_topo_dart_width = dw;
}

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void Topo3Render::setRelationWidth(float pw)
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{
	m_topo_relation_width = pw;
}

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void Topo3Render::setDartColor(Dart d, float r, float g, float b)
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{
	float RGB[6];
	RGB[0]=r; RGB[1]=g; RGB[2]=b;
	RGB[3]=r; RGB[4]=g; RGB[5]=b;
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	m_vbo4->bind();
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	glBufferSubData(GL_ARRAY_BUFFER, m_attIndex[d]*3*sizeof(float), 6*sizeof(float),RGB);
}

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void Topo3Render::setAllDartsColor(float r, float g, float b)
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{
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	m_vbo4->bind();
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	GLvoid* ColorDartsBuffer = glMapBufferARB(GL_ARRAY_BUFFER, GL_READ_WRITE);
	float* colorDartBuf = reinterpret_cast<float*>(ColorDartsBuffer);
	for (unsigned int i=0; i < 2*m_nbDarts; ++i)
	{
		*colorDartBuf++ = r;
		*colorDartBuf++ = g;
		*colorDartBuf++ = b;
	}

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	m_vbo4->bind();
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	glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER);
}

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void Topo3Render::drawDarts()
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{
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	m_shader2->enableVertexAttribs();
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	glLineWidth(m_topo_dart_width);
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	glDrawArrays(GL_LINES, 0, m_nbDarts*2);

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	// change the stride to take 1/2 vertices
	m_shader2->enableVertexAttribs(6*sizeof(GL_FLOAT));
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	glPointSize(2.0f*m_topo_dart_width);
 	glDrawArrays(GL_POINTS, 0, m_nbDarts);

 	m_shader2->disableVertexAttribs();

//
////	glColor3f(1.0f,1.0f,1.0f);
//	glLineWidth(m_topo_dart_width);
//	glPointSize(2.0f*m_topo_dart_width);
//
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[4]);
//	glColorPointer(3, GL_FLOAT, 0, 0);
//	glEnableClientState(GL_COLOR_ARRAY);
//
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[0]);
//	glVertexPointer(3, GL_FLOAT, 0, 0);
//	glEnableClientState(GL_VERTEX_ARRAY);
//	glDrawArrays(GL_LINES, 0, m_nbDarts*2);
//
// 	glVertexPointer(3, GL_FLOAT, 6*sizeof(GL_FLOAT), 0);
//
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[4]);
// 	glColorPointer(3, GL_FLOAT, 6*sizeof(GL_FLOAT), 0);
// 	glDrawArrays(GL_POINTS, 0, m_nbDarts)
// 	;
//	glDisableClientState(GL_COLOR_ARRAY);
//	glDisableClientState(GL_VERTEX_ARRAY);
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}



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void Topo3Render::drawRelation1()
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{
	glLineWidth(m_topo_relation_width);

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	m_shader1->changeVA_VBO(m_vaId, m_vbo1);
	m_shader1->setColor(Geom::Vec4f(0.0f,1.0f,1.0f,0.0f));
	m_shader1->enableVertexAttribs();

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	glDrawArrays(GL_LINES, 0, m_nbDarts*2);
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	m_shader1->disableVertexAttribs();

//	glLineWidth(m_topo_relation_width);
//	glColor3f(0.0f,1.0f,1.0f);
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[1]);
//	glVertexPointer(3, GL_FLOAT, 0, 0);
//
//	glEnableClientState(GL_VERTEX_ARRAY);
//	glDrawArrays(GL_LINES, 0, m_nbDarts*2);
//	glDisableClientState(GL_VERTEX_ARRAY);
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}


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void Topo3Render::drawRelation2()
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{
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	m_shader1->changeVA_VBO(m_vaId, m_vbo2);
	m_shader1->setColor(Geom::Vec4f(1.0f,0.0f,0.0f,0.0f));
	m_shader1->enableVertexAttribs();
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	glDrawArrays(GL_QUADS, 0, m_nbRel2*4);
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	m_shader1->disableVertexAttribs();

//	glLineWidth(m_topo_relation_width);
//	glColor3f(1.0f,0.0f,0.0f);
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[2]);
//	glVertexPointer(3, GL_FLOAT, 0, 0);
//
//	glEnableClientState(GL_VERTEX_ARRAY);
//	glDrawArrays(GL_QUADS, 0, m_nbRel2*4);
//	glDisableClientState(GL_VERTEX_ARRAY);
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}


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void Topo3Render::drawRelation3()
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{
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	m_shader1->changeVA_VBO(m_vaId, m_vbo3);
	m_shader1->setColor(Geom::Vec4f(1.0f,1.0f,0.0f,0.0f));
	m_shader1->enableVertexAttribs();
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	glDrawArrays(GL_QUADS, 0, m_nbRel3*4);
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	m_shader1->disableVertexAttribs();

//	glLineWidth(m_topo_relation_width);
//	glColor3f(1.0f,1.0f,0.0f);
//	glBindBufferARB(GL_ARRAY_BUFFER, m_VBOBuffers[3]);
//	glVertexPointer(3, GL_FLOAT, 0, 0);
//
//	glEnableClientState(GL_VERTEX_ARRAY);
//	glDrawArrays(GL_QUADS, 0, m_nbRel3*4);
//	glDisableClientState(GL_VERTEX_ARRAY);
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}


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void Topo3Render::drawTopo()
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{
	drawDarts();
	drawRelation1();
	drawRelation2();
	drawRelation3();
}

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void Topo3Render::overdrawDart(Dart d, float width, float r, float g, float b)
{
	unsigned int indexDart =  m_attIndex[d];

	m_shader1->changeVA_VBO(m_vaId, m_vbo0);
	m_shader1->setColor(Geom::Vec4f(r,g,b,0.0f));
	m_shader1->enableVertexAttribs();

	glLineWidth(width);
	glDrawArrays(GL_LINES, indexDart, 2);

	glPointSize(2.0f*width);
 	glDrawArrays(GL_POINTS, indexDart, 1);

 	m_shader2->disableVertexAttribs();


}


void Topo3Render::pushColors()
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{
	m_color_save = new float[6*m_nbDarts];
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	m_vbo4->bind();
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	void* colorBuffer = glMapBufferARB(GL_ARRAY_BUFFER, GL_READ_WRITE);

	memcpy(m_color_save, colorBuffer, 6*m_nbDarts*sizeof(float));
	glUnmapBuffer(GL_ARRAY_BUFFER);
}


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void Topo3Render::popColors()
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{
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	m_vbo4->bind();
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	void* colorBuffer = glMapBufferARB(GL_ARRAY_BUFFER, GL_READ_WRITE);

	memcpy(colorBuffer, m_color_save, 6*m_nbDarts*sizeof(float));
	glUnmapBuffer(GL_ARRAY_BUFFER);

	delete[] m_color_save;
	m_color_save=0;
}


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Dart Topo3Render::colToDart(float* color)
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{
	unsigned int r = (unsigned int)(color[0]*255.0f);
	unsigned int g = (unsigned int)(color[1]*255.0f);
	unsigned int b = (unsigned int)(color[2]*255.0f);

	unsigned int id = r + 255*g +255*255*b;

	if (id==0)
		return Dart::nil();
	return  Dart(id-1);

}

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void Topo3Render::dartToCol(Dart d, float& r, float& g, float& b)
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{
	unsigned int lab = d.index + 1; // add one to avoid picking the black of screen

	r = float(lab%255) / 255.0f; lab = lab/255;
	g = float(lab%255) / 255.0f; lab = lab/255;
	b = float(lab%255) / 255.0f; lab = lab/255;
	if (lab!=0)
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		CGoGNerr << "Error picking color, too many darts"<< CGoGNendl;
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}


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Dart Topo3Render::pickColor(unsigned int x, unsigned int y)
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{
	//more easy picking for
	unsigned int dw = m_topo_dart_width;
	m_topo_dart_width+=2;

	// save clear color and set to zero
	float cc[4];
	glGetFloatv(GL_COLOR_CLEAR_VALUE,cc);

	glClearColor(0.0f,0.0f,0.0f,0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glDisable(GL_LIGHTING);
	// draw in back buffer (not shown on screen)
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	drawDarts();

	// restore dart with
	m_topo_dart_width = dw;

	// read the pixel under the mouse in back buffer
	glReadBuffer(GL_BACK);
	float color[3];
	glReadPixels(x,y,1,1,GL_RGB,GL_FLOAT,color);

	glClearColor(cc[0], cc[1], cc[2], cc[3]);

	return colToDart(color);
}




}//end namespace GL2

}//end namespace Render

}//end namespace Algo

}//end namespace CGoGN