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legacy/temp_rts_glFilamentNetwork.cpp 11.2 KB
f1402849   dmayerich   renewed commit
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  #include "temp_rts_glFilamentNetwork.h"

  

  void rts_glFilamentNetwork::RenderEdges()

  {

  	//for each edge

  	vector<netEdge*>::iterator i;

  	int a, b;

  	point3D<double> v_a, v_b;

  	glBegin(GL_LINES);						//start rendering lines

  	for(i=m_edge_list.begin(); i!=m_edge_list.end(); i++)

  	{

  		v_a = (*i)->vertex_a->position;			//get the positions of the two vertex edges

  		v_b = (*i)->vertex_b->position;

  		glVertex3f(v_a.x, v_a.y, v_a.z);	//draw the vertices

  		glVertex3f(v_b.x, v_b.y, v_b.z);

  	}

  	glEnd();	//finish drawing

  }

  

  void rts_glFilamentNetwork::RenderBranches()

  {

  	//for each vertex

  	vector<netVertex*>::iterator i;

  	point3D<double> v;

  	glBegin(GL_POINTS);

  	for(i=m_vertex_list.begin(); i!=m_vertex_list.end(); i++)

  	{

  		if((*i)->v_neighbors.size() > 2)

  		{

  			v = (*i)->position;

  			glVertex3f(v.x, v.y, v.z);

  		}

  	}

  	glEnd();

  }

  

  void rts_glFilamentNetwork::RenderFilaments()

  {

  	vector<netFilament*>::iterator i;

  	int num_edges;

  	point3D<double> v_a, v_b;

  	int e;

  	glBegin(GL_LINES);

  	for(i=m_filament_list.begin(); i!=m_filament_list.end(); i++)	//for each filament

  	{

  		num_edges = (*i)->edges.size();

  		for(e=0; e<num_edges; e++)

  		{

  			v_a = (*i)->edges[e]->vertex_a->position;

  			v_b = (*i)->edges[e]->vertex_b->position;

  			glVertex3f(v_a.x, v_a.y, v_a.z);

  			glVertex3f(v_b.x, v_b.y, v_b.z);

  		}

  	}

  	glEnd();

  }

  

  void rts_glFilamentNetwork::RenderSelectedFilaments()

  {

  	vector<unsigned int>::iterator f;

  	int num_edges;

  	point3D<double> v_a, v_b;

  	int e;

  	glBegin(GL_LINES);

  	for(f=m_selected_list.begin(); f!=m_selected_list.end(); f++)

  	{

  		num_edges = m_filament_list[(*f)]->edges.size();

  		for(e=0; e<num_edges; e++)

  		{

  			v_a = m_filament_list[(*f)]->edges[e]->vertex_a->position;

  			v_b = m_filament_list[(*f)]->edges[e]->vertex_b->position;

  			glVertex3f(v_a.x, v_a.y, v_a.z);

  			glVertex3f(v_b.x, v_b.y, v_b.z);

  		}

  	}

  	glEnd();

  }

  

  void rts_glFilamentNetwork::RenderOrientationColor(double x, double y, double z, double r, double g, double b)

  {

  	vector<netFilament*>::iterator i;

  	int num_edges;

  	point3D<double> v_a, v_b;

  

  	//orientation variables

  	vector3D<double> orientation;

  	double cos_a;

  	vector3D<double> A(x, y, z);

  	A.Normalize();

  

  	int e;

  	glBegin(GL_LINES);

  	for(i=m_filament_list.begin(); i!=m_filament_list.end(); i++)	//for each filament

  	{

  		//set the color of the filament based on orientation

  		v_a = (*i)->vertex_a->position;

  		v_b = (*i)->vertex_b->position;

  		

  

  		num_edges = (*i)->edges.size();

  		for(e=0; e<num_edges; e++)

  		{

  			v_a = (*i)->edges[e]->vertex_a->position;

  			v_b = (*i)->edges[e]->vertex_b->position;

  

  			//determine color

  			orientation = (v_a - v_b).Normalize();

  			cos_a = fabs(orientation*A);

  			glColor3f(r*cos_a, g*cos_a, b*cos_a);

  

  			glVertex3f(v_a.x, v_a.y, v_a.z);

  			glVertex3f(v_b.x, v_b.y, v_b.z);

  		}

  	}

  	glEnd();

  }

  

  void rts_glFilamentNetwork::RenderEdgeDistanceColor(float r, float g, float b, float cutoff)

  {

  	vector<netEdge*>::iterator e;

  	glBegin(GL_LINES);

  	point3D<double> p;

  	double d;

  	double exp = 3;

  	for(e=m_edge_list.begin(); e!=m_edge_list.end(); e++)

  	{

  		d = (*e)->distance;

  		if(d<cutoff)

  		{

  			if(d<0.0) d=0.0;

  			if(d>1.0) d=1.0;

  

  			glColor3f(pow((1.0-d),exp)*r, pow((1.0-d),exp)*g, pow((1.0-d),exp)*b);

  			p = (*e)->vertex_a->position;

  			glVertex3f(p.x, p.y, p.z);

  			p = (*e)->vertex_b->position;

  			glVertex3f(p.x, p.y, p.z);

  		}

  	}

  	glEnd();

  }

  

  void rts_glFilamentNetwork::RenderFilamentDistanceColor(float r, float g, float b, float cutoff)

  {

  	vector<netFilament*>::iterator f;

  	unsigned int e;

  	unsigned int num_edges;

  	double d;

  	point3D<double> v;

  	double exp = 3.0;

  	for(f = m_filament_list.begin(); f!=m_filament_list.end(); f++)

  	{

  		d = (*f)->distance;

  		if(d<cutoff)

  		{

  			if(d>1.0) d=1.0;

  			if(d<0.0) d=0.0;

  			//cout<<"d: "<<d<<endl;

  			num_edges = (*f)->edges.size();

  			glColor3f(pow((1.0-d), exp)*r, pow((1.0-d), exp)*g, pow((1.0-d), exp)*b);

  			glBegin(GL_LINES);

  			for(e=0; e<num_edges; e++)

  			{

  				v = (*f)->edges[e]->vertex_a->position;

  				glVertex3f(v.x, v.y, v.z);

  				v = (*f)->edges[e]->vertex_b->position;

  				glVertex3f(v.x, v.y, v.z);

  			}

  			glEnd();

  		}

  	}

  		

  }

  

  

  void rts_glFilamentNetwork::RenderRadiusColor(float min_r, float min_g, float min_b,

  								   float max_r, float max_g, float max_b,

  								   float min_radius, float max_radius)

  {

  	/*Render each segment with a color based on the radius of the filament

  	*/

  

  	vector<netFilament*>::iterator i;

  	int e;

  	int num_edges;

  	point3D<double> v;

  	vector3D<float> color_min(min_r, min_g, min_b);

  	vector3D<float> color_max(max_r, max_g, max_b);

  	max_radius /= m_data_scale;

  	min_radius /= m_data_scale;

  	float diff = max_radius - min_radius;

  	float p;						//parameter value (position between min and max radii)

  	vector3D<float> color_p;

  

  	for(i=m_filament_list.begin(); i!=m_filament_list.end(); i++)

  	{

  		glBegin(GL_LINES);

  		num_edges = (*i)->edges.size();

  		for(e=0; e<num_edges; e++)

  		{

  			//determine the color

  			p = ((*i)->edges[e]->vertex_a->radius - min_radius)/diff;

  			//cout<<"p: "<<p<<endl;

  			color_p = (1.0 - p)*color_min + (p)*color_max;

  			glColor3f(color_p.x, color_p.y, color_p.z);

  			//determine the vertex position

  			v = (*i)->edges[e]->vertex_a->position;

  			glVertex3f(v.x, v.y, v.z);

  			//determine the second color

  			p = ((*i)->edges[e]->vertex_b->radius - min_radius)/diff;

  			color_p = (1.0 - p)*color_min + (p)*color_max;

  			glColor3f(color_p.x, color_p.y, color_p.z);

  			//determine the vertex position

  			v = (*i)->edges[e]->vertex_b->position;

  			glVertex3f(v.x, v.y, v.z);

  		}

  		glEnd();

  	}

  }

  

  void rts_glFilamentNetwork::RenderEdgeBoundingBoxes()

  {

  	glMatrixMode(GL_MODELVIEW);	//switch to the modelview matrix and store it

  

  	vector<netEdge*>::iterator e;

  	point3D<double> center;

  	vector3D<double> size;

  	for(e=m_edge_list.begin(); e!=m_edge_list.end(); e++)

  	{

  		glPushMatrix();

  		size = (*e)->bounding_box.maximum - (*e)->bounding_box.minimum;

  		center = (*e)->bounding_box.minimum + 0.5*(size);

  		glTranslatef(center.x, center.y, center.z);

  		glScalef(size.x,

  				size.y,

  				size.z);

  		glutWireCube(1.0);

  		glPopMatrix();

  	}

  

  }

  

  void rts_glFilamentNetwork::RenderFilamentBoundingBoxes()

  {

  	glMatrixMode(GL_MODELVIEW);	//switch to the modelview matrix and store it

  

  	vector<netFilament*>::iterator f;

  	point3D<double> center;

  	vector3D<double> size;

  	for(f=m_filament_list.begin(); f!=m_filament_list.end(); f++)

  	{

  		glPushMatrix();

  		size = (*f)->bounding_box.maximum - (*f)->bounding_box.minimum;

  		center = (*f)->bounding_box.minimum + 0.5*size;

  		glTranslatef(center.x, center.y, center.z);

  		glScalef(size.x,

  				size.y,

  				size.z);

  		glutWireCube(1.0);

  		glPopMatrix();

  	}

  }

  

  void rts_glFilamentNetwork::RenderCellSpheres()

  {

  	glMatrixMode(GL_MODELVIEW);

  

  	vector<netCell*>::iterator c;

  	for(c=m_cell_list.begin(); c!=m_cell_list.end(); c++)

  	{

  		glPushMatrix();

  		glTranslatef((*c)->position.x, (*c)->position.y, (*c)->position.z);

  		glutSolidSphere((*c)->radius, 10, 10);

  		glPopMatrix();

  	}

  }

  void rts_glFilamentNetwork::RenderSelectedCells()

  {

  	glMatrixMode(GL_MODELVIEW);

  

  	vector<unsigned int>::iterator f;

  	vector<netCell*>::iterator c;

  	for(f = m_selected_list.begin(); f!=m_selected_list.end(); f++)

  	{

  		for(c=m_filament_list[(*f)]->cells.begin(); c!=m_filament_list[(*f)]->cells.end(); c++)

  		{

  			glPushMatrix();

  			glTranslatef((*c)->position.x, (*c)->position.y, (*c)->position.z);

  			glutSolidSphere((*c)->radius, 10, 10);

  			glPopMatrix();

  		}

  	}

  }

  

  void rts_glFilamentNetwork::p_ProcessPickHits(GLuint num_hits, GLuint* buffer, 

  											  unsigned int start_filament, bool append, int max)

  {

  	//cout<<"hits "<<start_filament<<" to "<<start_filament+63<<": "<<num_hits<<endl;

  	/*This structure is kinda complicated.  Extract the selected filaments here and put the indices

  	into the selection vector.

  	*/

  	//cout<<"selected filaments:"<<endl;

  	if(num_hits > max)

  		num_hits = max;

  	unsigned int h, n;

  	unsigned int num_names;

  	unsigned int name;

  	GLuint* ptr = buffer;			//index into buffer array

  	for(h=0; h<num_hits; h++)	//for each hit

  	{

  		num_names = *ptr;	//get the number of names in the hit

  		ptr+=3;				//skip to the names

  		for(n=0; n<num_names; n++)	//this should really only execute once (since we don't push names)

  		{

  			name = start_filament + (*ptr);

  			if(append)	//if we are appending

  			{

  				if(!p_IsSelected(name))

  					m_selected_list.push_back(name);

  			}

  			else

  				m_selected_list.push_back(name);

  			//cout<<start_filament+(*ptr)<<endl;

  			ptr++;

  		}

  	}

  

  

  

  }

  		

  void rts_glFilamentNetwork::PickFilaments(int x_center, int y_center, int width, int height, bool append, int max)

  {

  	if(!append)

  		m_selected_list.clear();			//first empty the selected list to start a new selection

  	//set up the selection buffer

  	GLuint selection_buffer[1000];

  	GLuint hits;

  

  	glSelectBuffer(1000, selection_buffer);

  	glRenderMode(GL_SELECT);				//change to selection mode

  	glInitNames();			//start naming objects

  	glPushName(0);

  

  	//set up projection matrix

  	//note that the pick matrix has to be multiplied in first, so we have to store the projection

  	//matrix and multiply it in afterwards

  	glMatrixMode(GL_PROJECTION);

  	GLfloat projection_matrix[16];

  	glGetFloatv(GL_PROJECTION_MATRIX, projection_matrix);	//get the current projection matrix

  	glPushMatrix();					//store the projection matrix

  	glLoadIdentity();				//start from scratch

  	GLint viewport[4];

  	glGetIntegerv(GL_VIEWPORT, viewport);	//set up the pick matrix

  	gluPickMatrix((GLdouble)x_center, (GLdouble)(viewport[3]-y_center), width, height, viewport);

  	glMultMatrixf(projection_matrix);

  

  

  	//run through each filament

  	int num_filaments = m_filament_list.size();

  	int num_edges, e, f;

  	point3D<double> v_a, v_b;

  	int name = 0;

  	unsigned int total_hits = 0;

  	for(f=0; f<num_filaments; f++)		//for each filament

  	{

  		glLoadName(name);		//push a name for the filament

  		glBegin(GL_LINES);	//begin drawing the filament

  		num_edges = m_filament_list[f]->edges.size();

  		for(e = 0; e<num_edges; e++)

  		{

  			//draw each edge

  			v_a = m_filament_list[f]->edges[e]->vertex_a->position;

  			v_b = m_filament_list[f]->edges[e]->vertex_b->position;

  			glVertex3f(v_a.x, v_a.y, v_a.z);

  			glVertex3f(v_b.x, v_b.y, v_b.z);

  		}

  		glEnd();

  		name++;				//increment the name

  		//We have to make sure that the name count doesn't exceed 64

  		if(name == 64)		//if the name hits 64, check for and store hits, then reset the name

  		{

  			hits = glRenderMode(GL_RENDER);

  			p_ProcessPickHits(hits, selection_buffer, f-63, append, max - total_hits);	//process the hits (store selected fibers)

  			total_hits += hits;

  			if(total_hits >= max)		//if we've reached the max, return

  			{

  				glPopMatrix();

  				return;

  			}

  			name = 0;		//reset the selection queue

  			glRenderMode(GL_SELECT);				//change to selection mode

  			glInitNames();			//start naming objects

  			glPushName(0);			//insert the first name

  		}

  	}

  	glFlush();		//finish rendering

  	hits = glRenderMode(GL_RENDER);	//switch back to normal mode, get the number of hits

  	p_ProcessPickHits(hits, selection_buffer, f/64, append, max - total_hits);	//get any left-over hits

  	total_hits += hits;

  

  	glPopMatrix();

  }