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#ifndef STIM_GL_NETWORK
#define STIM_GL_NETWORK
#include <stim/biomodels/network.h>
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#include <stim/visualization/aaboundingbox.h>
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namespace stim{
template <typename T>
class gl_network : public stim::network<T>{
protected:
using stim::network<T>::E;
using stim::network<T>::V;
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GLuint dlist;
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public:
/// Default constructor
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gl_network() : stim::network<T>(){
dlist = 0;
}
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/// Constructor creates a gl_network from a stim::network
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gl_network(stim::network<T> N) : stim::network<T>(N){
dlist = 0;
}
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/// Fills the parameters with the minimum and maximum spatial positions in the network,
/// specifying a bounding box for the network geometry
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aaboundingbox<T> boundingbox(){
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aaboundingbox<T> bb; //create a bounding box
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//loop through every edge
for(unsigned e = 0; e < E.size(); e++){
//loop through every point
for(unsigned p = 0; p < E[e].size(); p++)
bb.expand(E[e][p]); //expand the bounding box to include the point
}
return bb; //return the bounding box
}
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//void renderCylinder(T x1, T y1, T z1, T x2, T y2, T z2, T radius, int subdivisions) {
// T dx = x2 - x1;
// T dy = y2 - y1;
// T dz = z2 - z1;
// /// handle the degenerate case with an approximation
// if (dz == 0)
// dz = .00000001;
// T d = sqrt(dx*dx + dy*dy + dz*dz);
// T ax = 57.2957795*acos(dz / d); // 180°/pi
// if (dz < 0.0)
// ax = -ax;
// T rx = -dy*dz;
// T ry = dx*dz;
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// glPushMatrix();
// glTranslatef(x1, y1, z1);
// glRotatef(ax, rx, ry, 0.0);
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// glutSolidCylinder(radius, d, subdivisions, 1);
// glPopMatrix();
//}
///render cylinder based on points from the top/bottom hat
///@param C1 set of points from one of the hat
void renderCylinder(std::vector< stim::vec3<T> > C1, std::vector< stim::vec3<T> > C2) {
glBegin(GL_QUAD_STRIP);
for (unsigned i = 0; i < C1.size(); i++) { // for every point on the circle
glVertex3f(C1[i][0], C1[i][1], C1[i][2]);
glVertex3f(C2[i][0], C2[i][1], C2[i][2]);
}
glEnd();
//glFlush();
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}
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///render the vertex as sphere
///@param x, y, z are the three coordinates of the center point
///@param radius is the radius of the sphere
///@param subdivisions is the slice/stride along/around z-axis
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void renderBall(T x, T y, T z, T radius, int subdivisions) {
glPushMatrix();
glTranslatef(x, y, z);
glutSolidSphere(radius, subdivisions, subdivisions);
glPopMatrix();
}
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/// Render the network centerline as a series of line strips.
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/// glCenterline0 is for only one input
void glCenterline0(){
if (!glIsList(dlist)) { //if dlist isn't a display list, create it
dlist = glGenLists(1); //generate a display list
glNewList(dlist, GL_COMPILE); //start a new display list
for (unsigned e = 0; e < E.size(); e++) { //for each edge in the network
glBegin(GL_LINE_STRIP);
for (unsigned p = 0; p < E[e].size(); p++) { //for each point on that edge
glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]); //set the vertex position based on the current point
glTexCoord1f(0); //set white color
}
glEnd();
}
glEndList(); //end the display list
}
glCallList(dlist); // render the display list
}
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void glCenterline(){
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if(!glIsList(dlist)){ //if dlist isn't a display list, create it
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dlist = glGenLists(1); //generate a display list
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glNewList(dlist, GL_COMPILE); //start a new display list
for(unsigned e = 0; e < E.size(); e++){ //for each edge in the network
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//unsigned errormag_id = E[e].nmags() - 1;
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glBegin(GL_LINE_STRIP);
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for(unsigned p = 0; p < E[e].size(); p++){ //for each point on that edge
glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]); //set the vertex position based on the current point
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glTexCoord1f(E[e].r(p)); //set the texture coordinate based on the specified magnitude index
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}
glEnd();
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}
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glEndList(); //end the display list
}
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glCallList(dlist); //render the display list
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}
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///render the GT network cylinder as series of tubes
///@param dlist1 is the display list
///@param map is the mapping relationship between two networks
///@param colormap is the random generated color set for render
void glCylinderGT(GLuint &dlist1, std::vector<unsigned> map, std::vector<T> colormap) {
if (!glIsList(dlist1)) { // if dlist1 isn't a display list, create it
dlist1 = glGenLists(1); // generate a display list
glNewList(dlist1, GL_COMPILE); // start a new display list
for (unsigned e = 0; e < E.size(); e++) { // for each edge in the network
if (map[e] != unsigned(-1)) {
glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
for (unsigned p = 1; p < E[e].size(); p++) {// for each point on that edge
stim::circle<T> C1 = E[e].circ(p - 1);
stim::circle<T> C2 = E[e].circ(p);
C1.set_R(10); // scale the circle to the same
C2.set_R(10);
std::vector< stim::vec3<T> >Cp1 = C1.points(20);
std::vector< stim::vec3<T> >Cp2 = C2.points(20);
renderCylinder(Cp1, Cp2);
}
}
else {
glColor3f(1.0f, 1.0f, 1.0f); // white color for the un-mapping edges
for (unsigned p = 1; p < E[e].size(); p++) {// for each point on that edge
stim::circle<T> C1 = E[e].circ(p - 1);
stim::circle<T> C2 = E[e].circ(p);
C1.set_R(10); // scale the circle to the same
C2.set_R(10);
std::vector< stim::vec3<T> >Cp1 = C1.points(20);
std::vector< stim::vec3<T> >Cp2 = C2.points(20);
renderCylinder(Cp1, Cp2);
}
}
}
for (unsigned v = 0; v < V.size(); v++) {
size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
if (num_edge > 1) { // if it is the joint vertex
glColor3f(0.3, 0.3, 0.3); // gray color
renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
}
else { // if it is the terminal vertex
glColor3f(0.6, 0.6, 0.6); // more white gray
renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
}
}
glEndList();
}
glCallList(dlist1);
}
///render the T network cylinder as series of tubes
///@param dlist2 is the display list
///@param map is the mapping relationship between two networks
///@param colormap is the random generated color set for render
void glCylinderT(GLuint &dlist2, std::vector<unsigned> map, std::vector<T> colormap) {
if (!glIsList(dlist2)) {
dlist2 = glGenLists(1);
glNewList(dlist2, GL_COMPILE);
for (unsigned e = 0; e < E.size(); e++) { // for each edge in the network
if (map[e] != unsigned(-1)) {
glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
for (unsigned p = 0; p < E[e].size() - 1; p++) {// for each point on that edge
stim::circle<T> C1 = E[e].circ(p);
stim::circle<T> C2 = E[e].circ(p + 1);
C1.set_R(10); // scale the circle to the same
C2.set_R(10);
std::vector< stim::vec3<T> >Cp1 = C1.points(20);
std::vector< stim::vec3<T> >Cp2 = C2.points(20);
renderCylinder(Cp1, Cp2);
}
}
else {
glColor3f(1.0f, 1.0f, 1.0f); // white color for the un-mapping edges
for (unsigned p = 0; p < E[e].size() - 1; p++) {// for each point on that edge
stim::circle<T> C1 = E[e].circ(p);
stim::circle<T> C2 = E[e].circ(p + 1);
C1.set_R(10); // scale the circle to the same
C2.set_R(10);
std::vector< stim::vec3<T> >Cp1 = C1.points(20);
std::vector< stim::vec3<T> >Cp2 = C2.points(20);
renderCylinder(Cp1, Cp2);
}
}
}
for (unsigned v = 0; v < V.size(); v++) {
size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
if (num_edge > 1) { // if it is the joint vertex
glColor3f(0.3, 0.3, 0.3); // gray color
renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
}
else { // if it is the terminal vertex
glColor3f(0.6, 0.6, 0.6); // more white gray
renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
}
}
glEndList();
}
glCallList(dlist2);
}
/// Render the GT network centerline as a series of line strips in random different color
///@param dlist1 is the display list
///@param map is the mapping relationship between two networks
///@param colormap is the random generated color set for render
void glRandColorCenterlineGT(GLuint &dlist1, std::vector<unsigned> map, std::vector<T> colormap) {
if (!glIsList(dlist1)) {
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dlist1 = glGenLists(1);
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glNewList(dlist1, GL_COMPILE);
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for (unsigned e = 0; e < E.size(); e++) {
if (map[e] != unsigned(-1)) { // if it has corresponding edge in another network
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glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
glBegin(GL_LINE_STRIP);
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for (unsigned p = 0; p < E[e].size(); p++) {
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glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
}
glEnd();
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}
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else {
glColor3f(1.0, 1.0, 1.0); // white color
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glBegin(GL_LINE_STRIP);
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for (unsigned p = 0; p < E[e].size(); p++) {
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glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
}
glEnd();
}
}
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glEndList();
}
glCallList(dlist1);
}
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/// Render the T network centerline as a series of line strips in random different color
///@param dlist2 is the display list
///@param map is the mapping relationship between two networks
///@param colormap is the random generated color set for render
void glRandColorCenterlineT(GLuint &dlist2, std::vector<unsigned> map, std::vector<T> colormap) {
if (!glIsList(dlist2)) {
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dlist2 = glGenLists(1);
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glNewList(dlist2, GL_COMPILE);
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for (unsigned e = 0; e < E.size(); e++) {
if (map[e] != unsigned(-1)) { // if it has corresponding edge in another network
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glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
glBegin(GL_LINE_STRIP);
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for (unsigned p = 0; p < E[e].size(); p++) {
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glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
}
glEnd();
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}
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else {
glColor3f(1.0, 1.0, 1.0); // white color
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glBegin(GL_LINE_STRIP);
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for (unsigned p = 0; p < E[e].size(); p++) {
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glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
}
glEnd();
}
}
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glEndList();
}
glCallList(dlist2);
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}
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//void glRandColorCenterlineGT(GLuint &dlist1, std::vector<unsigned> map, std::vector<T> colormap){
// if(!glIsList(dlist1)){
// dlist1 = glGenLists(1);
// glNewList(dlist1, GL_COMPILE);
// for(unsigned e = 0; e < E.size(); e++){
// if(map[e] != unsigned(-1)){
// glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
// glBegin(GL_LINE_STRIP);
// for(unsigned p = 0; p < E[e].size(); p++){
// glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
// }
// glEnd();
// for (unsigned p = 0; p < E[e].size() - 1; p++) {
// renderCylinder(E[e][p][0], E[e][p][1], E[e][p][2], E[e][p + 1][0], E[e][p + 1][1], E[e][p + 1][2], 10, 20);
// }
// }
// else{
// glColor3f(1.0, 1.0, 1.0);
// glBegin(GL_LINE_STRIP);
// for(unsigned p = 0; p < E[e].size(); p++){
// glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
// }
// glEnd();
// }
// }
// for (unsigned v = 0; v < V.size(); v++) {
// size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
// if (num_edge > 1) {
// glColor3f(0.3, 0.3, 0.3); // gray color for vertex
// renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
// }
// }
// glEndList();
// }
// glCallList(dlist1);
//}
//void glRandColorCenterlineT(GLuint &dlist2, std::vector<unsigned> map, std::vector<T> colormap){
// if(!glIsList(dlist2)){
// dlist2 = glGenLists(1);
// glNewList(dlist2, GL_COMPILE);
// for(unsigned e = 0; e < E.size(); e++){
// if(map[e] != unsigned(-1)){
// glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
// glBegin(GL_LINE_STRIP);
// for(unsigned p = 0; p < E[e].size(); p++){
// glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
// }
// glEnd();
// for (unsigned p = 0; p < E[e].size() - 1; p++) {
// renderCylinder(E[e][p][0], E[e][p][1], E[e][p][2], E[e][p + 1][0], E[e][p + 1][1], E[e][p + 1][2], 10, 20);
// }
// }
// else{
// glColor3f(1.0, 1.0, 1.0);
// glBegin(GL_LINE_STRIP);
// for(unsigned p = 0; p < E[e].size(); p++){
// glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
// }
// glEnd();
// }
// }
// for (unsigned v = 0; v < V.size(); v++) {
// size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
// if (num_edge > 1) {
// glColor3f(0.3, 0.3, 0.3); // gray color for vertex
// renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
// }
// }
// glEndList();
// }
// glCallList(dlist2);
//}
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}; //end stim::gl_network class
}; //end stim namespace
#endif
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