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stim/visualization/gl_spharmonics.h 6.83 KB
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  #ifndef STIM_GL_SPHARMONICS_H

  #define STIM_GL_SPHARMONICS_H

  

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  #include <stim/math/spharmonics.h>

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  #include <stim/gl/error.h>

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  #include <stim/math/vec3.h>

  #include <stim/math/constants.h>

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  #include <stim/visualization/colormap.h>

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  namespace stim {

  

  	template<typename T>

  	class gl_spharmonics {

  

  		GLuint dlist;

  		GLuint tex;

  

  		bool displacement;

  		bool colormap;

  		bool magnitude;

  

  		void init_tex() {

  			T* sfunc = (T*)malloc(N * N * sizeof(T));								//create a 2D array to store the spherical function

  			Sc.get_func(sfunc, N, N);														//generate the spherical function based on the Sc coefficients

  			unsigned char* tex_buffer = (unsigned char*)malloc(3 * N * N);			//create a buffer to store the texture map

  			stim::cpu2cpu<T>(sfunc, tex_buffer, N * N, stim::cmBrewer);				//create a Brewer colormap based on the spherical function

  			stim::buffer2image(tex_buffer, "sfunc.ppm", N, N);

  

  			if (tex) glDeleteTextures(1, &tex);															//if a texture already exists, delete it

  			glGenTextures(1, &tex);																		//create a new texture and store the ID																

  			glBindTexture(GL_TEXTURE_2D, tex);															//bind the texture

  			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, N, N, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_buffer);		//copy the color data from the buffer to the GPU

  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);								//initialize all of the texture parameters

  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

  			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

  			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  		}

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  	public:

  		stim::spharmonics<T> Sc;					//spherical harmonic representing the color component

  		stim::spharmonics<T> Sd;					//spherical harmonic representing the displacement component

  		size_t N;

  

  		gl_spharmonics(size_t slices) {

  			N = slices;

  			dlist = 0;								//initialize the display list index to zero (no list)

  			tex = 0;								//initialize the texture index to zero (no texture)

  			displacement = true;

  			colormap = true;

  			magnitude = true;

  		}

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  		gl_spharmonics(stim::spharmonics<T> disp, stim::spharmonics<T> color, size_t slices) :

  			 gl_spharmonics<T>(slices)

  		{

  			Sc = color;

  			Sd = disp;

  		}

  

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  		~gl_spharmonics() {

  			if (dlist) glDeleteLists(dlist, 1);		//delete the display list when the object is destroyed

  		}

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  		/// This function renders the spherical harmonic to the current OpenGL context

  		void render() {

  			//glShadeModel(GL_FLAT);

  			glPushAttrib(GL_ENABLE_BIT);

  			glDisable(GL_CULL_FACE);

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  			glEnable(GL_DEPTH_TEST);

  			glDepthMask(GL_TRUE);

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  			if (!tex) {

  				init_tex();

  			}

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  			if (colormap) {

  				glEnable(GL_TEXTURE_2D);

  				glBindTexture(GL_TEXTURE_2D, tex);

  			}

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  			if (!dlist) {

  				dlist = glGenLists(1);

  				glNewList(dlist, GL_COMPILE);

  				glPushAttrib(GL_ENABLE_BIT);

  				glEnable(GL_NORMALIZE);

  

  				//Draw the Sphere

  				size_t theta_i, phi_i;

  				T d_theta = (T)stim::TAU / (T)N;

  				T d_phi = (T)stim::PI / (T)(N-1);

  

  				for (phi_i = 1; phi_i < N; phi_i++) {

  					T phi = phi_i * d_phi;

  					glBegin(GL_QUAD_STRIP);

  					for (theta_i = 0; theta_i <= N; theta_i++) {

  						T theta = (N - theta_i) * d_theta;

  						float theta_t = 1 - (float)theta_i / (float)N;

  

  						T r;

  						if (!displacement) r = 1;						//if no displacement, set the r value to 1 (renders a unit sphere)

  						else r = Sd(theta, phi);						//otherwise calculate the displacement value

  

  						glColor3f(1.0f, 1.0f, 1.0f);

  						if (!colormap) {										//if no colormap is being rendered

  							if (r < 0) glColor3f(1.0, 0.0, 0.0);				//if r is negative, render it red

  							else glColor3f(0.0, 1.0, 0.0);						//otherwise render in green

  						}

  						if (magnitude) {										//if the magnitude is being displaced, calculate the magnitude of r

  							if (r < 0) r = -r;

  						}

  						stim::vec3<T> s(r, theta, phi);

  						stim::vec3<T> c = s.sph2cart();

  						stim::vec3<T> n;														//allocate a value to store the normal

  						if (!displacement) n = c;												//if there is no displacement, the normal is spherical

  						else n = Sd.dphi(theta, phi).cross(Sd.dtheta(theta, phi));				//otherwise calculate the normal as the cross product of derivatives

  

  						glTexCoord2f(theta_t, (float)phi_i / (float)N);

  						//std::cout << theta_t <<"        "<<(float)phi_i / (float)N << "----------------";

  						glNormal3f(n[0], n[1], n[2]);

  						glVertex3f(c[0], c[1], c[2]);

  

  						T r1;

  						if (!displacement) r1 = 1;

  						else r1 = Sd(theta, phi - d_phi);

  						if (!colormap) {										//if no colormap is being rendered

  							if (r1 < 0)	glColor3f(1.0, 0.0, 0.0);				//if r1 is negative, render it red

  							else glColor3f(0.0, 1.0, 0.0);						//otherwise render in green

  						}

  						if (magnitude) {										//if the magnitude is being rendered, calculate the magnitude of r

  							if (r1 < 0) r1 = -r1;

  						}

  						stim::vec3<T> s1(r1, theta, phi - d_phi);

  						stim::vec3<T> c1 = s1.sph2cart();					

  						stim::vec3<T> n1;

  						if (!displacement) n1 = c1;

  						else n1 = Sd.dphi(theta, phi - d_phi).cross(Sd.dtheta(theta, phi - d_phi));

  

  						//std::cout << theta_t << "        " << (float)(phi_i - 1) / (float)N << std::endl;

  						glTexCoord2f(theta_t, 1.0/(2*(N)) + (float)(phi_i-1) / (float)N);

  						glNormal3f(n1[0], n1[1], n1[2]);

  						glVertex3f(c1[0], c1[1], c1[2]);

  					}

  					glEnd();

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  				}

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  				glPopAttrib();

  				glEndList();

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  			}

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  			glCallList(dlist);											//call the display list to render

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  			glPopAttrib();

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  			glDisable(GL_DEPTH_TEST);

  			glDepthMask(GL_FALSE);

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  		}

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  		/// Push a coefficient to the spherical harmonic - by default, push applies the component to both the displacement and color SH

  		void push(T coeff) {

  			Sd.push(coeff);

  			Sc.push(coeff);

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  		}

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  		/// Resize the spherical harmonic coefficient array

  		void resize(size_t s) {

  			Sd.resize(s);

  			Sc.resize(s);

  		}

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  		/// Set a spherical harmonic coefficient to the given value

  		void setc(unsigned int c, T value) {

  			Sd.setc(c, value);

  			Sc.setc(c, value);

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  		}

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  		void project(T* data, size_t x, size_t y, size_t nc) {

  			Sd.project(data, x, y, nc);

  			Sc = Sd;

  		}

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  		/// Project a set of samples onto the basis

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  		void project(std::vector<vec3<float> >& vlist, size_t nc) {

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  			Sd.project(vlist, nc);

  			Sc = Sd;

  		}

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  		/// Calculate a density function from a list of points in spherical coordinates

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  		void pdf(std::vector<stim::vec3<T> >& vlist, size_t nc) {

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  			Sd.pdf(vlist, nc);

  			Sc = Sd;

  		}

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  		void slices(size_t s) {

  			N = s;

  		}

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  		size_t slices() {

  			return N;

  		}

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  		void rendermode(bool displace, bool color, bool mag = true) {

  			displacement = displace;

  			colormap = color;

  			magnitude = mag;

  		}

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  	};

  }

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  #endif