7f1ab3c2
Pavel Govyadinov
fixed problems wi...
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#include<GL/glut.h>
#include<stim/visualization/aaboundingbox.h>
namespace jack {
template<typename T>
class gl_network : public jack::network<T> {
private:
std::vector<T> ecolor; // colormap for edges
std::vector<T> vcolor; // colormap for vertices
GLint subdivision; // rendering subdivision
/// basic geometry rendering
// main sphere rendering function
void sphere(T x, T y, T z, T radius) {
glPushMatrix();
glTranslatef((GLfloat)x, (GLfloat)y, (GLfloat)z);
glutSolidSphere((double)radius, subdivision, subdivision);
glPopMatrix();
}
// rendering sphere using glut function
void draw_sphere(T x, T y, T z, T radius, T alpha = 1.0f) {
if (alpha != 1.0f) {
glEnable(GL_BLEND); // enable color blend
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // set blend function
glDisable(GL_DEPTH_TEST); // disable depth buffer
glColor4f(vcolor[0], vcolor[1], vcolor[2], alpha); // set color
sphere(x, y, z, radius, subdivision);
glDisable(GL_BLEND); // disable color blend
glEnable(GL_DEPTH_TEST); // enbale depth buffer again
}
else {
glColor3f(vcolor[0], vcolor[1], vcolor[2]);
sphere(x, y, z, radius, subdivision);
}
}
// rendering sphere using quads
void draw_sphere(T x, T y, T z, T radius, T alpha = 1.0f) {
GLint stack = subdivision;
GLint slice = subdivision;
if (alpha != 1.0f) {
glEnable(GL_BLEND); // enable color blend
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // set blend function
glDisable(GL_DEPTH_TEST); // disable depth buffer
}
glColor4f(vcolor[0], vcolor[1], vcolor[2], alpha); // set color
T step_z = stim::PI / slice; // step angle along z-axis
T step_xy = 2 * stim::PI / stack; // step angle in xy-plane
T xx[4], yy[4], zz[4]; // store coordinates
T angle_z = 0.0; // start angle
T angle_xy = 0.0;
glBegin(GL_QUADS);
for (unsigned i = 0; i < slice; i++) { // around the z-axis
angle_z = i * step_z; // step step_z each time
for (unsigned j = 0; j < stack; j++) { // along the z-axis
angle_xy = j * step_xy; // step step_xy each time, draw floor by floor
xx[0] = radius * std::sin(angle_z) * std::cos(angle_xy); // four vertices
yy[0] = radius * std::sin(angle_z) * std::sin(angle_xy);
zz[0] = radius * std::cos(angle_z);
xx[1] = radius * std::sin(angle_z + step_z) * std::cos(angle_xy);
yy[1] = radius * std::sin(angle_z + step_z) * std::sin(angle_xy);
zz[1] = radius * std::cos(angle_z + step_z);
xx[2] = radius * std::sin(angle_z + step_z) * std::cos(angle_xy + step_xy);
yy[2] = radius * std::sin(angle_z + step_z) * std::sin(angle_xy + step_xy);
zz[2] = radius * std::cos(angle_z + step_z);
xx[3] = radius * std::sin(angle_z) * std::cos(angle_xy + step_xy);
yy[3] = radius * std::sin(angle_z) * std::sin(angle_xy + step_xy);
zz[3] = radius * std::cos(angle_z);
for (unsigned k = 0; k < 4; k++) {
glVertex3f(x + xx[k], y + yy[k], z + zz[k]); // draw the floor plane
}
}
}
glEnd();
if (alpha != 1.0f) {
glDisable(GL_BLEND); // disable color blend
glEnable(GL_DEPTH_TEST); // enbale depth buffer again
}
}
// render edge as cylinders
void draw_cylinder(T scale = 1.0f) {
stim::circle<T> C1, C2; // temp circles
std::vector<stim::vec3<T> > Cp1, Cp2; // temp lists for storing points on those circles
T r1, r2; // temp radii
size_t num_edge = E.size();
size_t num_vertex = V.size();
for (size_t i = 0; i < num_edge; i++) { // for every edge
glColor3f(ecolor[i * 3 + 0], ecolor[i * 3 + 1], ecolor[i * 3 + 2]);
for (size_t j = 1; j < num_vertex; j++) { // for every vertex except first one
C1 = E[i].circ(j - 1); // get the first circle plane of this segment
C2 = E[i].circ(j); // get the second circle plane of this segment
r1 = E[i].r(j - 1); // get the radius at first point
r2 = E[i].r(j); // get the radius at second point
C1.set_R(scale * r1); // rescale
C2.set_R(scale * r2);
Cp1 = C1.glpoints((unsigned)subdivision); // get 20 points on first circle plane
Cp2 = C2.glpoints((unsigned)subdivision); // get 20 points on second circle plane
glBegin(GL_QUAD_STRIP);
for (size_t k = 0; k < subdivision + 1; k++) {
glVertex3f(Cp1[k][0], Cp1[k][1], Cp1[k][2]);
glVertex3f(Cp2[k][0], Cp2[k][1], Cp2[k][2]);
}
glEnd();
}
}
}
protected:
using jack::network<T>::E;
using jack::network<T>::T;
GLuint dlist;
public:
/// constructors
// empty constructor
gl_network() : jack::network<T>() {
dlist = 0;
subdivision = 20;
}
gl_network(jack::network<T> N) : jack::network<T>(N) {
dlist = 0;
subdivision = 20;
ecolor.resize(N.edges * 3, 0.0f); // default black color
vcolor.resize(N.vertices * 3, 0.0f);
}
// compute the smallest bounding box of current network
aabboundingbox<T> boundingbox() {
aaboundingbox<T> bb; // create a bounding box object
for (size_t i = 0; i < E.size(); i++) // for every edge
for (size_t j = 0; j < E[i].size(); j++) // for every point on that edge
bb.expand(E[i][j]); // expand the bounding box to include that point
return bb;
}
// change subdivision
void change_subdivision(GLint value) {
subdivision = value;
}
/// rendering functions
// render centerline
void centerline() {
size_t num = E.size(); // get the number of edges
for (size_t i = 0; i < num; i++) {
glColor3f(colormap[i * 3 + 0], colormap[i * 3 + 1], colormap[i * 3 + 2]);
glBegin(GL_LINE_STRIP);
for (size_t j = 0; j < E[i].size(); j++)
glVertex3f(E[i][j][0], E[i][j][1], E[i][j][2]);
glEnd();
}
}
// render network as bunch of spheres and cylinders
void network(T scale = 1.0f) {
stim::vec3<T> v1, v2; // temp vertices for rendering
T r1, r2; // temp radii for rendering
if (!glIsList(dlist)) { // if dlist is not a display list, create one
dlist = glGenLists(1); // generate a display list
glNewList(dlist, GL_COMPILE); // start a new display list
// render every vertex as a sphere
size_t num = V.size();
for (size_t i = 0; i < num; i++) {
v1 = stim::vec3<T>(V[i][0], V[i][1], V[i][2]); // get the vertex for rendering
r1 = (*this).network<T>::r(i);
draw_sphere(v1[0], v1[1], v1[2], r1 * scale);
}
// render every edge as a cylinder
draw_cylinder(scale);
glEndList(); // end the display list
}
glCallList(dlist);
}
};
}
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