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();
}
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