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tira/visualization/gl_spharmonics.h 12.6 KB
ce6381d7   David Mayerich   updating to TIRA
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  #ifndef STIM_GL_SPHARMONICS_H
  #define STIM_GL_SPHARMONICS_H
  
  #include <stim/math/spharmonics.h>
  #include <stim/gl/error.h>
  #include <stim/math/vec3.h>
  #include <stim/math/constants.h>
  #include <stim/visualization/colormap.h>
  
  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);
  		}
  
  	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;
  		}
  
  		gl_spharmonics(stim::spharmonics<T> disp, stim::spharmonics<T> color, size_t slices) :
  			 gl_spharmonics<T>(slices)
  		{
  			Sc = color;
  			Sd = disp;
  		}
  
  		~gl_spharmonics() {
  			if (dlist) glDeleteLists(dlist, 1);		//delete the display list when the object is destroyed
  		}
  
                  ///saves the coeffients of a spherical harmonics in a text documents.
                  void save_coeffs(std::string filename)
                  {
                          std::ofstream myfile;
                          myfile.open(filename.c_str());
                          for(int i = 0; i < Sd.C.size()-1; i++)
                          {
                                  myfile << Sd.C[i] << ",";
                          }
                          myfile << Sd.C[Sd.C.size()-1] << std::endl;
                          for(int i = 0; i < Sc.C.size()-1; i++)
                          {
                                  myfile << Sc.C[i] << ",";
                          }
                          myfile << Sc.C[Sc.C.size()-1] << std::endl;
                          myfile.close();
                  }
  
                  void save(std::string filename)
                  {
  
                          if (!tex) {
                                  init_tex();
                          }
  
                          stim::obj<T> object;
                          size_t theta_i, phi_i;
                          T d_theta = (T)stim::TAU / (T)N;
                          T d_phi = (T)stim::PI / (T)(N-1);
                          object.matKd("sfunc.jpg");
                          for (phi_i = 1; phi_i < N; phi_i++) {
                                  T phi = phi_i * d_phi;
                                  object.Begin(OBJ_TRIANGLE_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
  
                                          object.TexCoord(theta_t, (float)phi_i / (float)N);
                                          //std::cout << theta_t <<"        "<<(float)phi_i / (float)N << "----------------";
                                          object.Normal(n[0], n[1], n[2]);
                                          object.Vertex(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;
                                          object.TexCoord(theta_t, 1.0/(2*(N)) + (float)(phi_i-1) / (float)N);
                                          object.Normal(n1[0], n1[1], n1[2]);
                                          object.Vertex(c1[0], c1[1], c1[2]);
                                  }
                                  object.End();
                          }
                          object.matKd();
                          object.save(filename);
                  }
  
  
  
  		/// This function renders the spherical harmonic to the current OpenGL context
  		void render() {
  			//glShadeModel(GL_FLAT);
  			glPushAttrib(GL_ENABLE_BIT);
  			glDisable(GL_CULL_FACE);
  			glEnable(GL_DEPTH_TEST);
  			glDepthMask(GL_TRUE);
  			
  			if (!tex) {
  				init_tex();
  			}
  
  			if (colormap) {
  				glEnable(GL_TEXTURE_2D);
  				glBindTexture(GL_TEXTURE_2D, tex);
  			}
  
  			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();
  				}
  				glPopAttrib();
  				glEndList();
  			}
  			glCallList(dlist);											//call the display list to render
  
  			glPopAttrib();
  			glDisable(GL_DEPTH_TEST);
  			glDepthMask(GL_FALSE);
  		}
  
  		/// 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);
  		}
  
  		/// Resize the spherical harmonic coefficient array
  		void resize(size_t s) {
  			Sd.resize(s);
  			Sc.resize(s);
  		}
  
  		/// Set a spherical harmonic coefficient to the given value
  		void setc(unsigned int c, T value) {
  			Sd.setc(c, value);
  			Sc.setc(c, value);
  		}
  
  		void project(T* data, size_t x, size_t y, size_t nc) {
  			Sd.project(data, x, y, nc);
  			Sc = Sd;
  		}
  
  		/// Project a set of samples onto the basis
  		void project(std::vector<vec3<float> >& vlist, size_t nc) {
  			Sd.project(vlist, nc);
  			Sc = Sd;
  		}
  
  		/// Calculate a density function from a list of points in spherical coordinates
  		void pdf(std::vector<stim::vec3<T> >& vlist, size_t nc) {
  			Sd.pdf(vlist, nc);
  			Sc = Sd;
  		}
  
  		void slices(size_t s) {
  			N = s;
  		}
  
  		size_t slices() {
  			return N;
  		}
  
  		void rendermode(bool displace, bool color, bool mag = true) {
  			displacement = displace;
  			colormap = color;
  			magnitude = mag;
  		}
  
  	};
  }
  
  
  
  #endif