DrawingFunctions.h 24.1 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919
#include "rtsFiberNetwork.h"
#include "rts/rts_glShaderProgram.h"
#include "GL/glut.h"
#include "rts/rts_glutRenderWindow.h"
#include <time.h>

extern void ComputeNetMets();
extern rtsFiberNetwork* goldNetwork;
extern rtsFiberNetwork* testNetwork;
extern float sigmaG, sigmaC;
float network_span;
CoreGraphList coreGraph;
vector<point3D<float> > sequenceColors; 
int current_sequence = 0;

//shader variables
rts_glShaderProgram Edge_ErrorShader;
rts_glShaderProgram Node_ErrorShader;
rts_glShaderProgram Smooth_Shader;

//display lists
GLuint GT_FibersList=0;
GLuint T_FibersList=0;
GLuint GT_EndCaps=0;
GLuint T_EndCaps=0;
GLuint GT_NodesList=0;
GLuint T_NodesList=0;
GLuint T_PathList=0;
GLuint GT_PathList=0;

//drawing variables
int tube_subdivisions = 20;
float node_radius_factor = 0.7;
float fiber_radius_factor = 0.5;
float cull_test_case_threshold = 1.0;

#define DISPLAY_GT_NETWORK	1
#define DISPLAY_T_NETWORK	2
#define DISPLAY_GT_GRAPH	3
#define DISPLAY_T_GRAPH		4
#define DISPLAY_GT_SELECTED	5
#define DISPLAY_T_SELECTED	6

//menu options
#define NETCOMP_EXIT		0
#define DISPLAY_NETWORK		1
#define DISPLAY_GRAPH		2
#define DISPLAY_CONNECTED	3
#define DISPLAY_SELECTED	4
#define COLORMAP_ISOLUMINANT	5
#define COLORMAP_BLACKBODY		6
#define COLORMAP_BREWER			7
#define COLORMAP_POLAR_CIELAB	8
#define COLORMAP_RAINBOW		9
#define CULL_TEST_CASE			10
#define RECOMPUTE_METRIC		11


//fibers to render in Graph Mode
//list<int> T_DisplayEdges;
//list<int> GT_DisplayEdges;

int DisplayMode = DISPLAY_NETWORK;
float L0_pos[3];
float L1_pos[3];
//GLuint texColorMap=0;
rts_glTextureMap texColorMap;




void makeColormap(int ColorMapType = COLORMAP_BREWER)
{
	//if(texColorMap != 0)
	//	glDeleteTextures(1, &texColorMap);

	point3D<float>* ctrlPts;
	int num_points = 0;
	if(ColorMapType == COLORMAP_ISOLUMINANT)
	{
		//allocate memory for the colormap
		num_points = 2;
		ctrlPts = new point3D<float>[num_points];
		//memset(ctrlPts, 0, num_points*sizeof(point3D<float>));

		ctrlPts[0] = point3D<float>(0.0, 1.0, 0.0);
		ctrlPts[1] = point3D<float>(1.0, 0.0, 0.0);
	}
	else if(ColorMapType == COLORMAP_RAINBOW)
	{
		//allocate memory for the colormap
		num_points = 5;
		ctrlPts = new point3D<float>[num_points];
		//memset(ctrlPts, 0, num_points*sizeof(point3D<float>));

		//ctrlPts[0] = point3D<float>(0.7, 0, 0.7);
		ctrlPts[0] = point3D<float>(0, 0, 1);
		ctrlPts[1] = point3D<float>(0, 0.7, 0.7);
		ctrlPts[2] = point3D<float>(0, 1, 0);
		ctrlPts[3] = point3D<float>(0.7, 0.7, 0);
		ctrlPts[4] = point3D<float>(1, 0, 0);
	}
	else if(ColorMapType == COLORMAP_BLACKBODY)
	{
		//allocate memory for the colormap
		num_points = 4;
		ctrlPts = new point3D<float>[num_points];
		//memset(ctrlPts, 0, num_points*sizeof(point3D<float>));

		ctrlPts[0] = point3D<float>(0.0, 0.0, 0.0);
		ctrlPts[1] = point3D<float>(1.0, 0.0, 0.0);
		ctrlPts[2] = point3D<float>(1.0, 1.0, 0.0);
		ctrlPts[3] = point3D<float>(1.0, 1.0, 1.0);
	}
	else if(ColorMapType == COLORMAP_BREWER)
	{
		//allocate memory for the colormap
		num_points = 11;
		ctrlPts = new point3D<float>[num_points];
		//memset(ctrlPts, 0, num_points*sizeof(point3D<float>));

		ctrlPts[0] = point3D<float>(0.192157, 0.211765, 0.584314);
		ctrlPts[1] = point3D<float>(0.270588, 0.458824, 0.705882);
		ctrlPts[2] = point3D<float>(0.454902, 0.678431, 0.819608);
		ctrlPts[3] = point3D<float>(0.670588, 0.85098, 0.913725);
		ctrlPts[4] = point3D<float>(0.878431, 0.952941, 0.972549);
		ctrlPts[5] = point3D<float>(1, 1, 0.74902);
		ctrlPts[6] = point3D<float>(0.996078, 0.878431, 0.564706);
		ctrlPts[7] = point3D<float>(0.992157, 0.682353, 0.380392);
		ctrlPts[8] = point3D<float>(0.956863, 0.427451, 0.262745);
		ctrlPts[9] = point3D<float>(0.843137, 0.188235, 0.152941);
		ctrlPts[10] = point3D<float>(0.647059, 0, 0.14902);

	}
		else if(ColorMapType == COLORMAP_POLAR_CIELAB)
	{
		//allocate memory for the colormap
		num_points = 33;
		ctrlPts = new point3D<float>[num_points];
		//memset(ctrlPts, 0, num_points*sizeof(point3D<float>));

		ctrlPts[0] = point3D<float>(0.07514311, 0.468049805,1);
		ctrlPts[1] = point3D<float>(0.247872569, 0.498782363,1);
		ctrlPts[2] = point3D<float>(0.339526309, 0.528909511,1);
		ctrlPts[3] = point3D<float>(0.409505078, 0.558608486,1);
		ctrlPts[4] = point3D<float>(0.468487184, 0.588057293,1);
		ctrlPts[5] = point3D<float>(0.520796675, 0.617435078,1);
		ctrlPts[6] = point3D<float>(0.568724526, 0.646924167,1);
		ctrlPts[7] = point3D<float>(0.613686735, 0.676713218,1);
		ctrlPts[8] = point3D<float>(0.656658579, 0.707001303,1);
		ctrlPts[9] = point3D<float>(0.698372844, 0.738002964,1);
		ctrlPts[10] = point3D<float>(0.739424025, 0.769954435,1);
		ctrlPts[11] = point3D<float>(0.780330104, 0.803121429,1);
		ctrlPts[12] = point3D<float>(0.821573924, 0.837809045,1);
		ctrlPts[13] = point3D<float>(0.863634967, 0.874374691,1);
		ctrlPts[14] = point3D<float>(0.907017747, 0.913245283,1);
		ctrlPts[15] = point3D<float>(0.936129275, 0.938743558, 0.983038586);
		ctrlPts[16] = point3D<float>(0.943467973, 0.943498599, 0.943398095);
		ctrlPts[17] = point3D<float>(0.990146732, 0.928791426, 0.917447482);
		ctrlPts[18] = point3D<float>(1, 0.88332677, 0.861943246);
		ctrlPts[19] = point3D<float>(1, 0.833985467, 0.803839606);
		ctrlPts[20] = point3D<float>(1, 0.788626485, 0.750707739);
		ctrlPts[21] = point3D<float>(1, 0.746206642, 0.701389973);
		ctrlPts[22] = point3D<float>(1, 0.70590052, 0.654994046);
		ctrlPts[23] = point3D<float>(1, 0.667019783, 0.610806959);
		ctrlPts[24] = point3D<float>(1, 0.6289553, 0.568237474);
		ctrlPts[25] = point3D<float>(1, 0.591130233, 0.526775617);
		ctrlPts[26] = point3D<float>(1, 0.552955184, 0.485962266);
		ctrlPts[27] = point3D<float>(1, 0.513776083, 0.445364274);
		ctrlPts[28] = point3D<float>(1, 0.472800903, 0.404551679);
		ctrlPts[29] = point3D<float>(1, 0.428977855, 0.363073592);
		ctrlPts[30] = point3D<float>(1, 0.380759558, 0.320428137);
		ctrlPts[31] = point3D<float>(0.961891484, 0.313155629, 0.265499262);
		ctrlPts[32] = point3D<float>(0.916482116, 0.236630659, 0.209939162);

	}

	texColorMap.Init(ctrlPts, GL_TEXTURE_1D, num_points, 0, 0, GL_RGB, GL_RGB, GL_FLOAT);

	//glGenTextures(1, &texColorMap);
	//glBindTexture(GL_TEXTURE_1D, texColorMap);
	//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, num_points, 0, GL_RGB, GL_FLOAT, ctrlPts);
}



point3D<float> HSLtoRGB(point3D<float> HSL)
{
	float H = HSL.x;
	float S = HSL.y;
	float L = HSL.z;
	
	float temp2;
	if(L < 0.5)
		temp2 = L*(1.0+S);
	else
		temp2 = L+S - L*S;
		
	float temp1 = 2.0*L - temp2;
	
	point3D<float> temp3(H+1.0/3.0, H, H-1.0/3.0);
	if(temp3.x < 0.0) temp3.x = temp3.x+1.0;
	if(temp3.y < 0.0) temp3.y = temp3.y+1.0;
	if(temp3.z < 0.0) temp3.z = temp3.z+1.0;
	
	if(temp3.x > 1.0) temp3.x = temp3.x - 1.0;
	if(temp3.y > 1.0) temp3.y = temp3.y - 1.0;
	if(temp3.z > 1.0) temp3.z = temp3.z - 1.0;
	
	point3D<float> result;
	if(6.0*temp3.x < 1.0) result.x = temp1 +(temp2 - temp1)*6.0*temp3.x;
	else if(2.0*temp3.x < 1.0) result.x = temp2;
	else if(3.0*temp3.x < 2.0) result.x = temp1+(temp2-temp1)*((2.0/3.0) - temp3.x)*6.0;
	else result.x = temp1;
	
	if(6.0*temp3.y < 1.0) result.y = temp1 +(temp2 - temp1)*6.0*temp3.y;
	else if(2.0*temp3.y < 1.0) result.y = temp2;
	else if(3.0*temp3.y < 2.0) result.y = temp1+(temp2-temp1)*((2.0/3.0) - temp3.y)*6.0;
	else result.y = temp1;
	
	if(6.0*temp3.z < 1.0) result.z = temp1 +(temp2 - temp1)*6.0*temp3.z;
	else if(2.0*temp3.z < 1.0) result.z = temp2;
	else if(3.0*temp3.z < 2.0) result.z = temp1+(temp2-temp1)*((2.0/3.0) - temp3.z)*6.0;
	else result.z = temp1;
	
	//result.a = 0.0;
	return result;
}
void ColorFibers()
{
	//srand(time(NULL));
	sequenceColors.clear();
	//for each fiber
	for(CoreGraphList::iterator i = coreGraph.begin(); i!=coreGraph.end(); i++)
	{
		float random_hue = (double)rand()/(double)RAND_MAX;
		//cout<<"Random Hue: "<<random_hue<<endl;
		float random_saturation = 1.0;//(double)rand()/(double)RAND_MAX;
		point3D<float> rgb = HSLtoRGB(point3D<float>(random_hue, random_saturation, 0.5));
		//point3D<float> rgb((double)rand()/(double)RAND_MAX, (double)rand()/(double)RAND_MAX, (double)rand()/(double)RAND_MAX);
		sequenceColors.push_back(rgb);
	}
	

}
void CenterCameraToSelected()
{
	if(coreGraph.size() == 0)
		return;

	//center the fiber in both networks
	point3D<float> min_pt(9999, 9999, 9999);
	point3D<float> max_pt(-9999, -9999, -9999);

	//iterate through the first edge sequence
	EdgeSequence::iterator i;
	int node;
	point3D<float> test;
	for(i=coreGraph[current_sequence].first.begin(); i!=coreGraph[current_sequence].first.end(); i++)
	{
		node = testNetwork->FiberList[*i].n0;
		test = testNetwork->NodeList[node].p;
		min_pt.x = min(test.x, min_pt.x);
		min_pt.y = min(test.y, min_pt.y);
		min_pt.z = min(test.z, min_pt.z);	
		max_pt.x = max(test.x, max_pt.x);
		max_pt.y = max(test.y, max_pt.y);
		max_pt.z = max(test.z, max_pt.z);

		node = testNetwork->FiberList[*i].n1;
		test = testNetwork->NodeList[node].p;
		min_pt.x = min(test.x, min_pt.x);
		min_pt.y = min(test.y, min_pt.y);
		min_pt.z = min(test.z, min_pt.z);	
		max_pt.x = max(test.x, max_pt.x);
		max_pt.y = max(test.y, max_pt.y);
		max_pt.z = max(test.z, max_pt.z);
	}
	point3D<float> middle = min_pt+0.5*(max_pt - min_pt);

	rts_glut_camera.LookAt(middle);

}
void IncrementSelectedFiber(int i)
{
	//get the currently selected fiber id
	if(coreGraph.size() <= 0)
		return;

	//get the number of fibers
	int end_id = coreGraph.size();

	current_sequence+=i;
	if(current_sequence >= end_id)
		current_sequence = 0;
	if(current_sequence < 0)
		current_sequence = coreGraph.size()-1;

	//print the selected edges
	EdgeSequence::iterator EdgeI;

	for(EdgeI = coreGraph[current_sequence].first.begin(); EdgeI != coreGraph[current_sequence].first.end(); EdgeI++)
		cout<<*EdgeI<<" ";
	cout<<"--->";
	for(EdgeI = coreGraph[current_sequence].second.begin(); EdgeI != coreGraph[current_sequence].second.end(); EdgeI++)
		cout<<*EdgeI<<" ";
	cout<<endl;


	CenterCameraToSelected();

}
void DrawNodeSphere(rtsFiberNetwork* network, int n, float radius)
{
	GLUquadricObj* quadric = gluNewQuadric();
	gluQuadricNormals(quadric, GLU_SMOOTH);

	glMatrixMode(GL_MODELVIEW);

	glPushMatrix();

	point3D<float> p;
	//glColor3f(network->NodeList[n].error, 0.0, 0.0);
	p = network->NodeList[n].p;

	glTranslatef(p.x, p.y, p.z);
	//glutSolidSphere(node_radius*standard_deviation, 20, 20);
	glTexCoord1f(network->NodeList[n].error);
	if(network->NodeList[n].color < 0)
		glColor3f(1.0, 0.0, 0.0);
	else
		glColor3f(1.0, 1.0, 1.0);
	gluSphere(quadric,radius,32,32);

	glPopMatrix();

}
void DrawNodeSpheres(rtsFiberNetwork* network, float radius)
{


	unsigned int n;
	for(n=0; n != network->FiberList.size(); n++)
	{
		if(!network->isCulled(n))
		{
			DrawNodeSphere(network, network->FiberList[n].n0,radius);
			DrawNodeSphere(network, network->FiberList[n].n1,radius);
		}
	}
}

void FrenetFrame(vector3D<float> &x, vector3D<float> &y, vector3D<float> &z)
{
	x = vector3D<float>(0.0, 0.0, 1.0);
	y = x.X(z);
	x = z.X(y);
	x.Normalize();
	y.Normalize();
	z.Normalize();
}

vector3D<float> GetColor(float error)
{
	//This function converts an error value to a color
	//The conversion is done by creating an HSV color from the error value and converting that HSV color to RGB
	float H = (240.0/60.0)*(1.0 - error);
	float S = 1.0;
	float V = 1.0;

	int i = floor(H);
	float f = H - i;
	if(i%2 == 0)
		f = 1-f;
	float m = V*(1 - S);
	float n = V*(1-S*f);
	switch(i)
	{
	case 0:
		return vector3D<float>(V, n, m);
	case 1:
		return vector3D<float>(n, V, m);
	case 2:
		return vector3D<float>(m, V, n);
	case 3:
		return vector3D<float>(m, n, V);
	case 4:
		return vector3D<float>(n, m, V);
	case 5:
		return vector3D<float>(V, m, n);
	default:
		return vector3D<float>(0, 0, 0);
	}

}

void DrawTube(point3D<float> p0, vector3D<float> d0, point3D<float> p1, vector3D<float> d1, float error0, float error1, float radius, int subdiv)
{
	
	//draw the first circle
	vector3D<float> x0, y0, z0, x1, y1, z1;
	z0 = d0;
	FrenetFrame(x0, y0, z0);

	z1 = d1;
	FrenetFrame(x1, y1, z1);

	float t_step = (2*3.14159)/subdiv;

	
	float u, v;

	//get the RGB color
	point3D<float> circle0, circle1;
	vector3D<float> RGB0, RGB1;
	vector3D<float> normal;
	
	//RGB0 = GetColor(color0);	
	//RGB1 = GetColor(color1);

	glBegin(GL_TRIANGLE_STRIP);
	for(int t=0; t<=subdiv; t++)
	{
		u = radius * cos(t*t_step);
		v = radius * sin(t*t_step);
		normal = u*x0 + v*y0;		
		circle0 = p0 + normal;
		normal.Normalize();

		glTexCoord1f(error0);
		//glColor4f(error0, 0.0, 0.0, 1.0);
		glNormal3f(normal.x, normal.y, normal.z);
		glVertex3f(circle0.x, circle0.y, circle0.z);

		normal = u*x1 + v*y1;
		circle1 = p1 + normal;
		normal.Normalize();

		glTexCoord1f(error1);
		//glColor4f(error1, 0.0, 0.0, 1.0);
		glNormal3f(normal.x, normal.y, normal.z);
		glVertex3f(circle1.x, circle1.y, circle1.z);

	}
	glEnd();
	CHECK_OPENGL_ERROR
}

void ExtrudeFiber(rtsFiberNetwork* network, int fiber, float radius)
{
	vector3D<float> x, y, z;
	point3D<float> p0, p1, p2, p3;
	vector3D<float> d1, d2;
	float e1, e2;

	//get the first point
	int node = network->FiberList[fiber].n0;
	p1 = network->NodeList[node].p;
	e1 = network->NodeList[node].error;

	//for each vertex in the fiber
	int num_points = (int)network->FiberList[fiber].pointList.size();
	for(int v=0; v<num_points; v++)
	{
		//get the next point
		p2 = network->FiberList[fiber].pointList[v];
		e2 = network->FiberList[fiber].errorList[v];
		
		if(v<num_points-1)
			p3 = network->FiberList[fiber].pointList[v+1];
		else
		{
			node = network->FiberList[fiber].n1;
			p3 = network->NodeList[node].p;
		}

		d2 = p3-p1;

		//compute the fiber derivatives at p1 and p2
		if(v==0)	//if this is the first fiber
			d1 = p2 - p1;
		else
		{
			d1 = p2 - p0;
		}

		DrawTube(p1, d1, p2, d2, e1, e2, radius, tube_subdivisions);

		//shift
		p0 = p1;
		p1 = p2;
		e1 = e2;
	}
	//make the last tube

	//if there were any points in the pointlist
	if(num_points > 0)
	{
		p2 = p3;
		node = network->FiberList[fiber].n1;
		e2 = network->NodeList[node].error;
		d1 = p2-p0;
		d2 = p2-p1;
		DrawTube(p1, d1, p2, d2, e1, e2, radius, tube_subdivisions);
	}
	//if there are only the two node points
	else
	{
		node = network->FiberList[fiber].n1;
		p2 = network->NodeList[node].p;
		e2 = network->NodeList[node].error;
		d1 = p2 - p1;
		d2 = p2 - p1;
		DrawTube(p1, d1, p2, d2, e1, e2, radius, tube_subdivisions);
	}
}

void DrawLineFiber(rtsFiberNetwork* network, int f)
{
	point3D<float> p;
	int node = network->FiberList[f].n0;
	p = network->NodeList[node].p;

	glBegin(GL_LINE_STRIP);
	glVertex3f(p.x, p.y, p.z);
	for(int v=0; v!=network->FiberList[f].pointList.size(); v++)
	{
		p = network->FiberList[f].pointList[v];
		glVertex3f(p.x, p.y, p.z);		
	}
	node = network->FiberList[f].n1;
	p = network->NodeList[node].p;
	glVertex3f(p.x, p.y, p.z);
	glEnd();

}
void DrawLineNetwork(rtsFiberNetwork* network)
{

	int num_fibers = network->FiberList.size();
	for(int f = 0; f < num_fibers; f++)
	{
		/*if(network->FiberList[f].mapped_to == -1)
			glColor3f(0.0,0.0, 0.0);
		else
			glColor3f(1.0, 0.0, 0.0);
		*/
		DrawLineFiber(network, f);
		CHECK_OPENGL_ERROR
	}


}
void DrawGraphNodes(rtsFiberNetwork* network)
{
	//renders graph nodes, colored based on their node color
	glMatrixMode(GL_MODELVIEW);

	unsigned int n;
	for(n=0; n != network->NodeList.size(); n++)
	{
		glPushMatrix();

		point3D<float> p;
		/*if(network->NodeList[n].color < 0)
			glColor3f(1.0, 0.0, 0.0);
		else
			glColor3f(0.0, 1.0, 0.0);
			*/
		//glColor3f(network->NodeList[n].error, 0.0, 0.0);
		p = network->NodeList[n].p;

		glTranslatef(p.x, p.y, p.z);
		glutSolidSphere(node_radius_factor*sigmaC, 20, 20);

		glPopMatrix();
	}
}
void DrawFiberSequence(rtsFiberNetwork* network, EdgeSequence sequence, float fiber_radius, float node_radius)
{
	//glClear(GL_DEPTH_BUFFER_BIT);
	for(EdgeSequence::iterator i = sequence.begin(); i != sequence.end(); i++)
	{
		ExtrudeFiber(network, *i, fiber_radius);
		glPushAttrib(GL_CURRENT_BIT);
		DrawNodeSphere(network, network->FiberList[*i].n0, node_radius);
		DrawNodeSphere(network, network->FiberList[*i].n1, node_radius);
		glPopAttrib();
	}


}
GLuint CreateFiberDisplayList(rtsFiberNetwork* network, float radius)
{
	GLuint result = glGenLists(1);
	glNewList(result, GL_COMPILE);

	int num_fibers = network->FiberList.size();
	for(int f = 0; f < num_fibers; f++)
	{
		if(!network->isCulled(f))
		{
			ExtrudeFiber(network, f, radius);
			CHECK_OPENGL_ERROR
		}
	}
	glEndList();
	return result;
}

GLuint CreateNodeDisplayList(rtsFiberNetwork* network, float radius)
{
	GLuint result = glGenLists(1);
	glNewList(result, GL_COMPILE);
	DrawNodeSpheres(network, radius);
	glEndList();
	return result;
}


void CreateFiberPathLists(float fiber_radius, float node_radius)
{
	GT_PathList = glGenLists(1);
	glNewList(GT_PathList, GL_COMPILE);

	if(coreGraph.size() > 0)
	{
		for(unsigned int i=0; i<sequenceColors.size(); i++)
		{
			point3D<float> rgb = sequenceColors[i];
			glColor3f(rgb.x, rgb.y, rgb.z);
			DrawFiberSequence(goldNetwork, coreGraph[i].second, fiber_radius, node_radius);
		}
	}
	glEndList();

	T_PathList = glGenLists(1);
	glNewList(T_PathList, GL_COMPILE);

	if(coreGraph.size() > 0)
	{
		for(unsigned int i=0; i<sequenceColors.size(); i++)
		{
			point3D<float> rgb = sequenceColors[i];
			glColor3f(rgb.x, rgb.y, rgb.z);
			DrawFiberSequence(testNetwork, coreGraph[i].first, fiber_radius, node_radius);
		}
	}
	glEndList();

}
void CreateDisplayLists()
{
	if(GT_FibersList != 0)
		glDeleteLists(GT_FibersList, 1);
	if(T_FibersList != 0)
		glDeleteLists(T_FibersList, 1);
	if(GT_NodesList != 0)
		glDeleteLists(GT_NodesList, 1);
	if(T_NodesList != 0)
		glDeleteLists(T_NodesList, 1);
	if(GT_EndCaps != 0)
		glDeleteLists(GT_EndCaps, 1);
	if(T_EndCaps != 0)
		glDeleteLists(T_EndCaps, 1);

	//create the display lists
	GT_FibersList = CreateFiberDisplayList(goldNetwork, sigmaG*fiber_radius_factor);
	T_FibersList = CreateFiberDisplayList(testNetwork, sigmaG*fiber_radius_factor);
	GT_NodesList = CreateNodeDisplayList(goldNetwork, sigmaG*node_radius_factor);
	T_NodesList = CreateNodeDisplayList(testNetwork, sigmaG*node_radius_factor);
	GT_EndCaps = CreateNodeDisplayList(goldNetwork, sigmaG*fiber_radius_factor);
	T_EndCaps = CreateNodeDisplayList(testNetwork, sigmaG*fiber_radius_factor);

	if(GT_PathList != 0)
		glDeleteLists(GT_PathList,1);
	if(T_PathList != 0)
		glDeleteLists(T_PathList,1);
	CreateFiberPathLists(fiber_radius_factor*sigmaG, node_radius_factor*sigmaG);
}
void RenderViewCamera()
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	//compute the aspect ratio
	float aspect_ratio = (float)glutGet(GLUT_WINDOW_WIDTH)/2.0/(float)glutGet(GLUT_WINDOW_HEIGHT);
	gluPerspective(rts_glut_camera.getFOV(), aspect_ratio, network_span/10, network_span*10);

	//render the camera
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	point3D<float> camera_position = rts_glut_camera.getPosition();
	vector3D<float> camera_up = rts_glut_camera.getUp();
	point3D<float> camera_lookat = rts_glut_camera.getLookAt();
	gluLookAt(camera_position.x,
			  camera_position.y,
			  camera_position.z,
			  camera_lookat.x,
			  camera_lookat.y,
			  camera_lookat.z,
			  camera_up.x,
			  camera_up.y,
			  camera_up.z);


	//get the light positions (lights move with the camera)
	vector3D<float> up = rts_glut_camera.getUp();
	vector3D<float> dir = rts_glut_camera.getDirection();
	vector3D<float> side = dir.X(up);
	L0_pos[0] = side.x;
	L0_pos[1] = side.y;
	L0_pos[2] = side.z;

	L1_pos[0] = -dir.x;
	L1_pos[1] = -dir.y;
	L1_pos[2] = -dir.z;

	//scale the viewport to the network
	/*vector3D<float> span = max_point - min_point;
	float scale = 1.0/span.Length();
	//compute center point
	point3D<float> center = min_point + 0.5*span;
	glScalef(scale, scale, scale);
	glTranslatef(-center.x, -center.y, -center.z);*/


}
void RecenterCamera()
{
	point3D<float> min_point0 = goldNetwork->min_pos;
	point3D<float> min_point1 = testNetwork->min_pos;

	point3D<float> max_point0 = goldNetwork->max_pos;
	point3D<float> max_point1 = testNetwork->max_pos;

	point3D<float> min_point(min(min_point0.x, min_point1.x), min(min_point0.y, min_point1.y), min(min_point0.z, min_point1.z));
	point3D<float> max_point(max(max_point0.x, max_point1.x), max(max_point0.y, max_point1.y), max(max_point0.z, max_point1.z));
	point3D<float> center_point = min_point + 0.5*(max_point - min_point);


	network_span = (max_point - point3D<float>(0, 0, 0)).Length();
	rts_glut_camera.setPosition(0, 0, 3*network_span);
	rts_glut_camera.LookAt(center_point, vector3D<float>(0.0, 1.0, 0.0));

}
void DrawNetwork(int Display)
{
	//draw the network fibers
	switch(Display)
	{
	case DISPLAY_GT_NETWORK:
		Edge_ErrorShader.UpdateGlobalUniforms();
		Edge_ErrorShader.BeginProgram();
		glCallList(GT_FibersList);
		Edge_ErrorShader.EndProgram();

		Node_ErrorShader.UpdateGlobalUniforms();
		Node_ErrorShader.BeginProgram();
		glCallList(GT_EndCaps);
		Node_ErrorShader.EndProgram();
		break;
	case DISPLAY_T_NETWORK:
		Edge_ErrorShader.UpdateGlobalUniforms();
		Edge_ErrorShader.BeginProgram();
		glCallList(T_FibersList);	
		Edge_ErrorShader.EndProgram();

		Node_ErrorShader.UpdateGlobalUniforms();
		Node_ErrorShader.BeginProgram();
		glCallList(T_EndCaps);	
		Node_ErrorShader.EndProgram();
		break;
	case DISPLAY_GT_GRAPH:
		glColor3f(1.0, 1.0, 1.0);
		Smooth_Shader.UpdateGlobalUniforms();
		Smooth_Shader.BeginProgram();
		glCallList(GT_PathList);
		glColor3f(1.0, 1.0, 1.0);
		glCallList(GT_FibersList);
		glCallList(GT_NodesList);
		Smooth_Shader.EndProgram();
		break;
	case DISPLAY_T_GRAPH:
		glColor3f(1.0, 1.0, 1.0);
		Smooth_Shader.UpdateGlobalUniforms();
		Smooth_Shader.BeginProgram();
		glCallList(T_PathList);
		glColor3f(1.0, 1.0, 1.0);
		glCallList(T_FibersList);
		glCallList(T_NodesList);
		Smooth_Shader.EndProgram();
		break;
	case DISPLAY_GT_SELECTED:
		glColor3f(1.0, 1.0, 1.0);
		Smooth_Shader.UpdateGlobalUniforms();
		Smooth_Shader.BeginProgram();
		glCallList(GT_FibersList);
		glCallList(GT_NodesList);

		glClear(GL_DEPTH_BUFFER_BIT);
		glColor3f(1.0, 0.0, 1.0);
		DrawFiberSequence(goldNetwork, coreGraph[current_sequence].second, fiber_radius_factor*sigmaG, node_radius_factor*sigmaG);
		Smooth_Shader.EndProgram();
		break;
	case DISPLAY_T_SELECTED:
		glColor3f(1.0, 1.0, 1.0);
		Smooth_Shader.UpdateGlobalUniforms();
		Smooth_Shader.BeginProgram();
		glCallList(T_FibersList);
		glCallList(T_NodesList);

		glClear(GL_DEPTH_BUFFER_BIT);
		glColor3f(1.0, 0.0, 1.0);
		DrawFiberSequence(testNetwork, coreGraph[current_sequence].first, fiber_radius_factor*sigmaG, node_radius_factor*sigmaG);
		Smooth_Shader.EndProgram();
		break;
	default:
		break;
	}

}




void MyDisplayFunction()
{
	//glClearColor(0.95, 1.0, 0.95, 1.0);
	glClearColor(1.0, 1.0, 1.0, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);
	glClear(GL_DEPTH_BUFFER_BIT);

	//set left viewport
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glViewport(0, 0, glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT));

	RenderViewCamera();

	
	if(DisplayMode == DISPLAY_NETWORK)
		DrawNetwork(DISPLAY_GT_NETWORK);
	else if(DisplayMode == DISPLAY_GRAPH)
		DrawNetwork(DISPLAY_GT_GRAPH);
	else if(DisplayMode == DISPLAY_SELECTED)
		DrawNetwork(DISPLAY_GT_SELECTED);

	//set right viewport
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glViewport(glutGet(GLUT_WINDOW_WIDTH)/2, 0, glutGet(GLUT_WINDOW_WIDTH)/2, glutGet(GLUT_WINDOW_HEIGHT));
	
	RenderViewCamera();
	//glClear(GL_COLOR_BUFFER_BIT);
	//glClear(GL_DEPTH_BUFFER_BIT);

	if(DisplayMode == DISPLAY_NETWORK)
		DrawNetwork(DISPLAY_T_NETWORK);
	else if(DisplayMode == DISPLAY_GRAPH)
		DrawNetwork(DISPLAY_T_GRAPH);
	else if(DisplayMode == DISPLAY_SELECTED)
		DrawNetwork(DISPLAY_T_SELECTED);


	
	//glutSwapBuffers();
}

void GlutMenuCallback(int option)
{
	if(option == NETCOMP_EXIT)
		exit(1);
	if(option >= DISPLAY_NETWORK && option <= DISPLAY_SELECTED)
		DisplayMode = option;
	if(option >= COLORMAP_ISOLUMINANT && option <= COLORMAP_RAINBOW)
		makeColormap(option);
	if(option == CULL_TEST_CASE)
	{
		//get the new threshold
		cout<<"Enter new test case fiber threshold [0 1]: ";
		float cull_value;
		cin>>cull_value;
		testNetwork->setCullValue(cull_value);

		//re-create the display lists
		ComputeNetMets();
		CreateDisplayLists();

	}
	if(option == RECOMPUTE_METRIC)
	{
		cout<<"Please enter a sigma value: ";
		cin>>sigmaG;
		sigmaC = sigmaG;

		ComputeNetMets();
		CreateDisplayLists();
	}

	

	/*
	switch(option)
	{
	case NETCOMP_EXIT:
		exit(1);
		break;
	case NETCOMP_VIEW_GT:
		DisplayMode = DISPLAY_GT_NETWORK;
		break;
	case NETCOMP_VIEW_T:
		DisplayMode = DISPLAY_T_NETWORK;
		break;
	default:
		break;
	}*/

}