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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span> <span class="comment">// This Source Code Form is subject to the terms of the Mozilla Public</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span> <span class="comment">// License, v. 2.0. If a copy of the MPL was not distributed with this</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span> <span class="comment">// file, You can obtain one at http://mozilla.org/MPL/2.0/.</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span> </div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span> <span class="preprocessor">#pragma once</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span> </div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span> <span class="preprocessor">#include <iostream></span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span> </div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span> <span class="preprocessor">#include <OpenGP/SphereMesh/SphereMesh.h></span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span> <span class="preprocessor">#include <OpenGP/GL/GPUMesh.h></span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span> <span class="preprocessor">#include <OpenGP/GL/SceneGraph.h></span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span> <span class="preprocessor">#include <OpenGP/SphereMesh/bounding_box.h></span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span> <span class="preprocessor">#include <OpenGP/SphereMesh/helpers.h></span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span> </div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span> </div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span> <span class="comment">//=============================================================================</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span> <span class="keyword">namespace </span><a class="code" href="namespace_open_g_p.html">OpenGP</a> {</div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span> <span class="comment">//=============================================================================</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span> </div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span> <span class="keyword">class </span>SphereMeshRendererFlat : <span class="keyword">public</span> OpenGP::SceneObject {</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span> <span class="keyword">private</span>:</div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span> </div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>  <span class="keyword">const</span> GLchar* vshader = R<span class="stringliteral">"GLSL(</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span> <span class="stringliteral"> #version 330 core</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span> <span class="stringliteral"></span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span> <span class="stringliteral"> uniform float ratio;</span></div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span> <span class="stringliteral"> uniform float nrotate;</span></div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span> <span class="stringliteral"></span></div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span> <span class="stringliteral"> uniform vec3 v0;</span></div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span> <span class="stringliteral"> uniform vec3 v1;</span></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span> <span class="stringliteral"> uniform vec3 v2;</span></div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span> <span class="stringliteral"> uniform vec3 vn;</span></div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span> <span class="stringliteral"> uniform float vweight;</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span> <span class="stringliteral"></span></div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span> <span class="stringliteral"> uniform mat4 M;</span></div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span> <span class="stringliteral"> uniform mat4 MV;</span></div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span> <span class="stringliteral"> uniform mat4 MVP;</span></div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span> <span class="stringliteral"></span></div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span> <span class="stringliteral"> in vec3 vposition; ///< per-vertex position</span></div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span> <span class="stringliteral"> in vec3 vnormal; ///< per-vertex normal</span></div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span> <span class="stringliteral"></span></div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span> <span class="stringliteral"> out vec3 fnormal; ///< per-fragment normal</span></div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span> <span class="stringliteral"></span></div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span> <span class="stringliteral"> mat4 rotationMatrix(vec3 axis, float angle) {</span></div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span> <span class="stringliteral"> axis = normalize(axis);</span></div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span> <span class="stringliteral"> float s = sin(angle);</span></div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span> <span class="stringliteral"> float c = cos(angle);</span></div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span> <span class="stringliteral"> float oc = 1.0 - c;</span></div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span> <span class="stringliteral"></span></div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span> <span class="stringliteral"> return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,</span></div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span> <span class="stringliteral"> oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,</span></div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span> <span class="stringliteral"> oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,</span></div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span> <span class="stringliteral"> 0.0, 0.0, 0.0, 1.0);</span></div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span> <span class="stringliteral"> }</span></div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span> <span class="stringliteral"></span></div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span> <span class="stringliteral"> void main(){</span></div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span> <span class="stringliteral"> vec3 vpos_prime = vposition;</span></div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span> <span class="stringliteral"> vpos_prime.x *= 1 + vpos_prime.z * (ratio - 1);</span></div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span> <span class="stringliteral"> vpos_prime.y *= 1 + vpos_prime.z * (ratio - 1);</span></div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span> <span class="stringliteral"></span></div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span> <span class="stringliteral"> vec3 tpos = vpos_prime.x * v0 + vpos_prime.y * v1 + vpos_prime.z * v2;</span></div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span> <span class="stringliteral"> vpos_prime = mix(vpos_prime, tpos, vweight);</span></div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span> <span class="stringliteral"></span></div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span> <span class="stringliteral"> gl_Position = MVP * vec4(vpos_prime, 1.0);</span></div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span> <span class="stringliteral"></span></div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span> <span class="stringliteral"> vec3 vnorm_prime = mix(vnormal, vn, vweight);</span></div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span> <span class="stringliteral"> vec3 axis = cross(vnorm_prime, vec3(0, 0, 1));</span></div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span> <span class="stringliteral"> mat4 rot = rotationMatrix(axis, nrotate);</span></div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span> <span class="stringliteral"> vnorm_prime = (rot * vec4(vnorm_prime, 1)).xyz;</span></div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span> <span class="stringliteral"> fnormal = normalize( inverse(transpose(mat3(MV))) * vnorm_prime );</span></div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span> <span class="stringliteral"> }</span></div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span> <span class="stringliteral"> )GLSL";</span></div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span> <span class="stringliteral"></span></div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span> <span class="stringliteral"> </span><span class="keyword">const</span> <span class="keywordtype">char</span>* fshader = R<span class="stringliteral">"GLSL(</span></div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span> <span class="stringliteral"> #version 330 core</span></div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span> <span class="stringliteral"></span></div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span> <span class="stringliteral"> in vec3 fnormal;</span></div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span> <span class="stringliteral"></span></div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span> <span class="stringliteral"> out vec4 fcolor;</span></div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span> <span class="stringliteral"></span></div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span> <span class="stringliteral"> void main(){</span></div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span> <span class="stringliteral"> vec3 LDIR = vec3(0,0,1);</span></div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span> <span class="stringliteral"> vec3 basecolor = vec3(1,0,0);</span></div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span> <span class="stringliteral"> vec3 ldir = normalize(LDIR);</span></div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span> <span class="stringliteral"> float albedo = max( dot( normalize(fnormal), ldir ), 0 );</span></div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span> <span class="stringliteral"> fcolor = vec4(basecolor*albedo, 1);</span></div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span> <span class="stringliteral"> }</span></div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span> <span class="stringliteral"> )GLSL";</span></div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span> <span class="stringliteral"></span></div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span> <span class="stringliteral"> </span><span class="keyword">const</span> <span class="keywordtype">float</span> PI = 3.141592653589793238462643383;</div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span> </div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>  <span class="keyword">const</span> <span class="keywordtype">int</span> segments = 64;</div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span> </div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span>  SphereMesh &mesh;</div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span> </div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>  GPUMesh sphere, cone, triangle;</div><div class="line"><a name="l00099"></a><span class="lineno"> 99</span> </div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span> <span class="keyword">public</span>:</div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span> </div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span>  SphereMeshRendererFlat(SphereMesh &mesh) : mesh(mesh) {</div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span> </div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span>  { <span class="comment">// Sphere generation</span></div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span>  std::vector<Vec3> vpoint;</div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span>  std::vector<Vec3> vnormal;</div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span>  std::vector<unsigned int> triangles;</div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span> </div><div class="line"><a name="l00109"></a><span class="lineno"> 109</span>  <span class="keywordtype">int</span> n = 0;</div><div class="line"><a name="l00110"></a><span class="lineno"> 110</span>  <span class="keywordflow">for</span> (<span class="keywordtype">int</span> i = 0;i <= segments;i++) {</div><div class="line"><a name="l00111"></a><span class="lineno"> 111</span>  <span class="keywordflow">for</span> (<span class="keywordtype">int</span> j = 0;j <= segments;j++) {</div><div class="line"><a name="l00112"></a><span class="lineno"> 112</span>  Scalar lon = 2 * PI * ((Scalar)i) / segments;</div><div class="line"><a name="l00113"></a><span class="lineno"> 113</span>  Scalar lat = PI * (((Scalar)j) / segments - 0.5);</div><div class="line"><a name="l00114"></a><span class="lineno"> 114</span>  Vec3 vert(std::cos(lon) * std::cos(lat), std::sin(lon) * std::cos(lat), std::sin(lat));</div><div class="line"><a name="l00115"></a><span class="lineno"> 115</span>  vpoint.push_back(vert);</div><div class="line"><a name="l00116"></a><span class="lineno"> 116</span>  vnormal.push_back(vert);</div><div class="line"><a name="l00117"></a><span class="lineno"> 117</span>  <span class="keywordflow">if</span> (i > 0 && j > 0) {</div><div class="line"><a name="l00118"></a><span class="lineno"> 118</span>  <span class="keywordtype">int</span> v0 = n;</div><div class="line"><a name="l00119"></a><span class="lineno"> 119</span>  <span class="keywordtype">int</span> v1 = v0 - 1;</div><div class="line"><a name="l00120"></a><span class="lineno"> 120</span>  <span class="keywordtype">int</span> v2 = v0 - segments - 1;</div><div class="line"><a name="l00121"></a><span class="lineno"> 121</span>  <span class="keywordtype">int</span> v3 = v1 - segments - 1;</div><div class="line"><a name="l00122"></a><span class="lineno"> 122</span>  triangles.push_back(v0);</div><div class="line"><a name="l00123"></a><span class="lineno"> 123</span>  triangles.push_back(v1);</div><div class="line"><a name="l00124"></a><span class="lineno"> 124</span>  triangles.push_back(v2);</div><div class="line"><a name="l00125"></a><span class="lineno"> 125</span>  triangles.push_back(v1);</div><div class="line"><a name="l00126"></a><span class="lineno"> 126</span>  triangles.push_back(v2);</div><div class="line"><a name="l00127"></a><span class="lineno"> 127</span>  triangles.push_back(v3);</div><div class="line"><a name="l00128"></a><span class="lineno"> 128</span>  }</div><div class="line"><a name="l00129"></a><span class="lineno"> 129</span>  n++;</div><div class="line"><a name="l00130"></a><span class="lineno"> 130</span>  }</div><div class="line"><a name="l00131"></a><span class="lineno"> 131</span>  }</div><div class="line"><a name="l00132"></a><span class="lineno"> 132</span> </div><div class="line"><a name="l00133"></a><span class="lineno"> 133</span>  sphere.set_vpoint(vpoint);</div><div class="line"><a name="l00134"></a><span class="lineno"> 134</span>  sphere.set_vnormal(vnormal);</div><div class="line"><a name="l00135"></a><span class="lineno"> 135</span>  sphere.set_triangles(triangles);</div><div class="line"><a name="l00136"></a><span class="lineno"> 136</span>  }</div><div class="line"><a name="l00137"></a><span class="lineno"> 137</span> </div><div class="line"><a name="l00138"></a><span class="lineno"> 138</span>  { <span class="comment">// Cone generation</span></div><div class="line"><a name="l00139"></a><span class="lineno"> 139</span>  std::vector<Vec3> vpoint;</div><div class="line"><a name="l00140"></a><span class="lineno"> 140</span>  std::vector<Vec3> vnormal;</div><div class="line"><a name="l00141"></a><span class="lineno"> 141</span>  std::vector<unsigned int> triangles;</div><div class="line"><a name="l00142"></a><span class="lineno"> 142</span> </div><div class="line"><a name="l00143"></a><span class="lineno"> 143</span>  <span class="keywordflow">for</span> (<span class="keywordtype">int</span> i = 0;i <= segments;i++) {</div><div class="line"><a name="l00144"></a><span class="lineno"> 144</span>  Scalar theta = 2 * PI * ((Scalar)i) / segments;</div><div class="line"><a name="l00145"></a><span class="lineno"> 145</span>  Vec3 vert(std::cos(theta), std::sin(theta), 0);</div><div class="line"><a name="l00146"></a><span class="lineno"> 146</span>  vpoint.push_back(vert);</div><div class="line"><a name="l00147"></a><span class="lineno"> 147</span>  vnormal.push_back(vert);</div><div class="line"><a name="l00148"></a><span class="lineno"> 148</span>  vpoint.push_back(vert + Vec3(0, 0, 1));</div><div class="line"><a name="l00149"></a><span class="lineno"> 149</span>  vnormal.push_back(vert);</div><div class="line"><a name="l00150"></a><span class="lineno"> 150</span>  <span class="keywordflow">if</span> (i > 0) {</div><div class="line"><a name="l00151"></a><span class="lineno"> 151</span>  <span class="keywordtype">int</span> v0 = 1 + 2 * i;</div><div class="line"><a name="l00152"></a><span class="lineno"> 152</span>  <span class="keywordtype">int</span> v1 = v0 - 1;</div><div class="line"><a name="l00153"></a><span class="lineno"> 153</span>  <span class="keywordtype">int</span> v2 = v0 - 2;</div><div class="line"><a name="l00154"></a><span class="lineno"> 154</span>  <span class="keywordtype">int</span> v3 = v0 - 3;</div><div class="line"><a name="l00155"></a><span class="lineno"> 155</span>  triangles.push_back(v0);</div><div class="line"><a name="l00156"></a><span class="lineno"> 156</span>  triangles.push_back(v1);</div><div class="line"><a name="l00157"></a><span class="lineno"> 157</span>  triangles.push_back(v2);</div><div class="line"><a name="l00158"></a><span class="lineno"> 158</span>  triangles.push_back(v1);</div><div class="line"><a name="l00159"></a><span class="lineno"> 159</span>  triangles.push_back(v2);</div><div class="line"><a name="l00160"></a><span class="lineno"> 160</span>  triangles.push_back(v3);</div><div class="line"><a name="l00161"></a><span class="lineno"> 161</span>  }</div><div class="line"><a name="l00162"></a><span class="lineno"> 162</span>  }</div><div class="line"><a name="l00163"></a><span class="lineno"> 163</span> </div><div class="line"><a name="l00164"></a><span class="lineno"> 164</span>  cone.set_vpoint(vpoint);</div><div class="line"><a name="l00165"></a><span class="lineno"> 165</span>  cone.set_vnormal(vnormal);</div><div class="line"><a name="l00166"></a><span class="lineno"> 166</span>  cone.set_triangles(triangles);</div><div class="line"><a name="l00167"></a><span class="lineno"> 167</span>  }</div><div class="line"><a name="l00168"></a><span class="lineno"> 168</span> </div><div class="line"><a name="l00169"></a><span class="lineno"> 169</span>  { <span class="comment">// Triangle generation</span></div><div class="line"><a name="l00170"></a><span class="lineno"> 170</span>  std::vector<Vec3> vpoint;</div><div class="line"><a name="l00171"></a><span class="lineno"> 171</span>  std::vector<Vec3> vnormal;</div><div class="line"><a name="l00172"></a><span class="lineno"> 172</span>  std::vector<unsigned int> triangles;</div><div class="line"><a name="l00173"></a><span class="lineno"> 173</span> </div><div class="line"><a name="l00174"></a><span class="lineno"> 174</span>  vpoint.push_back(Vec3(1, 0, 0));</div><div class="line"><a name="l00175"></a><span class="lineno"> 175</span>  vnormal.push_back(Vec3(0, 0, 1));</div><div class="line"><a name="l00176"></a><span class="lineno"> 176</span> </div><div class="line"><a name="l00177"></a><span class="lineno"> 177</span>  vpoint.push_back(Vec3(0, 1, 0));</div><div class="line"><a name="l00178"></a><span class="lineno"> 178</span>  vnormal.push_back(Vec3(0, 0, 1));</div><div class="line"><a name="l00179"></a><span class="lineno"> 179</span> </div><div class="line"><a name="l00180"></a><span class="lineno"> 180</span>  vpoint.push_back(Vec3(0, 0, 1));</div><div class="line"><a name="l00181"></a><span class="lineno"> 181</span>  vnormal.push_back(Vec3(0, 0, 1));</div><div class="line"><a name="l00182"></a><span class="lineno"> 182</span> </div><div class="line"><a name="l00183"></a><span class="lineno"> 183</span>  triangles.push_back(0);</div><div class="line"><a name="l00184"></a><span class="lineno"> 184</span>  triangles.push_back(1);</div><div class="line"><a name="l00185"></a><span class="lineno"> 185</span>  triangles.push_back(2);</div><div class="line"><a name="l00186"></a><span class="lineno"> 186</span> </div><div class="line"><a name="l00187"></a><span class="lineno"> 187</span>  triangle.set_vpoint(vpoint);</div><div class="line"><a name="l00188"></a><span class="lineno"> 188</span>  triangle.set_vnormal(vnormal);</div><div class="line"><a name="l00189"></a><span class="lineno"> 189</span>  triangle.set_triangles(triangles);</div><div class="line"><a name="l00190"></a><span class="lineno"> 190</span>  }</div><div class="line"><a name="l00191"></a><span class="lineno"> 191</span> </div><div class="line"><a name="l00192"></a><span class="lineno"> 192</span>  }</div><div class="line"><a name="l00193"></a><span class="lineno"> 193</span> </div><div class="line"><a name="l00194"></a><span class="lineno"> 194</span>  <span class="keywordtype">void</span> init() {</div><div class="line"><a name="l00195"></a><span class="lineno"> 195</span> </div><div class="line"><a name="l00196"></a><span class="lineno"> 196</span>  program.add_vshader_from_source(vshader);</div><div class="line"><a name="l00197"></a><span class="lineno"> 197</span>  program.add_fshader_from_source(fshader);</div><div class="line"><a name="l00198"></a><span class="lineno"> 198</span>  program.link();</div><div class="line"><a name="l00199"></a><span class="lineno"> 199</span> </div><div class="line"><a name="l00200"></a><span class="lineno"> 200</span>  }</div><div class="line"><a name="l00201"></a><span class="lineno"> 201</span> </div><div class="line"><a name="l00202"></a><span class="lineno"> 202</span>  <span class="keywordtype">void</span> display() {</div><div class="line"><a name="l00203"></a><span class="lineno"> 203</span> </div><div class="line"><a name="l00204"></a><span class="lineno"> 204</span>  <span class="keyword">auto</span> vpoint = mesh.get_vertex_property<Vec4>(<span class="stringliteral">"v:point"</span>);</div><div class="line"><a name="l00205"></a><span class="lineno"> 205</span> </div><div class="line"><a name="l00206"></a><span class="lineno"> 206</span>  sphere.set_attributes(program);</div><div class="line"><a name="l00207"></a><span class="lineno"> 207</span> </div><div class="line"><a name="l00208"></a><span class="lineno"> 208</span>  Mat4x4 MV, MVP, V, VP;</div><div class="line"><a name="l00209"></a><span class="lineno"> 209</span>  program.get_uniform(<span class="stringliteral">"MV"</span>, MV);</div><div class="line"><a name="l00210"></a><span class="lineno"> 210</span>  program.get_uniform(<span class="stringliteral">"MVP"</span>, MVP);</div><div class="line"><a name="l00211"></a><span class="lineno"> 211</span>  V = MV * model.inverse();</div><div class="line"><a name="l00212"></a><span class="lineno"> 212</span>  VP = MVP * model.inverse();</div><div class="line"><a name="l00213"></a><span class="lineno"> 213</span> </div><div class="line"><a name="l00214"></a><span class="lineno"> 214</span>  <span class="keyword">auto</span> draw_sphere = [&](SphereMesh::Vertex v){</div><div class="line"><a name="l00215"></a><span class="lineno"> 215</span> </div><div class="line"><a name="l00216"></a><span class="lineno"> 216</span>  Vec4 point = vpoint[v];</div><div class="line"><a name="l00217"></a><span class="lineno"> 217</span> </div><div class="line"><a name="l00218"></a><span class="lineno"> 218</span>  Mat4x4 t = Eigen::Affine3f(Eigen::Translation3f(point.block<3, 1>(0, 0))).matrix();</div><div class="line"><a name="l00219"></a><span class="lineno"> 219</span>  Mat4x4 s = Mat4x4::Identity();</div><div class="line"><a name="l00220"></a><span class="lineno"> 220</span>  s(0, 0) = s(1, 1) = s(2, 2) = point(3);</div><div class="line"><a name="l00221"></a><span class="lineno"> 221</span> </div><div class="line"><a name="l00222"></a><span class="lineno"> 222</span>  Mat4x4 M = model * t * s;</div><div class="line"><a name="l00223"></a><span class="lineno"> 223</span> </div><div class="line"><a name="l00224"></a><span class="lineno"> 224</span>  program.set_uniform(<span class="stringliteral">"M"</span>, M);</div><div class="line"><a name="l00225"></a><span class="lineno"> 225</span>  program.set_uniform(<span class="stringliteral">"MV"</span>, Mat4x4(V * M));</div><div class="line"><a name="l00226"></a><span class="lineno"> 226</span>  program.set_uniform(<span class="stringliteral">"MVP"</span>, Mat4x4(VP * M));</div><div class="line"><a name="l00227"></a><span class="lineno"> 227</span>  program.set_uniform(<span class="stringliteral">"ratio"</span>, 1.0f);</div><div class="line"><a name="l00228"></a><span class="lineno"> 228</span>  program.set_uniform(<span class="stringliteral">"vweight"</span>, 0.0f);</div><div class="line"><a name="l00229"></a><span class="lineno"> 229</span>  program.set_uniform(<span class="stringliteral">"nrotate"</span>, 0.0f);</div><div class="line"><a name="l00230"></a><span class="lineno"> 230</span> </div><div class="line"><a name="l00231"></a><span class="lineno"> 231</span>  sphere.draw();</div><div class="line"><a name="l00232"></a><span class="lineno"> 232</span> </div><div class="line"><a name="l00233"></a><span class="lineno"> 233</span>  };</div><div class="line"><a name="l00234"></a><span class="lineno"> 234</span> </div><div class="line"><a name="l00235"></a><span class="lineno"> 235</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> s : mesh.spheres()) {</div><div class="line"><a name="l00236"></a><span class="lineno"> 236</span>  draw_sphere(mesh.vertex(s));</div><div class="line"><a name="l00237"></a><span class="lineno"> 237</span>  }</div><div class="line"><a name="l00238"></a><span class="lineno"> 238</span> </div><div class="line"><a name="l00239"></a><span class="lineno"> 239</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> e : mesh.edges()) {</div><div class="line"><a name="l00240"></a><span class="lineno"> 240</span>  draw_sphere(mesh.vertex(e, 0));</div><div class="line"><a name="l00241"></a><span class="lineno"> 241</span>  draw_sphere(mesh.vertex(e, 1));</div><div class="line"><a name="l00242"></a><span class="lineno"> 242</span>  }</div><div class="line"><a name="l00243"></a><span class="lineno"> 243</span> </div><div class="line"><a name="l00244"></a><span class="lineno"> 244</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> f : mesh.faces()) {</div><div class="line"><a name="l00245"></a><span class="lineno"> 245</span>  draw_sphere(mesh.vertex(f, 0));</div><div class="line"><a name="l00246"></a><span class="lineno"> 246</span>  draw_sphere(mesh.vertex(f, 1));</div><div class="line"><a name="l00247"></a><span class="lineno"> 247</span>  draw_sphere(mesh.vertex(f, 2));</div><div class="line"><a name="l00248"></a><span class="lineno"> 248</span>  }</div><div class="line"><a name="l00249"></a><span class="lineno"> 249</span> </div><div class="line"><a name="l00250"></a><span class="lineno"> 250</span>  cone.set_attributes(program);</div><div class="line"><a name="l00251"></a><span class="lineno"> 251</span> </div><div class="line"><a name="l00252"></a><span class="lineno"> 252</span>  <span class="keyword">auto</span> draw_cone = [&](SphereMesh::Vertex v0, SphereMesh::Vertex v1) {</div><div class="line"><a name="l00253"></a><span class="lineno"> 253</span> </div><div class="line"><a name="l00254"></a><span class="lineno"> 254</span>  Vec4 s0 = vpoint[v0];</div><div class="line"><a name="l00255"></a><span class="lineno"> 255</span>  Vec4 s1 = vpoint[v1];</div><div class="line"><a name="l00256"></a><span class="lineno"> 256</span>  Vec3 p0 = s0.block<3, 1>(0, 0);</div><div class="line"><a name="l00257"></a><span class="lineno"> 257</span>  Vec3 p1 = s1.block<3, 1>(0, 0);</div><div class="line"><a name="l00258"></a><span class="lineno"> 258</span>  Scalar r0 = s0(3);</div><div class="line"><a name="l00259"></a><span class="lineno"> 259</span>  Scalar r1 = s1(3);</div><div class="line"><a name="l00260"></a><span class="lineno"> 260</span> </div><div class="line"><a name="l00261"></a><span class="lineno"> 261</span>  Vec2 tangent = pill_tangent(s0, s1);</div><div class="line"><a name="l00262"></a><span class="lineno"> 262</span>  Scalar beta = tangent(0);</div><div class="line"><a name="l00263"></a><span class="lineno"> 263</span>  Scalar alpha = tangent(1);</div><div class="line"><a name="l00264"></a><span class="lineno"> 264</span> </div><div class="line"><a name="l00265"></a><span class="lineno"> 265</span>  Scalar angle = std::acos(Vec3(0, 0, 1).dot((p1 - p0).normalized()));</div><div class="line"><a name="l00266"></a><span class="lineno"> 266</span>  Vec3 axis = Vec3(0, 0, 1).cross(p1 - p0).normalized();</div><div class="line"><a name="l00267"></a><span class="lineno"> 267</span>  Mat4x4 r = Eigen::Affine3f(Eigen::AngleAxis<Scalar>(angle, axis)).matrix();</div><div class="line"><a name="l00268"></a><span class="lineno"> 268</span> </div><div class="line"><a name="l00269"></a><span class="lineno"> 269</span>  Mat4x4 s = Mat4x4::Identity();</div><div class="line"><a name="l00270"></a><span class="lineno"> 270</span>  Vec3 o;</div><div class="line"><a name="l00271"></a><span class="lineno"> 271</span>  s(0, 0) = s(1, 1) = r0 * beta;</div><div class="line"><a name="l00272"></a><span class="lineno"> 272</span>  <span class="keywordflow">if</span> (r1 > r0) {</div><div class="line"><a name="l00273"></a><span class="lineno"> 273</span>  s(2, 2) = (p1 - p0).norm() + alpha * (r0 - r1);</div><div class="line"><a name="l00274"></a><span class="lineno"> 274</span>  o = -alpha * r0 * (p1 - p0).normalized();</div><div class="line"><a name="l00275"></a><span class="lineno"> 275</span>  } <span class="keywordflow">else</span> {</div><div class="line"><a name="l00276"></a><span class="lineno"> 276</span>  s(2, 2) = (p1 - p0).norm() + alpha * (r1 - r0);</div><div class="line"><a name="l00277"></a><span class="lineno"> 277</span>  o = alpha * r0 * (p1 - p0).normalized();</div><div class="line"><a name="l00278"></a><span class="lineno"> 278</span>  }</div><div class="line"><a name="l00279"></a><span class="lineno"> 279</span> </div><div class="line"><a name="l00280"></a><span class="lineno"> 280</span>  Mat4x4 t = Eigen::Affine3f(Eigen::Translation3f(p0 + o)).matrix();</div><div class="line"><a name="l00281"></a><span class="lineno"> 281</span> </div><div class="line"><a name="l00282"></a><span class="lineno"> 282</span>  Scalar ratio = r1 / r0;</div><div class="line"><a name="l00283"></a><span class="lineno"> 283</span>  Scalar nrotate = std::atan2(beta * (r1 - r0), s(2, 2));</div><div class="line"><a name="l00284"></a><span class="lineno"> 284</span> </div><div class="line"><a name="l00285"></a><span class="lineno"> 285</span>  Mat4x4 M = model * t * r * s;</div><div class="line"><a name="l00286"></a><span class="lineno"> 286</span> </div><div class="line"><a name="l00287"></a><span class="lineno"> 287</span>  program.set_uniform(<span class="stringliteral">"M"</span>, M);</div><div class="line"><a name="l00288"></a><span class="lineno"> 288</span>  program.set_uniform(<span class="stringliteral">"MV"</span>, Mat4x4(V * M));</div><div class="line"><a name="l00289"></a><span class="lineno"> 289</span>  program.set_uniform(<span class="stringliteral">"MVP"</span>, Mat4x4(VP * M));</div><div class="line"><a name="l00290"></a><span class="lineno"> 290</span>  program.set_uniform(<span class="stringliteral">"ratio"</span>, ratio);</div><div class="line"><a name="l00291"></a><span class="lineno"> 291</span>  program.set_uniform(<span class="stringliteral">"vweight"</span>, 0.0f);</div><div class="line"><a name="l00292"></a><span class="lineno"> 292</span>  program.set_uniform(<span class="stringliteral">"nrotate"</span>, nrotate);</div><div class="line"><a name="l00293"></a><span class="lineno"> 293</span> </div><div class="line"><a name="l00294"></a><span class="lineno"> 294</span>  cone.draw();</div><div class="line"><a name="l00295"></a><span class="lineno"> 295</span> </div><div class="line"><a name="l00296"></a><span class="lineno"> 296</span>  };</div><div class="line"><a name="l00297"></a><span class="lineno"> 297</span> </div><div class="line"><a name="l00298"></a><span class="lineno"> 298</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> e : mesh.edges()) {</div><div class="line"><a name="l00299"></a><span class="lineno"> 299</span>  draw_cone(mesh.vertex(e, 0), mesh.vertex(e, 1));</div><div class="line"><a name="l00300"></a><span class="lineno"> 300</span>  }</div><div class="line"><a name="l00301"></a><span class="lineno"> 301</span> </div><div class="line"><a name="l00302"></a><span class="lineno"> 302</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> f : mesh.faces()) {</div><div class="line"><a name="l00303"></a><span class="lineno"> 303</span>  draw_cone(mesh.vertex(f, 0), mesh.vertex(f, 1));</div><div class="line"><a name="l00304"></a><span class="lineno"> 304</span>  draw_cone(mesh.vertex(f, 1), mesh.vertex(f, 2));</div><div class="line"><a name="l00305"></a><span class="lineno"> 305</span>  draw_cone(mesh.vertex(f, 2), mesh.vertex(f, 0));</div><div class="line"><a name="l00306"></a><span class="lineno"> 306</span>  }</div><div class="line"><a name="l00307"></a><span class="lineno"> 307</span> </div><div class="line"><a name="l00308"></a><span class="lineno"> 308</span>  triangle.set_attributes(program);</div><div class="line"><a name="l00309"></a><span class="lineno"> 309</span> </div><div class="line"><a name="l00310"></a><span class="lineno"> 310</span>  <span class="keyword">auto</span> draw_triangles = [&](SphereMesh::Vertex v0, SphereMesh::Vertex v1, SphereMesh::Vertex v2) {</div><div class="line"><a name="l00311"></a><span class="lineno"> 311</span> </div><div class="line"><a name="l00312"></a><span class="lineno"> 312</span>  Vec4 s0 = vpoint[v0];</div><div class="line"><a name="l00313"></a><span class="lineno"> 313</span>  Vec4 s1 = vpoint[v1];</div><div class="line"><a name="l00314"></a><span class="lineno"> 314</span>  Vec4 s2 = vpoint[v2];</div><div class="line"><a name="l00315"></a><span class="lineno"> 315</span>  Vec3 p0 = s0.block<3, 1>(0, 0);</div><div class="line"><a name="l00316"></a><span class="lineno"> 316</span>  Vec3 p1 = s1.block<3, 1>(0, 0);</div><div class="line"><a name="l00317"></a><span class="lineno"> 317</span>  Vec3 p2 = s2.block<3, 1>(0, 0);</div><div class="line"><a name="l00318"></a><span class="lineno"> 318</span>  Scalar r0 = s0(3);</div><div class="line"><a name="l00319"></a><span class="lineno"> 319</span>  Scalar r1 = s1(3);</div><div class="line"><a name="l00320"></a><span class="lineno"> 320</span>  Scalar r2 = s2(3);</div><div class="line"><a name="l00321"></a><span class="lineno"> 321</span> </div><div class="line"><a name="l00322"></a><span class="lineno"> 322</span>  Vec3 sn = (p2 - p0).cross(p1 - p0).normalized();</div><div class="line"><a name="l00323"></a><span class="lineno"> 323</span> </div><div class="line"><a name="l00324"></a><span class="lineno"> 324</span>  Vec2 ta, tb;</div><div class="line"><a name="l00325"></a><span class="lineno"> 325</span>  Vec3 ms_tangent_a, ms_tangent_b, tn;</div><div class="line"><a name="l00326"></a><span class="lineno"> 326</span>  ta = pill_tangent(s0, s1);</div><div class="line"><a name="l00327"></a><span class="lineno"> 327</span>  tb = pill_tangent(s0, s2);</div><div class="line"><a name="l00328"></a><span class="lineno"> 328</span>  ms_tangent_a = ta(0) * (p1 - p0).normalized() - ta(1) * sn;</div><div class="line"><a name="l00329"></a><span class="lineno"> 329</span>  ms_tangent_b = tb(0) * (p2 - p0).normalized() - tb(1) * sn;</div><div class="line"><a name="l00330"></a><span class="lineno"> 330</span>  tn = ms_tangent_a.cross(ms_tangent_b).normalized();</div><div class="line"><a name="l00331"></a><span class="lineno"> 331</span> </div><div class="line"><a name="l00332"></a><span class="lineno"> 332</span>  <span class="comment">// tangent point 0</span></div><div class="line"><a name="l00333"></a><span class="lineno"> 333</span>  Vec3 t0 = p0 + r0 * tn;</div><div class="line"><a name="l00334"></a><span class="lineno"> 334</span> </div><div class="line"><a name="l00335"></a><span class="lineno"> 335</span>  <span class="comment">// tangent point 1</span></div><div class="line"><a name="l00336"></a><span class="lineno"> 336</span>  Vec3 t1 = p1 + r1 * tn;</div><div class="line"><a name="l00337"></a><span class="lineno"> 337</span> </div><div class="line"><a name="l00338"></a><span class="lineno"> 338</span>  <span class="comment">// tangent point 2</span></div><div class="line"><a name="l00339"></a><span class="lineno"> 339</span>  Vec3 t2 = p2 + r2 * tn;</div><div class="line"><a name="l00340"></a><span class="lineno"> 340</span> </div><div class="line"><a name="l00341"></a><span class="lineno"> 341</span>  Mat4x4 M = Mat4x4::Identity();</div><div class="line"><a name="l00342"></a><span class="lineno"> 342</span> </div><div class="line"><a name="l00343"></a><span class="lineno"> 343</span>  program.set_uniform(<span class="stringliteral">"M"</span>, M);</div><div class="line"><a name="l00344"></a><span class="lineno"> 344</span>  program.set_uniform(<span class="stringliteral">"MV"</span>, Mat4x4(V * M));</div><div class="line"><a name="l00345"></a><span class="lineno"> 345</span>  program.set_uniform(<span class="stringliteral">"MVP"</span>, Mat4x4(VP * M));</div><div class="line"><a name="l00346"></a><span class="lineno"> 346</span>  program.set_uniform(<span class="stringliteral">"ratio"</span>, 1.0f);</div><div class="line"><a name="l00347"></a><span class="lineno"> 347</span>  program.set_uniform(<span class="stringliteral">"v0"</span>, t0);</div><div class="line"><a name="l00348"></a><span class="lineno"> 348</span>  program.set_uniform(<span class="stringliteral">"v1"</span>, t1);</div><div class="line"><a name="l00349"></a><span class="lineno"> 349</span>  program.set_uniform(<span class="stringliteral">"v2"</span>, t2);</div><div class="line"><a name="l00350"></a><span class="lineno"> 350</span>  program.set_uniform(<span class="stringliteral">"vn"</span>, tn);</div><div class="line"><a name="l00351"></a><span class="lineno"> 351</span>  program.set_uniform(<span class="stringliteral">"vweight"</span>, 1.0f);</div><div class="line"><a name="l00352"></a><span class="lineno"> 352</span>  program.set_uniform(<span class="stringliteral">"nrotate"</span>, 0.0f);</div><div class="line"><a name="l00353"></a><span class="lineno"> 353</span> </div><div class="line"><a name="l00354"></a><span class="lineno"> 354</span>  triangle.draw();</div><div class="line"><a name="l00355"></a><span class="lineno"> 355</span> </div><div class="line"><a name="l00356"></a><span class="lineno"> 356</span>  ms_tangent_a = ta(0) * (p1 - p0).normalized() + ta(1) * sn;</div><div class="line"><a name="l00357"></a><span class="lineno"> 357</span>  ms_tangent_b = tb(0) * (p2 - p0).normalized() + tb(1) * sn;</div><div class="line"><a name="l00358"></a><span class="lineno"> 358</span>  tn = ms_tangent_b.cross(ms_tangent_a).normalized();</div><div class="line"><a name="l00359"></a><span class="lineno"> 359</span> </div><div class="line"><a name="l00360"></a><span class="lineno"> 360</span>  <span class="comment">// tangent point 0</span></div><div class="line"><a name="l00361"></a><span class="lineno"> 361</span>  t0 = p0 + r0 * tn;</div><div class="line"><a name="l00362"></a><span class="lineno"> 362</span> </div><div class="line"><a name="l00363"></a><span class="lineno"> 363</span>  <span class="comment">// tangent point 1</span></div><div class="line"><a name="l00364"></a><span class="lineno"> 364</span>  t1 = p1 + r1 * tn;</div><div class="line"><a name="l00365"></a><span class="lineno"> 365</span> </div><div class="line"><a name="l00366"></a><span class="lineno"> 366</span>  <span class="comment">// tangent point 2</span></div><div class="line"><a name="l00367"></a><span class="lineno"> 367</span>  t2 = p2 + r2 * tn;</div><div class="line"><a name="l00368"></a><span class="lineno"> 368</span> </div><div class="line"><a name="l00369"></a><span class="lineno"> 369</span>  program.set_uniform(<span class="stringliteral">"v0"</span>, t0);</div><div class="line"><a name="l00370"></a><span class="lineno"> 370</span>  program.set_uniform(<span class="stringliteral">"v1"</span>, t1);</div><div class="line"><a name="l00371"></a><span class="lineno"> 371</span>  program.set_uniform(<span class="stringliteral">"v2"</span>, t2);</div><div class="line"><a name="l00372"></a><span class="lineno"> 372</span>  program.set_uniform(<span class="stringliteral">"vn"</span>, tn);</div><div class="line"><a name="l00373"></a><span class="lineno"> 373</span> </div><div class="line"><a name="l00374"></a><span class="lineno"> 374</span>  triangle.draw();</div><div class="line"><a name="l00375"></a><span class="lineno"> 375</span> </div><div class="line"><a name="l00376"></a><span class="lineno"> 376</span>  };</div><div class="line"><a name="l00377"></a><span class="lineno"> 377</span> </div><div class="line"><a name="l00378"></a><span class="lineno"> 378</span>  <span class="keywordflow">for</span> (<span class="keyword">auto</span> f : mesh.faces()) {</div><div class="line"><a name="l00379"></a><span class="lineno"> 379</span>  draw_triangles(mesh.vertex(f, 0), mesh.vertex(f, 1), mesh.vertex(f, 2));</div><div class="line"><a name="l00380"></a><span class="lineno"> 380</span>  }</div><div class="line"><a name="l00381"></a><span class="lineno"> 381</span> </div><div class="line"><a name="l00382"></a><span class="lineno"> 382</span>  }</div><div class="line"><a name="l00383"></a><span class="lineno"> 383</span> </div><div class="line"><a name="l00384"></a><span class="lineno"> 384</span>  Box3 bounding_box(){ <span class="keywordflow">return</span> OpenGP::bounding_box(mesh); }</div><div class="line"><a name="l00385"></a><span class="lineno"> 385</span> </div><div class="line"><a name="l00386"></a><span class="lineno"> 386</span> };</div><div class="line"><a name="l00387"></a><span class="lineno"> 387</span> </div><div class="line"><a name="l00388"></a><span class="lineno"> 388</span> <span class="comment">//=============================================================================</span></div><div class="line"><a name="l00389"></a><span class="lineno"> 389</span> } <span class="comment">// namespace OpenGP</span></div><div class="line"><a name="l00390"></a><span class="lineno"> 390</span> <span class="comment">//=============================================================================</span></div><div class="ttc" id="namespace_open_g_p_html"><div class="ttname"><a href="namespace_open_g_p.html">OpenGP</a></div><div class="ttdef"><b>Definition:</b> VirtualDepthSensor.h:19</div></div>
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