521 lines
15 KiB
C++
521 lines
15 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#ifndef __VCG_MESH_VISIBILITY
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#define __VCG_MESH_VISIBILITY
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#include <bitset>
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#include <vcg/math/matrix44.h>
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#include "simplepic.h"
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namespace vcg {
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template <class ScalarType>
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void GenNormal(int vn, std::vector<Point3<ScalarType > > &NN)
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{
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typedef Point3<ScalarType> Point3x;
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NN.clear();
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while(NN.size()<vn)
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{
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Point3x pp(float(rand())/RAND_MAX,float(rand())/RAND_MAX,float(rand())/RAND_MAX);
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pp=pp*2.0-Point3x(1,1,1);
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if(pp.SquaredNorm()<1)
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{
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Normalize(pp);
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NN.push_back(pp);
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}
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}
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}
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// Base Class che definisce le varie interfaccie;
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template <class MESH_TYPE, int MAXVIS=2048> class VisShader
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{
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public :
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enum {VisMax=MAXVIS};
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VisShader(MESH_TYPE &me):m(me)
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{
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CullFlag= false;
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IsClosed = false;
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ZTWIST=1e-3;
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SplitNum=1;
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CameraViewing=false;
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}
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typedef Point3<typename MESH_TYPE::ScalarType> Point3x;
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typedef typename MESH_TYPE::CoordType CoordType;
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typedef typename MESH_TYPE::ScalarType ScalarType;
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typedef typename MESH_TYPE::VertexType VertexType;
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typedef typename MESH_TYPE::VertexPointer VertexPointer;
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typedef typename MESH_TYPE::VertexIterator VertexIterator;
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typedef typename MESH_TYPE::FaceIterator FaceIterator;
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typedef typename MESH_TYPE::FaceType FaceType;
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typedef Matrix44<ScalarType> Matrix44x;
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typedef Box3<ScalarType> Box3x;
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// The Basic Data the mesh and its wrapper;
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MESH_TYPE &m;
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std::vector<MESH_TYPE *> OMV; // Occluder Mesh Vector;
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// la visibilita' e' in float, per ogni entita'
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// 1 significa che e' totalmente visibile per una data direzione.
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std::vector<float> VV;
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std::vector< Point3x > VN; // Vettore delle normali che ho usato per calcolare la mask e i float in W;
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// User defined parameters and flags
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bool IsClosed;
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float ZTWIST;
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bool CullFlag; // Enable the frustum culling. Useful when the splitting value is larger than 2
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int SplitNum;
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protected:
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bool CameraViewing;
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//Camera<ScalarType> Cam;
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public:
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/********************************************************/
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// Generic functions with Specialized code for every subclass
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virtual void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1,bool FalseColor=false)=0;
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//virtual void ApplyLightingEnvironment(std::vector<float> &W, float Gamma);
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virtual int GLAccumPixel( std::vector<int> &PixSeen)=0;
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virtual bool ReadVisibility(const char * /*filename*/){assert( 0); return false;}
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virtual bool WriteVisibility(const char * /*filename*/){assert( 0); return false;}
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/********************************************************/
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// Generic functions with same code for every subclass
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void Clear() { fill(VV.begin(),VV.end(),0); }
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void InitGL()
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{
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glPushAttrib(GL_COLOR_BUFFER_BIT );
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::glClearColor (1.0, 1.0, 1.0, 0.0);
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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}
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void RestoreGL()
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{
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glMatrixMode (GL_PROJECTION);
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glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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}
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/*
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Funzione principale di conversione in visibilita'
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Dati i due vettori PixSeen e PixNotSeen che indicano per ogni entita' (vertice o faccia)
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quanti sono, rispettivamente, i pixel visibili e occlusi,
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questa funzione calcola un valore float per ogni entita' che indica quanto e' visibile lungo una data direzione camera
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== 1 significa completamente visibile
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== 0 significa completamente occluso.
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*/
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void AddPixelCount(std::vector<float> &_VV, const std::vector<int> &PixSeen)
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{
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assert(_VV.size()==PixSeen.size());
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for(int i=0;i<PixSeen.size();++i)
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if(PixSeen[i]>0) _VV[i]+= 1;
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}
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//void SetVisibilityMask(std::vector< std::bitset<MAXVIS> > &_VM, const std::vector<int> &PixSeen, const int dir)
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// {
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// assert(_VM.size()==PixSeen.size());
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// for(int i=0;i<PixSeen.size();++i)
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// if(PixSeen[i]>0) _VM[i][dir]=true;
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// }
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/*******************************
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Funzioni ad alto livello che computano le Visibility Mask per varie distribuzioni di direzioni
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*******************************/
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// Funzione Generica chiamata da tutte le seguenti
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void Compute( CallBack *cb)
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{
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//cb(buf.format("Start to compute %i dir\n",VN.size()));
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InitGL();
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VV.resize(m.vert.size());
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vector<int> PixSeen(VV.size(),0);
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for(int i=0;i<VN.size();++i)
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{
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int t0=clock();
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fill(PixSeen.begin(),PixSeen.end(),0);
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int added=SplittedRendering(VN[i], PixSeen,cb);
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AddPixelCount(VV,PixSeen);
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int t1=clock();
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printf("ComputeSingleDir %i on %i : %i msec\n",i,VN.size(),t1-t0);
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}
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RestoreGL();
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}
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void ComputeCone(int nn, Point3x &dir, ScalarType ConeAngleDeg, CallBack *cb)
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{
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string buf;
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ScalarType ConeAngleRad=ToRad(ConeAngleDeg);
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ScalarType SolidAngleSter = (1.0 - Cos(ConeAngleRad))*2*M_PI;
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int Frac=(4.0*M_PI)/SolidAngleSter;
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printf("ComputeCone for an angle of %f , solidAngle =%f pi asked %i normals, forecasted we need to ask %i normals\n",
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ConeAngleDeg,SolidAngleSter/M_PI,nn,nn*Frac);
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VN.clear();
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vector<Point3x> nvt;
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GenNormal(nn*Frac,nvt);
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ScalarType CosConeAngle=Cos(ConeAngleRad);
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for(int i=0;i<nvt.size();++i)
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if(dir*nvt[i]>=CosConeAngle) VN.push_back(nvt[i]);
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printf("Asked %i normal, got %i normals\n",nn,VN.size());
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Compute(cb);
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}
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void ComputeHalf(int nn, Point3x &dir, CallBack *cb)
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{
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string buf;
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VN.clear();
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vector<Point3x> nvt;
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GenNormal(nn*2,nvt);
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for(int i=0;i<nvt.size();++i)
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if(dir*nvt[i]>0) VN.push_back(nvt[i]);
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printf("Asked %i normal, got %i normals\n",nn,VN.size());
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Compute(cb);
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}
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void ComputeUniform(int nn, CallBack *cb)
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{
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VN.clear();
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GenNormal(nn,VN);
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char buf[256];
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sprintf(buf,"Asked %i normal, got %i normals\n",nn,VN.size());
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cb(buf);
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Compute(cb);
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}
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void ComputeSingle(Point3x &dir, CallBack *cb)
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{
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VN.clear();
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VN.push_back(dir);
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printf("Computing one direction (%f %f %f)\n",dir[0],dir[1],dir[2]);
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Compute(cb);
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}
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/**********************************************************/
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int SplittedRendering(Point3x &ViewDir, std::vector<int> &PixSeen, CallBack *cb=DummyCallBack)
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{
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int tt=0;
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int i,j;
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for(i=0;i<SplitNum;++i)
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for(j=0;j<SplitNum;++j){
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SetupOrthoViewMatrix(ViewDir, i,j,SplitNum);
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tt+=GLAccumPixel(PixSeen);
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}
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return tt;
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}
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// Compute a rotation matrix that bring Axis parallel to Z.
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void GenMatrix(Matrix44d &a, Point3d Axis, double angle)
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{
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const double eps=1e-5;
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Point3d RotAx = Axis ^ Point3d(0,0,1);
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double RotAngle = Angle(Axis,Point3d(0,0,1));
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if(math::Abs(RotAx.Norm())<eps) { // in questo caso Axis e' collineare con l'asse z
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RotAx=Point3d(0,1,0);
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double RotAngle = Angle(Axis,Point3d(0,1,0));
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}
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//printf("Rotating around (%5.3f %5.3f %5.3f) %5.3f\n",RotAx[0],RotAx[1],RotAx[2],RotAngle);
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a.SetRotate(-RotAngle,RotAx);
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//Matrix44d rr;
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//rr.SetRotate(-angle, Point3d(0,0,1));
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//a=rr*a;
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}
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// Genera la matrice di proj e model nel caso di un rendering ortogonale.
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// subx e suby indicano la sottoparte che si vuole
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void SetupOrthoViewMatrix(Point3x &ViewDir, int subx, int suby,int LocSplit)
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{
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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float dlt=2.0f/LocSplit;
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glOrtho(-1+subx*dlt, -1+(subx+1)*dlt, -1+suby*dlt, -1+(suby+1)*dlt,-2,2);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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Matrix44d rot;
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Point3d qq; qq.Import(ViewDir);
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GenMatrix(rot,qq,0);
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glMultMatrixd((const double *)&rot);
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double d=2.0/m.bbox.Diag();
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glScalef(d,d,d);
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glTranslate(-m.bbox.Center());
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}
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void ComputeSingleDirection(Point3x BaseDir, std::vector<int> &PixSeen, CallBack *cb=DummyCallBack)
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{
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int t0=clock();
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string buf;
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int added=SplittedRendering(BaseDir, PixSeen,cb);
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int t1=clock();
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printf("ComputeSingleDir %i msec\n",t1-t0);
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}
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void ComputeAverageVisibilityDirection()
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{
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int i,j;
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VD.resize(VM.size());
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for(j=0;j<VM.size();++j)
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{
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Point3x &nn=VD[j];
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nn=Point3x(0,0,0);
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bitset<VisMax> &msk=VM[j];
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for(i=0;i<VN.size();++i)
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if(msk[i]) nn+=VN[i];
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}
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for(j=0;j<VM.size();++j)
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VD[j].Normalize();
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}
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// calcola un LightingEnvironment direzionale, cioe'un vettore di pesi per l'insieme di normali
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// corrente tale che
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// mette a 1 tutti i vettori che sono entro un angolo DegAngle1
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// a 0 tutti quelli oltre DegAngle2 e
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// sfuma linearmente nel mezzo.
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void DirectionalLightingEnvironment(std::vector<float> &LE, Point3x dir, ScalarType DegAngle1, ScalarType DegAngle2)
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{
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LE.clear();
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LE.resize(VN.size(),0);
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int i;
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for(i=0;i<VN.size();++i)
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{
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ScalarType a=ToDeg(Angle(dir,VN[i]));
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if(a<DegAngle1) { LE[i]=1; continue; }
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if(a>DegAngle2) { LE[i]=0; continue; }
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LE[i] = 1.0-(a-DegAngle1)/(DegAngle2-DegAngle1);
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}
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// last step normalize the weights;
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ScalarType sum=0;
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for(i=0;i<VN.size();++i)
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sum+=LE[i];
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for(i=0;i<VN.size();++i)
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LE[i]/=sum;
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}
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};
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/***************************************************************************/
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/***************************************************************************/
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/***************************************************************************/
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template <class MESH_TYPE> class VertexVisShader : public VisShader<MESH_TYPE>
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{
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public :
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// Function Members
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VertexVisShader(MESH_TYPE &me):VisShader<MESH_TYPE>(me)
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{
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// la mesh DEVE avere colore per vertice
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if(! m.HasPerVertexColor()) assert(0);
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}
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void Init() { VV.resize(m.vert.size()); AssignColorId(); }
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// Vis::VisMode Id() {return Vis::VMPerVert;};
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void Compute(int nn);
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void AddPixelCount(std::vector<float> &_VV, std::vector<int> &PixSeen, std::vector<int> &PixNotSeen )
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{
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for(int i=0;i<m.vert.size();++i)
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_VV[i]+= float(PixSeen[i])/float(PixSeen[i]-PixNotSeen[i]);
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}
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void DrawFill(MESH_TYPE &mm)
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{
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glBegin(GL_TRIANGLES);
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MESH_TYPE::FaceIterator fi;
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for(fi=mm.face.begin();fi!=mm.face.end();++fi)
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{
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glVertex((*fi).V(0)->P());
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glVertex((*fi).V(1)->P());
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glVertex((*fi).V(2)->P());
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}
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glEnd();
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}
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/***************************************************************************/
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//VertexVisibility
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// Funzione Principale restituisce per ogni entita' quanti px si vedono o no.
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int GLAccumPixel( std::vector<int> &PixSeen)
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{
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SimplePic<float> snapZ;
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SimplePic<Color4b> snapC;
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glClearColor(Color4b::White);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT );
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glDisable(GL_LIGHTING);
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glDepthRange(0.0f,1.0f);
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glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
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glDepthMask(GL_TRUE);
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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/////** Si disegnano le front face **/////
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glDepthRange(2.0*ZTWIST,1.0f);
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// glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glColor(Color4b::Red);
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DrawFill(m);
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snapC.OpenGLSnap();
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// if(!IsClosed) // sono necessarie due passate in piu!
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//{
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// /////** Si disegnano le back face shiftate in avanti di 2 epsilon **/////
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// glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
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// glColor(Color4b::Black);
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// glCullFace(GL_FRONT);
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// glDepthRange(0.0f,1.0f-2.0*ZTWIST);
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// DrawFill(m);
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// //glw.DrawFill<GLW::NMNone, GLW::CMNone,GLW::TMNone>();
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//}
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//if(OMV.size()>0)
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//{
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// /////** Si disegnano le back face shiftate in avanti di 2 epsilon **/////
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// glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
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// glColor(Color4b::Black);
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// glDisable(GL_CULL_FACE);
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// glDepthRange(0.0f,1.0f-2.0*ZTWIST);
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// for(unsigned int i=0;i<OMV.size();++i)
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// DrawFill(*(OMV[i]));
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// //OGV[i]->DrawFill<GLW::NMNone, GLW::CMNone,GLW::TMNone>();
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//}
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int cnt=0;
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snapZ.OpenGLSnap(GL_DEPTH_COMPONENT);
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snapC.OpenGLSnap();
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double MM[16];
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glGetDoublev(GL_MODELVIEW_MATRIX,MM);
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double MP[16];
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glGetDoublev(GL_PROJECTION_MATRIX,MP);
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int VP[4];
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glGetIntegerv(GL_VIEWPORT,VP);
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double tx,ty,tz;
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for(int i=0;i<m.vert.size();++i)
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{
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gluProject(m.vert[i].P()[0],m.vert[i].P()[1],m.vert[i].P()[2],
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MM,MP,VP,
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&tx,&ty,&tz);
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if(tx>=0 && tx<snapZ.sx && ty>=0 && ty<snapZ.sy)
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{
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int txi=floor(tx),tyi=floor(ty);
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float sd=snapZ.Pix(tx,ty);
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int col = min( min(snapC.Pix(txi+0,tyi+0)[0],snapC.Pix(txi+1,tyi+0)[0]),
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min(snapC.Pix(txi+0,tyi+1)[0],snapC.Pix(txi+1,tyi+1)[0]));
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if(col!=0)
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if(tz<sd+ZTWIST) {
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PixSeen[i]++;
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cnt++;
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}
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}
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}
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glPopAttrib();
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printf("Seen %i vertexes on %i\n",cnt,m.vert.size());
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return cnt;
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}
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void SmoothVisibility()
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{
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MESH_TYPE::FaceIterator fi;
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vector<float> VV2;
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vector<int> VC(VV.size(),1);
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VV2=VV;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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for(int i=0;i<3;++i)
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{
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VV2[(*fi).V(i)-&*m.vert.begin()] += VV[(*fi).V1(i)-&*m.vert.begin()];
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++VC[(*fi).V(i)-&*m.vert.begin()];
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}
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for(unsigned int i=0;i<VV2.size();++i)
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VV[i]=VV2[i]/VC[i];
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}
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void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, bool FalseColor = false)
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{
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float minv=*min_element(VV.begin(),VV.end());
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float maxv=*max_element(VV.begin(),VV.end());
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printf("Visibility Range %f %f\n", minv,maxv);
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MESH_TYPE::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi){
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float gval=(VV[vi-m.vert.begin()]-minv)/(maxv-minv);
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if(gval<LowPass) gval=LowPass;
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if(gval>HighPass) gval=HighPass;
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(*vi).C().SetGrayShade(pow((gval-LowPass)/(HighPass-LowPass),Gamma));
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}
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}
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//void ApplyLightingEnvironment(std::vector<float> &W, float Gamma=1)
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// {
|
|
// assert(W.size()==VN.size());
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// MESH_TYPE::VertexIterator vi;
|
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//
|
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// for(vi=m.vert.begin();vi!=m.vert.end();++vi)
|
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// {
|
|
// float gray=0;
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// bitset<VisMax> &msk=VM[vi-m.vert.begin()];
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// for(int i=0;i<VN.size();++i)
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// if(msk[i]) gray+=W[i];
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//
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// (*vi).C().SetGrayShade(gray);
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// }
|
|
// }
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|
|
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};
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|
|
|
|
|
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}
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#endif // __VCG_MESH_VISIBILITY
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