5110455de2caaa1865211c184974bfdcae78ced6
[anneal.git] / src / edu / berkeley / qfat / MeshViewer.java
1 package edu.berkeley.qfat;
2 import java.io.*;
3 import java.nio.*;
4 import java.awt.*;
5 import java.awt.event.*;
6 import javax.swing.*;
7 import javax.media.opengl.*;
8 import javax.media.opengl.glu.*;
9 import com.sun.opengl.util.*;
10 import java.util.*;
11 import edu.berkeley.qfat.geom.*;
12 import edu.berkeley.qfat.geom.Point;
13
14 public class MeshViewer extends Viewer {
15
16     public int temps;
17     public int accepts;
18     public    int vertss;
19     protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
20
21     public MeshViewer(JFrame f) { super(f); }
22
23     /**
24      * Take care of initialization here.
25      */
26     public void init(GLAutoDrawable gld) {
27         GL gl = gld.getGL();
28         gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
29         gl.glViewport(0, 0, 500, 300);
30         gl.glEnable(GL.GL_DEPTH_TEST);
31         gl.glClearDepth(1.0);
32         gl.glDepthFunc(GL.GL_LEQUAL);
33         gl.glMatrixMode(GL.GL_PROJECTION);
34         gl.glLoadIdentity();
35         gl.glMatrixMode(GL.GL_MODELVIEW);
36
37         float mat_specular[] = { 0.5f, 0.5f, 0.5f, 0.5f };
38         float mat_shininess[] = { 50.0f };
39         gl.glShadeModel(GL.GL_SMOOTH);
40         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
41         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);  
42         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);  
43         //gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
44         gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f,    4.0f,  -10.0f, 0.0f }, 0);
45         gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f,   10.0f, 0.0f }, 0);
46         gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f,   10.0f, 0.0f }, 0);
47         gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f,  10.0f,  -10.0f, 0.0f }, 0);
48         gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f,  -10.0f, 0.0f }, 0);
49         gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f,  -10.0f, 0.0f }, 0);
50         gl.glEnable(GL.GL_LIGHTING);
51         gl.glEnable(GL.GL_LIGHT0);
52         /*
53         gl.glEnable(GL.GL_LIGHT1);
54         gl.glEnable(GL.GL_LIGHT2);
55         gl.glEnable(GL.GL_LIGHT3);
56         gl.glEnable(GL.GL_LIGHT4);
57         gl.glEnable(GL.GL_LIGHT5);
58         */
59         gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
60         gl.glEnable(GL.GL_COLOR_MATERIAL);
61
62         display(gld);
63     }
64
65     public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { }
66     public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { }
67     public void _display(GLAutoDrawable drawable, GL gl) {
68
69         if (transforms==null) return;
70
71
72         glcanvas.setSize(f.getWidth(), f.getHeight() - 100);
73         Graphics2D g = (Graphics2D)f.getGraphics();
74         g.setColor(Color.black);
75         g.fillRect(0, f.getHeight()-100, f.getWidth(), f.getHeight());
76         g.setColor(Color.red);
77         int top = f.getHeight()-70;
78         g.drawString("temperature: "+temps, 10, 30+top);
79         g.drawString("acceptance: "+accepts, 10, 50+top);
80         g.drawString("vertices: "+vertss, 10, 70+top);
81         g.fillRect(140, 25+top, temps, 10);
82         g.fillRect(140, 45+top, accepts, 10);
83         g.fillRect(140, 65+top, vertss, 10);
84
85         GLU glu = new GLU();
86         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
87         gl.glPointSize(5.0f);
88         gl.glLoadIdentity();
89         glu.gluPerspective(50, ((float)drawable.getWidth())/drawable.getHeight(), 0.5, 10);
90         glu.gluLookAt(0, 0, -((tz/10)-1), 0, 0, 0, 0, 1, 0);
91         gl.glRotatef(anglex/3, 0, 1, 0);
92         gl.glRotatef(-(angley/3), 1, 0, 0);
93
94
95         gl.glDisable(GL.GL_LIGHTING);
96         gl.glColor4f(1, 0, 0, 1);
97         gl.glBegin(GL.GL_LINES);
98         gl.glVertex3f(0,0,0);
99         gl.glVertex3f(.3f,0,0);
100         gl.glEnd();
101         gl.glColor4f(0, 1, 0, 1);
102         gl.glBegin(GL.GL_LINES);
103         gl.glVertex3f(0,0,0);
104         gl.glVertex3f(0,.3f,0);
105         gl.glEnd();
106         gl.glColor4f(0, 0, 1, 1);
107         gl.glBegin(GL.GL_LINES);
108         gl.glVertex3f(0,0,0);
109         gl.glVertex3f(0,0,.3f);
110         gl.glEnd();
111         gl.glEnable(GL.GL_LIGHTING);
112
113
114         gl.glBegin(GL.GL_TRIANGLES);
115         if (tileon)
116             draw(gl, true, safeTriangles);
117         if (tilemeshon)
118             draw(gl, false, safeTriangles);
119         gl.glEnd();
120
121         //draw(gl, false, tile);
122
123         gl.glBegin(GL.GL_TRIANGLES);
124         gl.glColor4f((float)0.5, (float)0.5, (float)0.5, (float)0.8);
125         if (goalon)
126             draw(gl, false, goal);
127         gl.glEnd();
128
129
130         int i = 0;
131         //gl.glDisable(GL.GL_DEPTH_TEST);
132         gl.glColor4f(1,1,1,1);
133         for(Matrix m : transforms) {
134             /*
135               gl.glColor4f(0, 1, 1, 1);
136               gl.glBegin(GL.GL_LINES);
137               new Point(0,0,0).glVertex(gl);
138               new Point(0,0,0).plus(m.getTranslationalComponent()).glVertex(gl);
139               gl.glEnd();
140               gl.glEnable(GL.GL_LIGHTING);
141             */
142             //if (v1.z==0 && v1.y==0) continue;
143             i++;
144             if (neighborsWireOne && i!=whichNeighbor) continue;
145             //if (i>4) continue;
146             /*
147             Point p = new Point(0, 0, 0).times(m);
148             Vec v = new Vec(p.x, p.y, p.z);
149             v = v.times((float)1.04);
150             gl.glTranslatef(v.x, v.y, v.z);
151             */
152             if (neighbors) draw(gl, true, safeTriangles, m);
153             else if (neighborsWire || neighborsWireOne) draw(gl, false, safeTriangles, m);
154             /*
155             gl.glTranslatef(-v.x, -v.y, -v.z);
156             */
157         }
158         //gl.glEnable(GL.GL_DEPTH_TEST);
159
160         gl.glDisable(GL.GL_LIGHTING);
161         gl.glShadeModel(GL.GL_FLAT);
162         if (closest != null) {
163             gl.glColor3f(1,1,1);
164             gl.glBegin(gl.GL_POINTS);
165             closest.getPoint().glVertex(gl);
166             gl.glEnd();
167             /*
168             Mesh.Vertex v2 = closest.hack(gl, getMouse());
169             gl.glBegin(GL.GL_LINES);        
170             closest.getPoint().glVertex(gl);                                                                                                  
171             if (v2 != null) v2.getPoint().glVertex(gl);
172             gl.glEnd();
173             */
174         }
175
176         gl.glFlush();
177         gl.glDrawBuffer(GL.GL_BACK);
178         gl.glReadBuffer( GL.GL_BACK );
179         gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1);
180         gl.glFlush();
181         gl.glDisable(GL.GL_LIGHTING);
182         gl.glShadeModel(GL.GL_FLAT);
183
184         IntBuffer buf = ByteBuffer.allocateDirect(9*4*4).order(ByteOrder.nativeOrder()).asIntBuffer();
185         gl.glColor3f(0,0,0);
186         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
187         double dist = Double.MAX_VALUE;
188         if (clickPoint==null) closest = null;
189         synchronized(this) {
190             for(Mesh.T t : safeTriangles)
191                 t.glTriangle(gl, null);
192             for(Mesh.Vertex v : tile.vertices()) {
193                 Point p = v.getPoint();
194                 gl.glColor3f(1,1,1);
195                 gl.glBegin(gl.GL_POINTS);
196                 p.glVertex(gl);
197                 gl.glEnd();
198                 gl.glFlush();
199
200                 Point projected = projection.times(p);
201                 int x = (int)projected.x;
202                 int y = (int)projected.y;
203                 gl.glReadPixels(x-1, y-1, 3, 3, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, buf);
204
205                 boolean vis = false;
206                 for(int j=0; j<9*4; j++) vis |= buf.get(j)!=0;
207                 v.visible = vis;
208                 if (vis) {
209                     gl.glColor3f(0,0,0);
210                     gl.glBegin(gl.GL_POINTS);
211                     p.glVertex(gl);
212                     gl.glEnd();
213                     y = glcanvas.getHeight()-y;
214                     if (clickPoint==null) {
215                         if (closest==null || (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey) < dist) {
216                             dist = (x-mousex)*(x-mousex)+(y-mousey)*(y-mousey);
217                             closest = v;
218                         }
219                     }
220                 }
221             }
222         }
223         gl.glShadeModel(GL.GL_SMOOTH);
224         gl.glEnable(GL.GL_LIGHTING);
225         gl.glDrawBuffer(GL.GL_FRONT);
226     }
227
228
229     private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) { draw(gl, triangles, tris, Matrix.ONE); }
230     private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris, Matrix m) {
231         float red = 0.0f;
232         float green = 0.0f;
233         float blue = 0.0f;
234         synchronized(this) {
235         for(Mesh.T t : tris) {
236             if (red < 0.15) red = 1.0f;
237             if (green < 0.15) green = 1.0f;
238             if (blue < 0.15) blue = 1.0f;
239             red -= .09f;
240             green -= .12f;
241             blue -= .15f;
242
243             /*
244             if (triangles) switch(t.color) {
245                 case 0: gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3); break;
246                 case 1: gl.glColor4f((float)0.25, (float)0.75, (float)0.25, (float)0.3); break;
247                 case 2: gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3); break;
248                 case 3: gl.glColor4f((float)0.50, (float)0.50, (float)0.50, (float)0.3); break;
249                 case 4: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
250                 case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
251                 case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
252             }
253             */
254             
255             gl.glColor4f((float)(0.25+(0.05*t.color)),
256                          (float)(0.25+(0.05*t.color)),
257                          (float)(0.75+(0.05*t.color)),
258                          (float)0.3); 
259             //if (t.v1().visible && t.v2().visible && t.v3().visible) continue;
260
261             /*
262             if (t.e1().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
263             else if (t.e2().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
264             else if (t.e3().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
265             else  gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
266             */
267             //gl.glBegin(GL.GL_LINES);
268
269             if (triangles) {
270                 t.glTriangle(gl, m);
271             } else {
272                 gl.glDisable(GL.GL_LIGHTING);
273                 gl.glBegin(GL.GL_LINES);
274                 gl.glColor3f(1, 1, 1);
275                 m.times(t.e1().p1.goodp).glVertex(gl);
276                 m.times(t.e1().p2.goodp).glVertex(gl);
277                 m.times(t.e2().p1.goodp).glVertex(gl);
278                 m.times(t.e2().p2.goodp).glVertex(gl);
279                 m.times(t.e3().p1.goodp).glVertex(gl);
280                 m.times(t.e3().p2.goodp).glVertex(gl);
281                 gl.glEnd();
282                 gl.glEnable(GL.GL_LIGHTING);
283             }
284
285             Point centroid = t.centroid();
286             gl.glBegin(GL.GL_LINES);
287             gl.glColor3f(1, 1, 1);
288
289             if (triangles && errorNormals)
290                 for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
291                     if (p.ok) {
292                         //gl.glDisable(GL.GL_LIGHTING);
293                         gl.glBegin(GL.GL_LINES);
294                         gl.glColor3f(1, 1, 1);
295                         p.p.glVertex(gl);
296                         p.p.plus(p.norm().times((float)p.error()*10)).glVertex(gl);
297                         //if (p.nearest_in_other_mesh != null) p.nearest_in_other_mesh.p.glVertex(gl);
298                         //tile.nearest(p).centroid().glVertex(gl);
299                         gl.glEnd();
300                         //gl.glEnable(GL.GL_LIGHTING);
301                     }
302                 }
303             gl.glEnd();
304             
305         }
306         }
307     }
308
309     public synchronized void dump() {
310         try {
311         PrintWriter pw = new PrintWriter(new OutputStreamWriter(new FileOutputStream("dump.stl")));
312         pw.println("solid dump");
313         for(Mesh.T t : tile) {
314             Vec normal = t.norm();
315             pw.println("facet normal " + normal.x + " " + normal.y + " " + normal.z);
316             pw.println("  outer loop");
317             for(Mesh.Vertex v : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
318                 pw.println("    vertex " + v.p.x + " " + v.p.y + " " + v.p.z);
319             }
320             pw.println("  endloop");
321             pw.println("endfacet");
322         }
323         pw.println("endsolid dump");
324         pw.flush();
325         pw.close();
326         } catch (Exception e) { throw new RuntimeException(e); }
327     }
328
329     public void keyPressed(KeyEvent e)  {
330         super.keyPressed(e);
331         switch(e.getKeyCode()) {
332             case KeyEvent.VK_SPACE: breaks++; force = true; break;
333             case KeyEvent.VK_UP: temp = temp * 2; break;
334             case KeyEvent.VK_ENTER: temp = 10; break;
335             case KeyEvent.VK_LEFT: whichNeighbor--; break;
336             case KeyEvent.VK_RIGHT: whichNeighbor++; break;
337             case KeyEvent.VK_D: dump(); break;
338             case KeyEvent.VK_E: errorNormals = !errorNormals; break;
339             case KeyEvent.VK_A: hillclimb = false; anneal = !anneal; break;
340             case KeyEvent.VK_H: anneal = true; hillclimb = !hillclimb; break;
341             case KeyEvent.VK_N: neighbors = !neighbors; break;
342             case KeyEvent.VK_T: tileon = !tileon; break;
343             case KeyEvent.VK_G: goalon = !goalon; break;
344             case KeyEvent.VK_M: tilemeshon = !tilemeshon; break;
345         }
346     }
347
348 }