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Implement volume mesh inspection via slice planes (#129)
* basic geometry shader * Transer * Working slice planes * working handshake * Transitioning to full geometry shader * quick commit * Restructured to slice plane side and picking UI * working :) * Working level sets and slice materials * Working Geometry Slice Planes and Level Sets * Fix Compiler Warnings * Fix Ground Plane Reflections * Improved interface functions * Improve edge rendering * Added python functions and fixed edge rendering * Add space between VolumeMesh * Expose Level Set Functions * Expose more Level Set functions * Added: Support for Hex Meshes (converted to tet meshes when generating geom buffers) * Improved: Hex Mesh support * Quick Commit * Fixed: Hex to Tets for slicing * Improved UI * remove cmake files * return nullptr for empty structure * use persistent values for slice plane options * fix uint for windows builds * more windows compile fixes, lazily populate tets * refactor draw loop, fix include, more refresh checks * change inspect menu to popup * one more missing header * more uint fixes * rename slice --> inspect * hide volume mesh level sets for now * remove unused function * add simple unit test * refactor, add more defensive checks * remove unused logic Co-authored-by: Nicholas Sharp <[email protected]>
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include/polyscope/render/opengl/shaders/volume_mesh_shaders.h
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#pragma once | ||
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#include "polyscope/render/opengl/gl_shaders.h" | ||
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namespace polyscope { | ||
namespace render { | ||
namespace backend_openGL3_glfw { | ||
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// High level pipeline | ||
extern const ShaderStageSpecification SLICE_TETS_VERT_SHADER; | ||
extern const ShaderStageSpecification SLICE_TETS_GEOM_SHADER; | ||
extern const ShaderStageSpecification SLICE_TETS_FRAG_SHADER; | ||
extern const ShaderReplacementRule SLICE_TETS_BASECOLOR_SHADE; | ||
extern const ShaderReplacementRule SLICE_TETS_MESH_WIREFRAME; | ||
extern const ShaderReplacementRule SLICE_TETS_PROPAGATE_VALUE; | ||
extern const ShaderReplacementRule SLICE_TETS_PROPAGATE_VECTOR; | ||
extern const ShaderReplacementRule SLICE_TETS_VECTOR_COLOR; | ||
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} // namespace backend_openGL3_glfw | ||
} // namespace render | ||
} // namespace polyscope |
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