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@@ -7,6 +7,8 @@
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#include <igl/unproject.h>
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#include <igl/quat_to_mat.h>
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#include <igl/embree/EmbreeIntersector.h>
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+#include <igl/trackball.h>
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+#include <igl/report_gl_error.h>
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#ifdef __APPLE__
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# include <GLUT/glut.h>
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@@ -15,28 +17,94 @@
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#endif
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#include <Eigen/Core>
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+#include <vector>
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#include <iostream>
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+// Width and height of window
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int width,height;
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+// Rotation of scene
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float scene_rot[4] = {0,0,0,1};
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+// information at mouse down
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+float down_scene_rot[4] = {0,0,0,1};
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+bool trackball_on = false;
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+int down_mouse_x,down_mouse_y;
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+// Position of light
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float light_pos[4] = {0.1,0.1,-0.9,0};
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+// Vertex positions, normals, colors and centroid
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Eigen::MatrixXd V,N,C,mean;
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+// Bounding box diagonal length
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double bbd;
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+// Faces
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Eigen::MatrixXi F;
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+// Embree intersection structure
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igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
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-// Ray
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-Eigen::Vector3d s,d,dir;
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+// Hits collected
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+std::vector<embree::Hit > hits;
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+// Ray information, "projection screen" corners
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+Eigen::Vector3d win_s,s,d,dir,NW,NE,SE,SW;
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+// Textures and framebuffers for "projection screen"
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+GLuint tex_id = 0, fbo_id = 0, dfbo_id = 0;
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+
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+// Initialize textures and framebuffers. Must be called if window changes
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+// dimension
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+void init_texture()
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+{
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+ using namespace igl;
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+ using namespace std;
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+ // Set up a "render-to-texture" frame buffer and texture combo
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+ glDeleteTextures(1,&tex_id);
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+ glDeleteFramebuffersEXT(1,&fbo_id);
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+ glDeleteFramebuffersEXT(1,&dfbo_id);
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+ // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
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+ glGenTextures(1, &tex_id);
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+ glBindTexture(GL_TEXTURE_2D, tex_id);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ //NULL means reserve texture memory, but texels are undefined
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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+ glBindTexture(GL_TEXTURE_2D, 0);
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+ //-------------------------
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+ glGenFramebuffersEXT(1, &fbo_id);
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
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+ //Attach 2D texture to this FBO
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+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
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+ glGenRenderbuffersEXT(1, &dfbo_id);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
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+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
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+ //-------------------------
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+ //Attach depth buffer to FBO
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+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
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+ //-------------------------
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+ //Does the GPU support current FBO configuration?
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+ GLenum status;
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+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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+ switch(status)
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+ {
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+ case GL_FRAMEBUFFER_COMPLETE_EXT:
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+ break;
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+ default:
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+ cout<<"error"<<endl;
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+ }
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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+}
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void reshape(int width,int height)
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{
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using namespace std;
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+ // Save width and height
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::width = width;
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::height = height;
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+ // Re-initialize textures and frame bufferes
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+ init_texture();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0,0,width,height);
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}
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+// Set up double-sided lights
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void lights()
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{
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using namespace std;
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@@ -61,10 +129,12 @@ void lights()
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glLightfv(GL_LIGHT1,GL_POSITION,pos);
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}
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+// Set up projection and model view of scene
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void push_scene()
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{
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using namespace igl;
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- //gluOrtho2D(0,width,0,height);
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+ glMatrixMode(GL_PROJECTION);
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+ glLoadIdentity();
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gluPerspective(45,(double)width/(double)height,1e-2,100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@@ -75,6 +145,12 @@ void push_scene()
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glMultMatrixf(mat);
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}
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+void pop_scene()
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+{
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+ glPopMatrix();
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+}
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+
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+// Scale and shift for object
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void push_object()
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{
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glPushMatrix();
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@@ -82,11 +158,6 @@ void push_object()
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glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
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}
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-void pop_scene()
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-{
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- glPopMatrix();
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-}
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-
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void pop_object()
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{
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glPopMatrix();
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@@ -97,56 +168,135 @@ void display()
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{
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using namespace Eigen;
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using namespace igl;
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+ using namespace std;
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glClearColor(back[0],back[1],back[2],0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+ // All smooth points
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+ glEnable( GL_POINT_SMOOTH );
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lights();
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push_scene();
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-
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glEnable(GL_DEPTH_TEST);
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+ glDepthFunc(GL_LEQUAL);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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- //glColorMaterial(GL_FRONT, GL_DIFFUSE);
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- //glColorMaterial(GL_FRONT, GL_AMBIENT);
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- //glColorMaterial(GL_FRONT, GL_SPECULAR);
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+ push_object();
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+ if(trackball_on)
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+ {
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+ // Draw a "laser" line
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+ glLineWidth(3.0);
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+ glDisable(GL_LIGHTING);
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+ glEnable(GL_DEPTH_TEST);
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+ glBegin(GL_LINES);
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+ glColor3f(1,0,0);
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+ glVertex3dv(s.data());
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+ glColor3f(1,0,0);
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+ glVertex3dv(d.data());
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+ glEnd();
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- push_object();
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+ // Draw the start and end points used for ray
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+ glPointSize(10.0);
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+ glBegin(GL_POINTS);
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+ glColor3f(1,0,0);
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+ glVertex3dv(s.data());
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+ glColor3f(0,0,1);
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+ glVertex3dv(d.data());
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+ glEnd();
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+ }
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+
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+ // Draw the model
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+ glEnable(GL_LIGHTING);
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draw_mesh(V,F,N,C);
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- glDisable(GL_COLOR_MATERIAL);
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- glDisable(GL_LIGHTING);
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+ // Draw all hits
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glBegin(GL_POINTS);
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- glColor3f(1,0,0);
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- glVertex3dv(s.data());
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- glColor3f(0,0,1);
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- glVertex3dv(d.data());
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- glEnd();
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- Vector3d n,f;
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- n = s+1000.0*dir;
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- f = d-1000.0*dir;
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- glBegin(GL_LINE);
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- glColor3f(1,0,0);
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- glVertex3dv(n.data());
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- glColor3f(1,0,0);
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- glVertex3dv(f.data());
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+ glColor3f(0,0.2,0.2);
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+ for(vector<embree::Hit>::iterator hit = hits.begin();
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+ hit != hits.end();
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+ hit++)
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+ {
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+ const double w0 = (1.0-hit->u-hit->v);
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+ const double w1 = hit->u;
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+ const double w2 = hit->v;
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+ VectorXd hitP =
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+ w0 * V.row(F(hit->id0,0)) +
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+ w1 * V.row(F(hit->id0,1)) +
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+ w2 * V.row(F(hit->id0,2));
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+ glVertex3dv(hitP.data());
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+ }
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glEnd();
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pop_object();
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+ // Draw a nice floor
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glPushMatrix();
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glEnable(GL_LIGHTING);
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glTranslated(0,-1,0);
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draw_floor();
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glPopMatrix();
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+ // draw a transparent "projection screen" show model at time of hit (aka
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+ // mouse down)
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+ push_object();
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+ if(trackball_on)
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+ {
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+ glColor4f(0,0,0,1.0);
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+ glPointSize(10.0);
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+ glBegin(GL_POINTS);
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+ glVertex3dv(SW.data());
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+ glVertex3dv(SE.data());
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+ glVertex3dv(NE.data());
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+ glVertex3dv(NW.data());
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+ glEnd();
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+
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+ glDisable(GL_LIGHTING);
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+ glEnable(GL_TEXTURE_2D);
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+ glBindTexture(GL_TEXTURE_2D, tex_id);
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+ glColor4f(1,1,1,0.7);
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+ glBegin(GL_QUADS);
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+ glTexCoord2d(0,0);
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+ glVertex3dv(SW.data());
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+ glTexCoord2d(1,0);
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+ glVertex3dv(SE.data());
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+ glTexCoord2d(1,1);
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+ glVertex3dv(NE.data());
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+ glTexCoord2d(0,1);
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+ glVertex3dv(NW.data());
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+ glEnd();
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+ glBindTexture(GL_TEXTURE_2D, 0);
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+ glDisable(GL_TEXTURE_2D);
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+ }
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+ pop_object();
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pop_scene();
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+ // Draw a faint point over mouse
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+ if(!trackball_on)
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+ {
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+ glDisable(GL_LIGHTING);
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+ glDisable(GL_COLOR_MATERIAL);
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+ glDisable(GL_DEPTH_TEST);
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+ glEnable(GL_BLEND);
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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+ glColor4f(1.0,0.3,0.3,0.6);
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+ glMatrixMode(GL_PROJECTION);
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+ glLoadIdentity();
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+ gluOrtho2D(0,width,0,height);
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+ glMatrixMode(GL_MODELVIEW);
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+ glLoadIdentity();
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+ glPointSize(20.0);
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+ glBegin(GL_POINTS);
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+ glVertex2dv(win_s.data());
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+ glEnd();
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+ }
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+ report_gl_error();
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+
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glutSwapBuffers();
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glutPostRedisplay();
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}
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+// Initialize colors to a boring green
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void init_C()
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{
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C.col(0).setConstant(0.4);
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@@ -159,24 +309,110 @@ void mouse_move(int mouse_x, int mouse_y)
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using namespace std;
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using namespace Eigen;
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using namespace igl;
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+ using namespace std;
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init_C();
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+ glutSetCursor(GLUT_CURSOR_CROSSHAIR);
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+ // Push scene and object
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push_scene();
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push_object();
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- Vector3d win_s(mouse_x,height-mouse_y,0);
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+ // Unproject mouse at 0 depth and some positive depth
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+ win_s = Vector3d(mouse_x,height-mouse_y,0);
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Vector3d win_d(mouse_x,height-mouse_y,1);
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unproject(win_s,s);
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unproject(win_d,d);
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+ pop_object();
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+ pop_scene();
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+ report_gl_error();
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+ // Shoot ray at unprojected mouse in view direction
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dir = d-s;
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- embree::Hit hit;
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- if(ei.intersectRay(s,d,hit))
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+ int num_rays_shot;
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+ ei.intersectRay(s,dir,hits,num_rays_shot);
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+ for(vector<embree::Hit>::iterator hit = hits.begin();
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+ hit != hits.end();
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+ hit++)
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{
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- cout<<"hit!"<<endl;
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- C(hit.id0 % F.rows(),0) = 1;
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- C(hit.id0 % F.rows(),1) = 0.4;
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- C(hit.id0 % F.rows(),2) = 0.4;
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+ // Change color of hit faces
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+ C(hit->id0,0) = 1;
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+ C(hit->id0,1) = 0.4;
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+ C(hit->id0,2) = 0.4;
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+ }
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+}
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+
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+void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
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+{
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+ using namespace std;
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+ using namespace Eigen;
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+ using namespace igl;
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+ switch(glutState)
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+ {
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+ case 1:
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+ // up
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+ glutSetCursor(GLUT_CURSOR_CROSSHAIR);
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+ trackball_on = false;
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+ hits.clear();
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+ init_C();
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+ break;
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+ case 0:
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+ // be sure this has been called recently
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+ mouse_move(mouse_x,mouse_y);
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+ // down
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+ glutSetCursor(GLUT_CURSOR_CYCLE);
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+ // collect information for trackball
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+ trackball_on = true;
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+ copy(scene_rot,scene_rot+4,down_scene_rot);
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+ down_mouse_x = mouse_x;
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+ down_mouse_y = mouse_y;
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+ // Collect "projection screen" locations
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+ push_scene();
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+ push_object();
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+ // unproject corners of window
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+ const double depth = 0.999;
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+ Vector3d win_NW( 0,height,depth);
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+ Vector3d win_NE(width,height,depth);
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+ Vector3d win_SE(width,0,depth);
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+ Vector3d win_SW(0,0,depth);
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+ unproject(win_NW,NW);
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+ unproject(win_NE,NE);
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+ unproject(win_SE,SE);
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+ unproject(win_SW,SW);
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+ // render to framebuffer
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
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+ glClearColor(0,0,0,1);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+ // Render the model ---> to the framebuffer attached to the "projection
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+ // screen" texture
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+ glEnable(GL_COLOR_MATERIAL);
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+ glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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+ glEnable(GL_LIGHTING);
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+ glEnable(GL_DEPTH_TEST);
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+ draw_mesh(V,F,N,C);
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+ pop_object();
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+ pop_scene();
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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+ break;
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+ }
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+}
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+
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+void mouse_drag(int mouse_x, int mouse_y)
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+{
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+ using namespace igl;
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+
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+ if(trackball_on)
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+ {
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+ // Rotate according to trackball
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+ trackball<float>(
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+ width,
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+ height,
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+ 2,
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+ down_scene_rot,
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+ down_mouse_x,
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+ down_mouse_y,
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+ mouse_x,
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+ mouse_y,
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|
+ scene_rot);
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}
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- pop_object();
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- pop_scene();
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}
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|
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|
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@@ -185,6 +421,8 @@ void key(unsigned char key, int mouse_x, int mouse_y)
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|
using namespace std;
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|
|
switch(key)
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|
{
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|
|
+ // Ctrl-c and esc exit
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|
|
+ case char(3):
|
|
|
case char(27):
|
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|
exit(0);
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|
|
default:
|
|
@@ -200,36 +438,33 @@ int main(int argc, char * argv[])
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|
using namespace std;
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|
|
|
|
|
// init mesh
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|
|
- if(!read("../shared/cheburashka.obj",V,F))
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|
|
+ if(!read("../shared/decimated-knight.obj",V,F))
|
|
|
{
|
|
|
return 1;
|
|
|
}
|
|
|
+ // Compute normals, centroid, colors, bounding box diagonal
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|
|
per_face_normals(V,F,N);
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|
|
+ normalize_row_lengths(N,N);
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|
|
mean = V.colwise().mean();
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|
|
C.resize(F.rows(),3);
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|
|
init_C();
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|
|
bbd =
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|
|
(V.colwise().maxCoeff() -
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|
|
V.colwise().minCoeff()).maxCoeff();
|
|
|
- normalize_row_lengths(N,N);
|
|
|
|
|
|
// Init embree
|
|
|
- cout<<"Flipping faces..."<<endl;
|
|
|
- MatrixXi FF;
|
|
|
- FF.resize(F.rows()*2,F.cols());
|
|
|
- FF << F, F.rowwise().reverse().eval();
|
|
|
- cout<<"Initializing Embree..."<<endl;
|
|
|
- ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,FF);
|
|
|
+ ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,F);
|
|
|
|
|
|
// Init glut
|
|
|
glutInit(&argc,argv);
|
|
|
glutInitDisplayString( "rgba depth double samples>=8 ");
|
|
|
- glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH),glutGet(GLUT_SCREEN_HEIGHT));
|
|
|
- glutInitWindowSize(450,300);
|
|
|
+ glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
|
|
|
glutCreateWindow("embree");
|
|
|
glutDisplayFunc(display);
|
|
|
glutReshapeFunc(reshape);
|
|
|
glutKeyboardFunc(key);
|
|
|
+ glutMouseFunc(mouse);
|
|
|
+ glutMotionFunc(mouse_drag);
|
|
|
glutPassiveMotionFunc(mouse_move);
|
|
|
glutMainLoop();
|
|
|
return 0;
|