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@@ -1,482 +1,483 @@
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-#define IGL_HEADER_ONLY
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-#include <igl/OpenGL_convenience.h>
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-#include <igl/per_face_normals.h>
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-#include <igl/read.h>
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-#include <igl/normalize_row_lengths.h>
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-#include <igl/draw_mesh.h>
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-#include <igl/draw_floor.h>
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-#include <igl/unproject.h>
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-#include <igl/quat_to_mat.h>
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+//#define IGL_HEADER_ONLY
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+//#include <igl/OpenGL_convenience.h>
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+//#include <igl/per_face_normals.h>
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+//#include <igl/read.h>
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+//#include <igl/normalize_row_lengths.h>
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+//#include <igl/draw_mesh.h>
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+//#include <igl/draw_floor.h>
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+//#include <igl/unproject.h>
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+//#include <igl/quat_to_mat.h>
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+//#include <igl/trackball.h>
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+//#include <igl/report_gl_error.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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-#else
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-# include <GL/glut.h>
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-#endif
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-#include <Eigen/Core>
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-
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-#include <vector>
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+//#ifdef __APPLE__
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+//# include <GLUT/glut.h>
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+//#else
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+//# include <GL/glut.h>
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+//#endif
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+//#include <Eigen/Core>
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+//
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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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+//// 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<double,int> ei;
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-// Hits collected
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-std::vector<igl::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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-
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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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-
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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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- glEnable(GL_LIGHTING);
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- glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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- glEnable(GL_LIGHT0);
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- glEnable(GL_LIGHT1);
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- float ones[4] = {1.0,1.0,1.0,1.0};
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- float zeros[4] = {0.0,0.0,0.0,0.0};
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- float pos[4];
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- copy(light_pos,light_pos+4,pos);
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- glLightfv(GL_LIGHT0,GL_AMBIENT,zeros);
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- glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
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- glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
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- glLightfv(GL_LIGHT0,GL_POSITION,pos);
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- pos[0] *= -1;
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- pos[1] *= -1;
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- pos[2] *= -1;
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- glLightfv(GL_LIGHT1,GL_AMBIENT,zeros);
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- glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
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- glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
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- glLightfv(GL_LIGHT1,GL_POSITION,pos);
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-}
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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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- 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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- gluLookAt(0,0,3,0,0,0,0,1,0);
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- glPushMatrix();
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- float mat[4*4];
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- quat_to_mat(scene_rot,mat);
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- glMultMatrixf(mat);
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-}
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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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- glScaled(2./bbd,2./bbd,2./bbd);
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- glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
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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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-}
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-
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-const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
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-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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-
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- lights();
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- push_scene();
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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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- push_object();
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-
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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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-
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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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-
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- // Draw all hits
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- glBegin(GL_POINTS);
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- glColor3f(0,0.2,0.2);
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- for(vector<igl::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->id,0)) +
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- w1 * V.row(F(hit->id,1)) +
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- w2 * V.row(F(hit->id,2));
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- glVertex3dv(hitP.data());
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- }
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- glEnd();
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-
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- pop_object();
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-
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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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-
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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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-
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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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-
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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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- C.col(1).setConstant(0.8);
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- C.col(2).setConstant(0.3);
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-}
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-
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-void mouse_move(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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- 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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- // 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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- int num_rays_shot;
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- ei.intersectRay(s,dir,hits,num_rays_shot);
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- for(vector<igl::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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- // Change color of hit faces
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- C(hit->id,0) = 1;
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- C(hit->id,1) = 0.4;
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- C(hit->id,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
|
|
|
- trackball_on = true;
|
|
|
- copy(scene_rot,scene_rot+4,down_scene_rot);
|
|
|
- down_mouse_x = mouse_x;
|
|
|
- down_mouse_y = mouse_y;
|
|
|
- // Collect "projection screen" locations
|
|
|
- push_scene();
|
|
|
- push_object();
|
|
|
- // unproject corners of window
|
|
|
- const double depth = 0.999;
|
|
|
- Vector3d win_NW( 0,height,depth);
|
|
|
- Vector3d win_NE(width,height,depth);
|
|
|
- Vector3d win_SE(width,0,depth);
|
|
|
- Vector3d win_SW(0,0,depth);
|
|
|
- unproject(win_NW,NW);
|
|
|
- unproject(win_NE,NE);
|
|
|
- unproject(win_SE,SE);
|
|
|
- unproject(win_SW,SW);
|
|
|
- // render to framebuffer
|
|
|
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
|
|
|
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
- glClearColor(0,0,0,1);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
- // Render the model ---> to the framebuffer attached to the "projection
|
|
|
- // screen" texture
|
|
|
- glEnable(GL_COLOR_MATERIAL);
|
|
|
- glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
|
|
|
- glEnable(GL_LIGHTING);
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
- draw_mesh(V,F,N,C);
|
|
|
- pop_object();
|
|
|
- pop_scene();
|
|
|
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void mouse_drag(int mouse_x, int mouse_y)
|
|
|
-{
|
|
|
- using namespace igl;
|
|
|
-
|
|
|
- if(trackball_on)
|
|
|
- {
|
|
|
- // Rotate according to trackball
|
|
|
- trackball<float>(
|
|
|
- width,
|
|
|
- height,
|
|
|
- 2,
|
|
|
- down_scene_rot,
|
|
|
- down_mouse_x,
|
|
|
- down_mouse_y,
|
|
|
- mouse_x,
|
|
|
- mouse_y,
|
|
|
- scene_rot);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void key(unsigned char key, int mouse_x, int mouse_y)
|
|
|
-{
|
|
|
- using namespace std;
|
|
|
- switch(key)
|
|
|
- {
|
|
|
- // Ctrl-c and esc exit
|
|
|
- case char(3):
|
|
|
- case char(27):
|
|
|
- exit(0);
|
|
|
- default:
|
|
|
- cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-int main(int argc, char * argv[])
|
|
|
+//// Hits collected
|
|
|
+//std::vector<igl::Hit > hits;
|
|
|
+//// Ray information, "projection screen" corners
|
|
|
+//Eigen::Vector3d win_s,s,d,dir,NW,NE,SE,SW;
|
|
|
+//// Textures and framebuffers for "projection screen"
|
|
|
+//GLuint tex_id = 0, fbo_id = 0, dfbo_id = 0;
|
|
|
+//
|
|
|
+//// Initialize textures and framebuffers. Must be called if window changes
|
|
|
+//// dimension
|
|
|
+//void init_texture()
|
|
|
+//{
|
|
|
+// using namespace igl;
|
|
|
+// using namespace std;
|
|
|
+// // Set up a "render-to-texture" frame buffer and texture combo
|
|
|
+// glDeleteTextures(1,&tex_id);
|
|
|
+// glDeleteFramebuffersEXT(1,&fbo_id);
|
|
|
+// glDeleteFramebuffersEXT(1,&dfbo_id);
|
|
|
+// // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
|
|
|
+// glGenTextures(1, &tex_id);
|
|
|
+// glBindTexture(GL_TEXTURE_2D, tex_id);
|
|
|
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+// //NULL means reserve texture memory, but texels are undefined
|
|
|
+// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
|
|
+// glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+// //-------------------------
|
|
|
+// glGenFramebuffersEXT(1, &fbo_id);
|
|
|
+// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
|
|
|
+// //Attach 2D texture to this FBO
|
|
|
+// glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
|
|
|
+// glGenRenderbuffersEXT(1, &dfbo_id);
|
|
|
+// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
+// glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
|
|
|
+// //-------------------------
|
|
|
+// //Attach depth buffer to FBO
|
|
|
+// glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
+// //-------------------------
|
|
|
+// //Does the GPU support current FBO configuration?
|
|
|
+// GLenum status;
|
|
|
+// status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
|
+// switch(status)
|
|
|
+// {
|
|
|
+// case GL_FRAMEBUFFER_COMPLETE_EXT:
|
|
|
+// break;
|
|
|
+// default:
|
|
|
+// cout<<"error"<<endl;
|
|
|
+// }
|
|
|
+// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
+// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
+//}
|
|
|
+//
|
|
|
+//void reshape(int width,int height)
|
|
|
+//{
|
|
|
+// using namespace std;
|
|
|
+// // Save width and height
|
|
|
+// ::width = width;
|
|
|
+// ::height = height;
|
|
|
+// // Re-initialize textures and frame bufferes
|
|
|
+// init_texture();
|
|
|
+// glMatrixMode(GL_PROJECTION);
|
|
|
+// glLoadIdentity();
|
|
|
+// glViewport(0,0,width,height);
|
|
|
+//}
|
|
|
+//
|
|
|
+//// Set up double-sided lights
|
|
|
+//void lights()
|
|
|
+//{
|
|
|
+// using namespace std;
|
|
|
+// glEnable(GL_LIGHTING);
|
|
|
+// glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
|
|
|
+// glEnable(GL_LIGHT0);
|
|
|
+// glEnable(GL_LIGHT1);
|
|
|
+// float ones[4] = {1.0,1.0,1.0,1.0};
|
|
|
+// float zeros[4] = {0.0,0.0,0.0,0.0};
|
|
|
+// float pos[4];
|
|
|
+// copy(light_pos,light_pos+4,pos);
|
|
|
+// glLightfv(GL_LIGHT0,GL_AMBIENT,zeros);
|
|
|
+// glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
|
|
|
+// glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
|
|
|
+// glLightfv(GL_LIGHT0,GL_POSITION,pos);
|
|
|
+// pos[0] *= -1;
|
|
|
+// pos[1] *= -1;
|
|
|
+// pos[2] *= -1;
|
|
|
+// glLightfv(GL_LIGHT1,GL_AMBIENT,zeros);
|
|
|
+// glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
|
|
|
+// glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
|
|
|
+// glLightfv(GL_LIGHT1,GL_POSITION,pos);
|
|
|
+//}
|
|
|
+//
|
|
|
+//// Set up projection and model view of scene
|
|
|
+//void push_scene()
|
|
|
+//{
|
|
|
+// using namespace igl;
|
|
|
+// glMatrixMode(GL_PROJECTION);
|
|
|
+// glLoadIdentity();
|
|
|
+// gluPerspective(45,(double)width/(double)height,1e-2,100);
|
|
|
+// glMatrixMode(GL_MODELVIEW);
|
|
|
+// glLoadIdentity();
|
|
|
+// gluLookAt(0,0,3,0,0,0,0,1,0);
|
|
|
+// glPushMatrix();
|
|
|
+// float mat[4*4];
|
|
|
+// quat_to_mat(scene_rot,mat);
|
|
|
+// glMultMatrixf(mat);
|
|
|
+//}
|
|
|
+//
|
|
|
+//void pop_scene()
|
|
|
+//{
|
|
|
+// glPopMatrix();
|
|
|
+//}
|
|
|
+//
|
|
|
+//// Scale and shift for object
|
|
|
+//void push_object()
|
|
|
+//{
|
|
|
+// glPushMatrix();
|
|
|
+// glScaled(2./bbd,2./bbd,2./bbd);
|
|
|
+// glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
|
|
|
+//}
|
|
|
+//
|
|
|
+//void pop_object()
|
|
|
+//{
|
|
|
+// glPopMatrix();
|
|
|
+//}
|
|
|
+//
|
|
|
+//const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
|
|
|
+//void display()
|
|
|
+//{
|
|
|
+// using namespace Eigen;
|
|
|
+// using namespace igl;
|
|
|
+// using namespace std;
|
|
|
+// glClearColor(back[0],back[1],back[2],0);
|
|
|
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
+// // All smooth points
|
|
|
+// glEnable( GL_POINT_SMOOTH );
|
|
|
+//
|
|
|
+// lights();
|
|
|
+// push_scene();
|
|
|
+// glEnable(GL_DEPTH_TEST);
|
|
|
+// glDepthFunc(GL_LEQUAL);
|
|
|
+// glEnable(GL_NORMALIZE);
|
|
|
+// glEnable(GL_COLOR_MATERIAL);
|
|
|
+// glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
|
|
|
+// push_object();
|
|
|
+//
|
|
|
+// if(trackball_on)
|
|
|
+// {
|
|
|
+// // Draw a "laser" line
|
|
|
+// glLineWidth(3.0);
|
|
|
+// glDisable(GL_LIGHTING);
|
|
|
+// glEnable(GL_DEPTH_TEST);
|
|
|
+// glBegin(GL_LINES);
|
|
|
+// glColor3f(1,0,0);
|
|
|
+// glVertex3dv(s.data());
|
|
|
+// glColor3f(1,0,0);
|
|
|
+// glVertex3dv(d.data());
|
|
|
+// glEnd();
|
|
|
+//
|
|
|
+// // Draw the start and end points used for ray
|
|
|
+// glPointSize(10.0);
|
|
|
+// glBegin(GL_POINTS);
|
|
|
+// glColor3f(1,0,0);
|
|
|
+// glVertex3dv(s.data());
|
|
|
+// glColor3f(0,0,1);
|
|
|
+// glVertex3dv(d.data());
|
|
|
+// glEnd();
|
|
|
+// }
|
|
|
+//
|
|
|
+// // Draw the model
|
|
|
+// glEnable(GL_LIGHTING);
|
|
|
+// draw_mesh(V,F,N,C);
|
|
|
+//
|
|
|
+// // Draw all hits
|
|
|
+// glBegin(GL_POINTS);
|
|
|
+// glColor3f(0,0.2,0.2);
|
|
|
+// for(vector<igl::Hit>::iterator hit = hits.begin();
|
|
|
+// hit != hits.end();
|
|
|
+// hit++)
|
|
|
+// {
|
|
|
+// const double w0 = (1.0-hit->u-hit->v);
|
|
|
+// const double w1 = hit->u;
|
|
|
+// const double w2 = hit->v;
|
|
|
+// VectorXd hitP =
|
|
|
+// w0 * V.row(F(hit->id,0)) +
|
|
|
+// w1 * V.row(F(hit->id,1)) +
|
|
|
+// w2 * V.row(F(hit->id,2));
|
|
|
+// glVertex3dv(hitP.data());
|
|
|
+// }
|
|
|
+// glEnd();
|
|
|
+//
|
|
|
+// pop_object();
|
|
|
+//
|
|
|
+// // Draw a nice floor
|
|
|
+// glPushMatrix();
|
|
|
+// glEnable(GL_LIGHTING);
|
|
|
+// glTranslated(0,-1,0);
|
|
|
+// draw_floor();
|
|
|
+// glPopMatrix();
|
|
|
+//
|
|
|
+// // draw a transparent "projection screen" show model at time of hit (aka
|
|
|
+// // mouse down)
|
|
|
+// push_object();
|
|
|
+// if(trackball_on)
|
|
|
+// {
|
|
|
+// glColor4f(0,0,0,1.0);
|
|
|
+// glPointSize(10.0);
|
|
|
+// glBegin(GL_POINTS);
|
|
|
+// glVertex3dv(SW.data());
|
|
|
+// glVertex3dv(SE.data());
|
|
|
+// glVertex3dv(NE.data());
|
|
|
+// glVertex3dv(NW.data());
|
|
|
+// glEnd();
|
|
|
+//
|
|
|
+// glDisable(GL_LIGHTING);
|
|
|
+// glEnable(GL_TEXTURE_2D);
|
|
|
+// glBindTexture(GL_TEXTURE_2D, tex_id);
|
|
|
+// glColor4f(1,1,1,0.7);
|
|
|
+// glBegin(GL_QUADS);
|
|
|
+// glTexCoord2d(0,0);
|
|
|
+// glVertex3dv(SW.data());
|
|
|
+// glTexCoord2d(1,0);
|
|
|
+// glVertex3dv(SE.data());
|
|
|
+// glTexCoord2d(1,1);
|
|
|
+// glVertex3dv(NE.data());
|
|
|
+// glTexCoord2d(0,1);
|
|
|
+// glVertex3dv(NW.data());
|
|
|
+// glEnd();
|
|
|
+// glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+// glDisable(GL_TEXTURE_2D);
|
|
|
+// }
|
|
|
+// pop_object();
|
|
|
+// pop_scene();
|
|
|
+//
|
|
|
+// // Draw a faint point over mouse
|
|
|
+// if(!trackball_on)
|
|
|
+// {
|
|
|
+// glDisable(GL_LIGHTING);
|
|
|
+// glDisable(GL_COLOR_MATERIAL);
|
|
|
+// glDisable(GL_DEPTH_TEST);
|
|
|
+// glEnable(GL_BLEND);
|
|
|
+// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
+// glColor4f(1.0,0.3,0.3,0.6);
|
|
|
+// glMatrixMode(GL_PROJECTION);
|
|
|
+// glLoadIdentity();
|
|
|
+// gluOrtho2D(0,width,0,height);
|
|
|
+// glMatrixMode(GL_MODELVIEW);
|
|
|
+// glLoadIdentity();
|
|
|
+// glPointSize(20.0);
|
|
|
+// glBegin(GL_POINTS);
|
|
|
+// glVertex2dv(win_s.data());
|
|
|
+// glEnd();
|
|
|
+// }
|
|
|
+// report_gl_error();
|
|
|
+//
|
|
|
+// glutSwapBuffers();
|
|
|
+// glutPostRedisplay();
|
|
|
+//}
|
|
|
+//
|
|
|
+//// Initialize colors to a boring green
|
|
|
+//void init_C()
|
|
|
+//{
|
|
|
+// C.col(0).setConstant(0.4);
|
|
|
+// C.col(1).setConstant(0.8);
|
|
|
+// C.col(2).setConstant(0.3);
|
|
|
+//}
|
|
|
+//
|
|
|
+//void mouse_move(int mouse_x, int mouse_y)
|
|
|
+//{
|
|
|
+// using namespace std;
|
|
|
+// using namespace Eigen;
|
|
|
+// using namespace igl;
|
|
|
+// using namespace std;
|
|
|
+// init_C();
|
|
|
+// glutSetCursor(GLUT_CURSOR_CROSSHAIR);
|
|
|
+// // Push scene and object
|
|
|
+// push_scene();
|
|
|
+// push_object();
|
|
|
+// // Unproject mouse at 0 depth and some positive depth
|
|
|
+// win_s = Vector3d(mouse_x,height-mouse_y,0);
|
|
|
+// Vector3d win_d(mouse_x,height-mouse_y,1);
|
|
|
+// unproject(win_s,s);
|
|
|
+// unproject(win_d,d);
|
|
|
+// pop_object();
|
|
|
+// pop_scene();
|
|
|
+// report_gl_error();
|
|
|
+// // Shoot ray at unprojected mouse in view direction
|
|
|
+// dir = d-s;
|
|
|
+// int num_rays_shot;
|
|
|
+// ei.intersectRay(s,dir,hits,num_rays_shot);
|
|
|
+// for(vector<igl::Hit>::iterator hit = hits.begin();
|
|
|
+// hit != hits.end();
|
|
|
+// hit++)
|
|
|
+// {
|
|
|
+// // Change color of hit faces
|
|
|
+// C(hit->id,0) = 1;
|
|
|
+// C(hit->id,1) = 0.4;
|
|
|
+// C(hit->id,2) = 0.4;
|
|
|
+// }
|
|
|
+//}
|
|
|
+//
|
|
|
+//void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
|
|
|
+//{
|
|
|
+// using namespace std;
|
|
|
+// using namespace Eigen;
|
|
|
+// using namespace igl;
|
|
|
+// switch(glutState)
|
|
|
+// {
|
|
|
+// case 1:
|
|
|
+// // up
|
|
|
+// glutSetCursor(GLUT_CURSOR_CROSSHAIR);
|
|
|
+// trackball_on = false;
|
|
|
+// hits.clear();
|
|
|
+// init_C();
|
|
|
+// break;
|
|
|
+// case 0:
|
|
|
+// // be sure this has been called recently
|
|
|
+// mouse_move(mouse_x,mouse_y);
|
|
|
+// // down
|
|
|
+// glutSetCursor(GLUT_CURSOR_CYCLE);
|
|
|
+// // collect information for trackball
|
|
|
+// trackball_on = true;
|
|
|
+// copy(scene_rot,scene_rot+4,down_scene_rot);
|
|
|
+// down_mouse_x = mouse_x;
|
|
|
+// down_mouse_y = mouse_y;
|
|
|
+// // Collect "projection screen" locations
|
|
|
+// push_scene();
|
|
|
+// push_object();
|
|
|
+// // unproject corners of window
|
|
|
+// const double depth = 0.999;
|
|
|
+// Vector3d win_NW( 0,height,depth);
|
|
|
+// Vector3d win_NE(width,height,depth);
|
|
|
+// Vector3d win_SE(width,0,depth);
|
|
|
+// Vector3d win_SW(0,0,depth);
|
|
|
+// unproject(win_NW,NW);
|
|
|
+// unproject(win_NE,NE);
|
|
|
+// unproject(win_SE,SE);
|
|
|
+// unproject(win_SW,SW);
|
|
|
+// // render to framebuffer
|
|
|
+// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
|
|
|
+// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
+// glClearColor(0,0,0,1);
|
|
|
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
+// // Render the model ---> to the framebuffer attached to the "projection
|
|
|
+// // screen" texture
|
|
|
+// glEnable(GL_COLOR_MATERIAL);
|
|
|
+// glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
|
|
|
+// glEnable(GL_LIGHTING);
|
|
|
+// glEnable(GL_DEPTH_TEST);
|
|
|
+// draw_mesh(V,F,N,C);
|
|
|
+// pop_object();
|
|
|
+// pop_scene();
|
|
|
+// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
+// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
+// break;
|
|
|
+// }
|
|
|
+//}
|
|
|
+//
|
|
|
+//void mouse_drag(int mouse_x, int mouse_y)
|
|
|
+//{
|
|
|
+// using namespace igl;
|
|
|
+//
|
|
|
+// if(trackball_on)
|
|
|
+// {
|
|
|
+// // Rotate according to trackball
|
|
|
+// trackball<float>(
|
|
|
+// width,
|
|
|
+// height,
|
|
|
+// 2,
|
|
|
+// down_scene_rot,
|
|
|
+// down_mouse_x,
|
|
|
+// down_mouse_y,
|
|
|
+// mouse_x,
|
|
|
+// mouse_y,
|
|
|
+// scene_rot);
|
|
|
+// }
|
|
|
+//}
|
|
|
+//
|
|
|
+//
|
|
|
+//void key(unsigned char key, int mouse_x, int mouse_y)
|
|
|
+//{
|
|
|
+// using namespace std;
|
|
|
+// switch(key)
|
|
|
+// {
|
|
|
+// // Ctrl-c and esc exit
|
|
|
+// case char(3):
|
|
|
+// case char(27):
|
|
|
+// exit(0);
|
|
|
+// default:
|
|
|
+// cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
|
|
|
+// }
|
|
|
+//
|
|
|
+//}
|
|
|
+//
|
|
|
+//int main(int argc, char * argv[])
|
|
|
+int main()
|
|
|
{
|
|
|
- using namespace Eigen;
|
|
|
- using namespace igl;
|
|
|
+// using namespace Eigen;
|
|
|
+// using namespace igl;
|
|
|
using namespace std;
|
|
|
|
|
|
- // init mesh
|
|
|
- string filename = "../shared/decimated-knight.obj";
|
|
|
- if(argc < 2)
|
|
|
- {
|
|
|
- cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
|
|
|
- cout<<endl<<"Opening default mesh..."<<endl;
|
|
|
- }else
|
|
|
- {
|
|
|
- // Read and prepare mesh
|
|
|
- filename = argv[1];
|
|
|
- }
|
|
|
- if(!read(filename,V,F))
|
|
|
- {
|
|
|
- return 1;
|
|
|
- }
|
|
|
- // Compute normals, centroid, colors, bounding box diagonal
|
|
|
- per_face_normals(V,F,N);
|
|
|
- normalize_row_lengths(N,N);
|
|
|
- mean = V.colwise().mean();
|
|
|
- C.resize(F.rows(),3);
|
|
|
- init_C();
|
|
|
- bbd =
|
|
|
- (V.colwise().maxCoeff() -
|
|
|
- V.colwise().minCoeff()).maxCoeff();
|
|
|
-
|
|
|
- // Init embree
|
|
|
- ei = EmbreeIntersector<double,int>(V,F);
|
|
|
-
|
|
|
- // Init glut
|
|
|
- glutInit(&argc,argv);
|
|
|
- glutInitDisplayString( "rgba depth double samples>=8 ");
|
|
|
- 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();
|
|
|
+// // init mesh
|
|
|
+// string filename = "../shared/decimated-knight.obj";
|
|
|
+// if(argc < 2)
|
|
|
+// {
|
|
|
+// cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
|
|
|
+// cout<<endl<<"Opening default mesh..."<<endl;
|
|
|
+// }else
|
|
|
+// {
|
|
|
+// // Read and prepare mesh
|
|
|
+// filename = argv[1];
|
|
|
+// }
|
|
|
+// if(!read(filename,V,F))
|
|
|
+// {
|
|
|
+// return 1;
|
|
|
+// }
|
|
|
+// // Compute normals, centroid, colors, bounding box diagonal
|
|
|
+// per_face_normals(V,F,N);
|
|
|
+// normalize_row_lengths(N,N);
|
|
|
+// mean = V.colwise().mean();
|
|
|
+// C.resize(F.rows(),3);
|
|
|
+// init_C();
|
|
|
+// bbd =
|
|
|
+// (V.colwise().maxCoeff() -
|
|
|
+// V.colwise().minCoeff()).maxCoeff();
|
|
|
+//
|
|
|
+// // Init embree
|
|
|
+// ei = EmbreeIntersector<double,int>(V,F);
|
|
|
+//
|
|
|
+// // Init glut
|
|
|
+// glutInit(&argc,argv);
|
|
|
+// glutInitDisplayString( "rgba depth double samples>=8 ");
|
|
|
+// 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;
|
|
|
}
|