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@@ -1,483 +1,482 @@
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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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+#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/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;
|
|
|
-// 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()
|
|
|
+// 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[])
|
|
|
{
|
|
|
-// 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;
|
|
|
}
|