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@@ -2,9 +2,11 @@
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#include <igl/report_gl_error.h>
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#include <igl/report_gl_error.h>
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#include <igl/ReAntTweakBar.h>
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#include <igl/ReAntTweakBar.h>
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#include <igl/trackball.h>
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#include <igl/trackball.h>
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+#include <igl/two_axis_valuator_fixed_up.h>
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#include <igl/PI.h>
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#include <igl/PI.h>
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#include <igl/EPS.h>
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#include <igl/EPS.h>
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#include <igl/get_seconds.h>
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#include <igl/get_seconds.h>
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+#include <igl/draw_floor.h>
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#include <Eigen/Core>
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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#include <Eigen/Geometry>
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@@ -23,41 +25,71 @@ class Camera
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{
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{
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public:
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public:
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// m_zoom Zoom of camera lens {1}
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// m_zoom Zoom of camera lens {1}
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- // m_angle Field of view angle in degrees {15}
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+ // m_angle Field of view angle in degrees {45}
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// m_aspect Aspect ratio {1}
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// m_aspect Aspect ratio {1}
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// m_near near clipping plane {1e-2}
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// m_near near clipping plane {1e-2}
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// m_far far clipping plane {100}
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// m_far far clipping plane {100}
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- // m_rotation Rotation part of rigid transformation of camera {identity}
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+ // m_at_dist distance of looking at point {1}
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+ // m_rotation Rotation part of rigid transformation of camera {identity}.
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+ // Note that this seems to the inverse of what's stored in the old
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+ // igl::Camera class.
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// m_translation Translation part of rigid transformation of camera
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// m_translation Translation part of rigid transformation of camera
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// {(0,0,1)}
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// {(0,0,1)}
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- double m_zoom, m_angle, m_aspect, m_near, m_far;
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+ double m_zoom, m_angle, m_aspect, m_near, m_far, m_at_dist;
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Eigen::Quaterniond m_rotation;
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Eigen::Quaterniond m_rotation;
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Eigen::Vector3d m_translation;
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Eigen::Vector3d m_translation;
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Camera():
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Camera():
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- m_zoom(1), m_angle(15.0), m_aspect(1), m_near(1e-2), m_far(100),
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+ m_zoom(1),m_angle(45.0),m_aspect(1),m_near(1e-2),m_far(100),m_at_dist(1),
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m_rotation(1,0,0,0),
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m_rotation(1,0,0,0),
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m_translation(0,0,1)
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m_translation(0,0,1)
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{
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{
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}
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}
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- Eigen::Vector3d eye() const
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+ // Return projection matrix that takes relative camera coordinates and
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+ // transforms it to viewport coordinates
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+ Eigen::Matrix4d projection() const
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+ {
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+ Eigen::Matrix4d P;
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+ using namespace std;
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+ using namespace igl;
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+ // http://stackoverflow.com/a/3738696/148668
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+ const double yScale = tan(PI*0.5 - 0.5*m_angle*PI/180.);
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+ // http://stackoverflow.com/a/14975139/148668
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+ const double xScale = yScale/m_aspect;
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+ P<<
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+ xScale, 0, 0, 0,
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+ 0, yScale, 0, 0,
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+ 0, 0, -(m_far+m_near)/(m_far-m_near), -1,
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+ 0, 0, -2.*m_near*m_far/(m_far-m_near), 0;
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+ return P.transpose();
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+ }
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+
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+ // Return an Affine transformation that takes a world 3d coordinate and
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+ // transforms it into the relative camera coordinates.
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+ Eigen::Affine3d affine() const
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{
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{
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using namespace Eigen;
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using namespace Eigen;
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Affine3d t = Affine3d::Identity();
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Affine3d t = Affine3d::Identity();
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t.rotate(m_rotation);
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t.rotate(m_rotation);
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t.translate(m_translation);
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t.translate(m_translation);
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- return t * Vector3d(0,0,0);
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+ return t;
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}
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}
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+ // Returns world coordinates position of center or "eye" of camera.
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+ Eigen::Vector3d eye() const
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+ {
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+ using namespace Eigen;
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+ return affine() * Vector3d(0,0,0);
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+ }
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+
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+ // Returns world coordinate position of a point "eye" is looking at.
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Eigen::Vector3d at() const
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Eigen::Vector3d at() const
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{
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{
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using namespace Eigen;
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using namespace Eigen;
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- Affine3d t = Affine3d::Identity();
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- t.rotate(m_rotation);
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- t.translate(m_translation);
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- return t * Vector3d(0,0,-1);
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+ return affine() * (Vector3d(0,0,-1)*m_at_dist);
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}
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}
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+ // Returns world coordinate unit vector of "up" vector
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Eigen::Vector3d up() const
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Eigen::Vector3d up() const
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{
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{
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using namespace Eigen;
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using namespace Eigen;
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@@ -66,13 +98,79 @@ class Camera
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return t * Vector3d(0,1,0);
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return t * Vector3d(0,1,0);
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}
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}
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- void dolly(const double d)
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+ // Move dv in the relative coordinate frame of the camera (move the FPS)
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+ //
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+ // Inputs:
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+ // dv (x,y,z) displacement vector
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+ //
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+ void dolly(const Eigen::Vector3d & dv)
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+ {
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+ m_translation += dv;
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+ }
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+
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+ // "Scale zoom": Move `eye`, but leave `at`
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+ //
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+ // Input:
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+ // s amount to scale distance to at
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+ void push_away(const double s)
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{
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{
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using namespace Eigen;
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using namespace Eigen;
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- Vector3d dv(0,0,d);
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- m_translation += m_rotation.conjugate() * dv;
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+#ifndef NDEBUG
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+ Vector3d old_at = camera.at();
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+#endif
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+ const double old_at_dist = m_at_dist;
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+ m_at_dist = old_at_dist * s;
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+ dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
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+ assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
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+ }
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+
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+ // Aka "Hitchcock", "Vertigo", "Spielberg" or "Trombone" zoom:
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+ // simultaneously dolly while changing angle so that `at` not only stays
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+ // put in relative coordinates but also projected coordinates. That is
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+ //
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+ // Inputs:
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+ // da change in angle in degrees
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+ void dolly_zoom(const double da)
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+ {
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+ using namespace std;
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+ using namespace Eigen;
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+#ifndef NDEBUG
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+ Vector3d old_at = camera.at();
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+#endif
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+ const double old_angle = m_angle;
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+ m_angle += da;
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+ m_angle = min(89.,max(5.,m_angle));
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+ const double s =
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+ (2.*tan(old_angle/2./180.*M_PI)) /
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+ (2.*tan(m_angle/2./180.*M_PI)) ;
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+ const double old_at_dist = m_at_dist;
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+ m_at_dist = old_at_dist * s;
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+ dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
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+ assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
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+ }
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+
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+ // Return top right corner of unit plane in relative coordinates, that is
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+ // (w/2,h/2,1)
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+ Eigen::Vector3d unit_plane() const
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+ {
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+ using namespace igl;
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+ // Distance of center pixel to eye
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+ const double d = 1.0;
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+ const double a = m_aspect;
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+ const double theta = m_angle*PI/180.;
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+ const double w =
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+ 2.*sqrt(-d*d/(a*a*pow(tan(0.5*theta),2.)-1.))*a*tan(0.5*theta);
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+ const double h = w/a;
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+ return Eigen::Vector3d(w*0.5,h*0.5,-d);
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}
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}
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+ // Rotate and translate so that camera is situated at "eye" looking at "at"
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+ // with "up" pointing up.
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+ //
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+ // Inputs:
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+ // eye (x,y,z) coordinates of eye position
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+ // at (x,y,z) coordinates of at position
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+ // up (x,y,z) coordinates of up vector
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void look_at(
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void look_at(
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const Eigen::Vector3d & eye,
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const Eigen::Vector3d & eye,
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const Eigen::Vector3d & at,
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const Eigen::Vector3d & at,
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@@ -83,7 +181,9 @@ class Camera
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using namespace igl;
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using namespace igl;
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// http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml
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// http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml
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// Normalize vector from at to eye
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// Normalize vector from at to eye
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- const Vector3d F = (eye-at).normalized();
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+ Vector3d F = eye-at;
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+ m_at_dist = F.norm();
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+ F.normalize();
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// Project up onto plane orthogonal to F and normalize
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// Project up onto plane orthogonal to F and normalize
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const Vector3d proj_up = (up-(up.dot(F))*F).normalized();
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const Vector3d proj_up = (up-(up.dot(F))*F).normalized();
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Quaterniond a,b;
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Quaterniond a,b;
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@@ -92,7 +192,9 @@ class Camera
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m_rotation = a*b;
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m_rotation = a*b;
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m_translation = m_rotation.conjugate() * eye;
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m_translation = m_rotation.conjugate() * eye;
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assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS);
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assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS);
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- assert((F-(this->eye()-this->at())).squaredNorm() < DOUBLE_EPS);
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+ assert((F-(this->eye()-this->at()).normalized()).squaredNorm() <
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+ DOUBLE_EPS);
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+ assert( (at-this->at()).squaredNorm() < DOUBLE_EPS);
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assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS);
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assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS);
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}
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}
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@@ -105,6 +207,13 @@ enum RotationType
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NUM_ROTATION_TYPES = 2,
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NUM_ROTATION_TYPES = 2,
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} rotation_type = ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
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} rotation_type = ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
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+enum CenterType
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+{
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+ CENTER_TYPE_ORBIT = 0,
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+ CENTER_TYPE_FPS = 1,
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+ NUM_CENTER_TYPES = 2,
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+} center_type = CENTER_TYPE_ORBIT;
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+
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int width,height;
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int width,height;
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#define REBAR_NAME "temp.rbr"
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#define REBAR_NAME "temp.rbr"
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igl::ReTwBar rebar;
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igl::ReTwBar rebar;
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@@ -112,8 +221,16 @@ struct State
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{
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{
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int viewing_camera;
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int viewing_camera;
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std::vector<Camera> cameras;
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std::vector<Camera> cameras;
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- State():viewing_camera(0),cameras(2){}
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+ std::vector<GLuint> tex_ids;
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+ std::vector<GLuint> fbo_ids;
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+ std::vector<GLuint> dfbo_ids;
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+ State():viewing_camera(0),cameras(4),
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+ tex_ids(cameras.size()),
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+ fbo_ids(cameras.size()),
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+ dfbo_ids(cameras.size())
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+ {}
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} s;
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} s;
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+const Eigen::Vector4d back(1,1,1,1);
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std::stack<State> undo_stack;
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std::stack<State> undo_stack;
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bool is_rotating = false;
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bool is_rotating = false;
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Camera down_camera;
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Camera down_camera;
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@@ -167,11 +284,68 @@ void init_cameras()
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Vector3d(0,0,1),
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Vector3d(0,0,1),
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Vector3d(0,0,0),
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Vector3d(0,0,0),
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Vector3d(0,1,0));
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Vector3d(0,1,0));
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- print(s.cameras[0]);
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- //s.cameras[1].look_at(
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- // Vector3d(0,0,-1),
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- // Vector3d(0,0,0),
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- // Vector3d(0,1,0));
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+ s.cameras[1].look_at(
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+ Vector3d(0,0,-1),
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+ Vector3d(0,0,0),
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+ Vector3d(0,1,0));
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+ s.cameras[2].look_at(
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+ Vector3d(-2,0,0),
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+ Vector3d(0,0,0),
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+ Vector3d(0,1,0));
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+ s.cameras[3].look_at(
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+ Vector3d(3,0,0),
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+ Vector3d(0,0,0),
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+ Vector3d(0,1,0));
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+}
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+
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+bool init_render_to_texture(
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+ const int width,
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+ const int height,
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+ GLuint & tex_id,
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+ GLuint & fbo_id,
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+ GLuint & dfbo_id)
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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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+ return false;
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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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+ return true;
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}
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}
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void reshape(int width, int height)
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void reshape(int width, int height)
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@@ -184,61 +358,130 @@ void reshape(int width, int height)
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}
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}
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-void display()
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+void draw_scene(const Camera & v_camera,
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+ const bool render_to_texture,
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+ const GLuint & v_tex_id,
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+ const GLuint & v_fbo_id,
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+ const GLuint & v_dfbo_id)
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{
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{
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using namespace igl;
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using namespace igl;
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using namespace std;
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using namespace std;
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using namespace Eigen;
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using namespace Eigen;
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- glClearColor(1,1,1,0);
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- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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- // Update aspect ratios (may have changed since undo/redo)
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- const double aspect = (double)width/(double)height;
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- for(auto & camera : s.cameras)
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+ if(render_to_texture)
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{
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{
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- camera.m_aspect = aspect;
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+ // render to framebuffer
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, v_fbo_id);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, v_dfbo_id);
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+ glClearColor(back(0),back(1),back(2),1);
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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- //camera.m_rotation *= Quaterniond(AngleAxisd(0.01,Vector3d(0,1,0)));
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-
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- auto & camera = s.cameras[s.viewing_camera];
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- const double theta = cos(2.0*PI*get_seconds()*0.1)*PI*0.05;
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- const Quaterniond R(AngleAxisd(theta,Vector3d(0,1,0)));
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- //// Orbit
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- //camera.look_at(
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- // R*Vector3d(0,0,1),
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- // Vector3d(0,0,0),
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- // Vector3d(0,1,0));
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- // First person, head rotate
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- //camera.look_at(
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- // Vector3d(0,0,1),
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- // Vector3d(0,0,1)-R*Vector3d(0,0,1),
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- // Vector3d(0,1,0));
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-
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity();
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glLoadIdentity();
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- gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far);
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+ //gluPerspective(v_camera.m_angle,v_camera.m_aspect,v_camera.m_near,v_camera.m_far);
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+ glMultMatrixd(v_camera.projection().data());
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity();
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glLoadIdentity();
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gluLookAt(
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gluLookAt(
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- camera.eye()(0), camera.eye()(1), camera.eye()(2),
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- camera.at()(0), camera.at()(1), camera.at()(2),
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- camera.up()(0), camera.up()(1), camera.up()(2));
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+ v_camera.eye()(0), v_camera.eye()(1), v_camera.eye()(2),
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+ v_camera.at()(0), v_camera.at()(1), v_camera.at()(2),
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+ v_camera.up()(0), v_camera.up()(1), v_camera.up()(2));
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for(int c = 0;c<(int)s.cameras.size();c++)
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for(int c = 0;c<(int)s.cameras.size();c++)
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{
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{
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+ auto & camera = s.cameras[c];
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+ if(&v_camera == &camera)
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+ {
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+ continue;
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+ }
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// draw camera
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// draw camera
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+ glPushMatrix();
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+ glMultMatrixd(camera.affine().matrix().data());
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+ // eye
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+ glColor4f(0,0,0,1);
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+ glPointSize(10.f);
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+ glBegin(GL_POINTS);
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+ glVertex3f(0,0,0);
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+ glEnd();
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+ // frustrum
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+ const Vector3d u = camera.unit_plane();
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+ glBegin(GL_LINES);
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+ for(int x = -1;x<=1;x+=2)
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+ {
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+ for(int y = -1;y<=1;y+=2)
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+ {
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+ glVertex3f(0,0,0);
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+ glVertex3f(x*u(0),y*u(1),u(2));
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+ }
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+ }
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+ glEnd();
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+ const Vector3d n = u*(camera.m_near-FLOAT_EPS);
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+ glBegin(GL_QUADS);
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+ glVertex3f( n(0),-n(1),n(2));
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+ glVertex3f(-n(0),-n(1),n(2));
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+ glVertex3f(-n(0), n(1),n(2));
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+ glVertex3f( n(0), n(1),n(2));
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+ glEnd();
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+ for(int pass = 0;pass<2;pass++)
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+ {
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+ switch(pass)
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+ {
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+ case 1:
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+ glColor4f(1,1,1,0.5);
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+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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+ //glEnable(GL_BLEND);
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+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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+ glEnable(GL_TEXTURE_2D);
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+ glBindTexture(GL_TEXTURE_2D,s.tex_ids[c]);
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+ break;
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+ default:
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+ case 0:
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+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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+ glColor4f(0,0,0,1);
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+ break;
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+ }
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+ glBegin(GL_QUADS);
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+ glTexCoord2d(1,0);
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+ glVertex3f( 0.5*u(0),-0.5*u(1),0.5*u(2));
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+ glTexCoord2d(0,0);
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+ glVertex3f(-0.5*u(0),-0.5*u(1),0.5*u(2));
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+ glTexCoord2d(0,1);
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+ glVertex3f(-0.5*u(0), 0.5*u(1),0.5*u(2));
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+ glTexCoord2d(1,1);
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+ glVertex3f( 0.5*u(0), 0.5*u(1),0.5*u(2));
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+ glEnd();
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+ switch(pass)
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+ {
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+ case 1:
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+ glBindTexture(GL_TEXTURE_2D, 0);
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+ glDisable(GL_TEXTURE_2D);
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+ glDisable(GL_BLEND);
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+ break;
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+ default:
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+ break;
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+ }
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+ }
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+
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+ glPopMatrix();
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}
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}
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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glLineWidth(3.f);
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glLineWidth(3.f);
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- glColor4f(0,0,0,1);
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+ glColor4f(1,0,1,1);
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glutWireCube(0.25);
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glutWireCube(0.25);
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glColor4f(1,0.5,0.5,1);
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glColor4f(1,0.5,0.5,1);
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- glutWireSphere(0.125,20,20);
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+ //glutWireSphere(0.125,20,20);
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+ {
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+ glPushMatrix();
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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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+
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// Axes
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// Axes
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for(int d = 0;d<3;d++)
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for(int d = 0;d<3;d++)
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{
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{
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@@ -253,38 +496,94 @@ void display()
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopMatrix();
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-
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report_gl_error();
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report_gl_error();
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+
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+ if(render_to_texture)
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+ {
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+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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+ }
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+}
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+
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+void display()
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+{
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+ using namespace igl;
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+ using namespace std;
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+ using namespace Eigen;
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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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+ glEnable(GL_DEPTH_TEST);
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+
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+ // Update aspect ratios (may have changed since undo/redo)
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+ {
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+ const double aspect = (double)width/(double)height;
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+ for(int c = 0;c<(int)s.cameras.size();c++)
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+ {
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+ auto & camera = s.cameras[c];
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+ auto & tex_id = s.tex_ids[c];
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+ auto & fbo_id = s.fbo_ids[c];
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+ auto & dfbo_id = s.dfbo_ids[c];
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+ if(aspect != camera.m_aspect)
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+ {
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+ cout<<"Initializing camera #"<<c<<"..."<<endl;
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+ camera.m_aspect = aspect;
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+ bool ret = init_render_to_texture(width,height,tex_id,fbo_id,dfbo_id);
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+ assert(ret);
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+ }
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+ draw_scene(camera,true,tex_id,fbo_id,dfbo_id);
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+ }
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+ }
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+ {
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+ auto & camera = s.cameras[s.viewing_camera];
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+ draw_scene(camera,false,0,0,0);
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+ }
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+
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+
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TwDraw();
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TwDraw();
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glutSwapBuffers();
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glutSwapBuffers();
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glutPostRedisplay();
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glutPostRedisplay();
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}
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}
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+
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void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
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void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
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{
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{
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using namespace std;
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using namespace std;
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- if(wheel == 0)
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+ using namespace igl;
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+ using namespace Eigen;
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+ GLint viewport[4];
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+ glGetIntegerv(GL_VIEWPORT,viewport);
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+ if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y))
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{
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{
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static double mouse_scroll_y = 0;
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static double mouse_scroll_y = 0;
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const double delta_y = 0.125*direction;
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const double delta_y = 0.125*direction;
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mouse_scroll_y += delta_y;
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mouse_scroll_y += delta_y;
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- // absolute scale difference when changing zooms (+1)
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- const double z_diff = 0.01;
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- GLint viewport[4];
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- glGetIntegerv(GL_VIEWPORT,viewport);
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- if(TwMouseMotion(mouse_x, viewport[3] - mouse_y))
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- {
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- TwMouseWheel(mouse_scroll_y);
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- }else
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- {
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- auto & camera = s.cameras[s.viewing_camera];
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- camera.dolly(double(direction)*z_diff);
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- //const double min_zoom = 0.01;
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- //const double max_zoom = 10.0;
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- //s.camera.zoom = min(max_zoom,max(min_zoom,s.camera.zoom));
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- }
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- }else
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+ TwMouseWheel(mouse_scroll_y);
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+ }
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+ auto & camera = s.cameras[s.viewing_camera];
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+ switch(center_type)
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{
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{
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+ case CENTER_TYPE_ORBIT:
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+ if(wheel==0)
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+ {
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+ // factor of zoom change
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+ double s = (1.-0.01*direction);
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+ //// FOV zoom: just widen angle. This is hardly ever appropriate.
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+ //camera.m_angle *= s;
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+ //camera.m_angle = min(max(camera.m_angle,1),89);
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+ camera.push_away(s);
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+ // Rotation should stay around at
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+ }else
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+ {
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+ // Dolly zoom:
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+ camera.dolly_zoom((double)direction*1.0);
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+ }
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+ break;
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+ default:
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+ case CENTER_TYPE_FPS:
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+ // Move `eye` and `at`
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+ Vector3d diff = (wheel==0?Vector3d(0,0,1):Vector3d(-1,0,0))*0.1;
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+ camera.dolly(diff*direction);
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+ break;
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}
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}
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}
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}
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@@ -359,68 +658,64 @@ void mouse_drag(int mouse_x, int mouse_y)
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{
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{
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glutSetCursor(GLUT_CURSOR_CYCLE);
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glutSetCursor(GLUT_CURSOR_CYCLE);
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auto & camera = s.cameras[s.viewing_camera];
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auto & camera = s.cameras[s.viewing_camera];
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+ Quaterniond q;
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switch(rotation_type)
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switch(rotation_type)
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{
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{
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case ROTATION_TYPE_IGL_TRACKBALL:
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case ROTATION_TYPE_IGL_TRACKBALL:
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{
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{
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// Rotate according to trackball
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// Rotate according to trackball
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- igl::trackball<double>(
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+ igl::trackball(
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width,
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width,
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height,
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height,
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2.0,
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2.0,
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- down_camera.m_rotation.coeffs().data(),
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+ down_camera.m_rotation.conjugate(),
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down_x,
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down_x,
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down_y,
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down_y,
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mouse_x,
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mouse_x,
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mouse_y,
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mouse_y,
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- camera.m_rotation.coeffs().data());
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+ q);
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break;
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break;
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}
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}
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case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
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case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
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{
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{
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- Quaterniond down_q = down_camera.m_rotation;
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- Vector3d axis(0,1,0);
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- const double speed = 2.0;
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- Quaterniond q;
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- q = down_q *
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- Quaterniond(
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- AngleAxisd(
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- M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
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- axis.normalized()));
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- q.normalize();
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- {
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- Vector3d axis(1,0,0);
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- const double speed = 2.0;
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- if(axis.norm() != 0)
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- {
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- q =
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- Quaterniond(
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- AngleAxisd(
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- M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
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- axis.normalized())) * q;
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- q.normalize();
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- }
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- }
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- camera.m_rotation = q;
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+ two_axis_valuator_fixed_up(
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+ width,
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+ height,
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|
+ 2.0,
|
|
|
|
+ down_camera.m_rotation.conjugate(),
|
|
|
|
+ down_x,
|
|
|
|
+ down_y,
|
|
|
|
+ mouse_x,
|
|
|
|
+ mouse_y,
|
|
|
|
+ q);
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
default:
|
|
default:
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
- const bool orbit = true;
|
|
|
|
- if(orbit)
|
|
|
|
|
|
+ camera.m_rotation = q.conjugate();
|
|
|
|
+ switch(center_type)
|
|
{
|
|
{
|
|
- // at should be fixed
|
|
|
|
- // Undo rotation from translation part: translation along view (from
|
|
|
|
- // `at`)
|
|
|
|
- Vector3d t = down_camera.m_rotation * down_camera.m_translation;
|
|
|
|
- // Rotate to match new rotation
|
|
|
|
- camera.m_translation = camera.m_rotation * t;
|
|
|
|
- //assert((down_camera.at() - camera.at()).squaredNorm() < DOUBLE_EPS);
|
|
|
|
- }else
|
|
|
|
- {
|
|
|
|
- // eye should be fixed
|
|
|
|
- // flip rotation?
|
|
|
|
|
|
+ default:
|
|
|
|
+ case CENTER_TYPE_ORBIT:
|
|
|
|
+ // at should be fixed
|
|
|
|
+ //
|
|
|
|
+ // at_1 = R_1 * t_1 - R_1 * z = at_0
|
|
|
|
+ // t_1 = R_1' * (at_0 + R_1 * z)
|
|
|
|
+ camera.m_translation =
|
|
|
|
+ camera.m_rotation.conjugate() *
|
|
|
|
+ (down_camera.at() +
|
|
|
|
+ camera.m_rotation * Vector3d(0,0,1) * camera.m_at_dist);
|
|
|
|
+ assert((down_camera.at() - camera.at()).squaredNorm() < DOUBLE_EPS);
|
|
|
|
+ break;
|
|
|
|
+ case CENTER_TYPE_FPS:
|
|
|
|
+ // eye should be fixed
|
|
|
|
+ //
|
|
|
|
+ // eye_1 = R_1 * t_1 = eye_0
|
|
|
|
+ // t_1 = R_1' * eye_0
|
|
|
|
+ camera.m_translation = camera.m_rotation.conjugate() * down_camera.eye();
|
|
|
|
+ assert((down_camera.eye() - camera.eye()).squaredNorm() < DOUBLE_EPS);
|
|
|
|
+ break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -481,6 +776,12 @@ int main(int argc, char * argv[])
|
|
// Create a tweak bar
|
|
// Create a tweak bar
|
|
rebar.TwNewBar("bar");
|
|
rebar.TwNewBar("bar");
|
|
TwDefine("bar label='camera' size='200 550' text=light alpha='200' color='68 68 68'");
|
|
TwDefine("bar label='camera' size='200 550' text=light alpha='200' color='68 68 68'");
|
|
|
|
+ TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType","igl_trackball,two_axis_fixed_up");
|
|
|
|
+ rebar.TwAddVarRW("rotation_type", RotationTypeTW,&rotation_type,
|
|
|
|
+ "keyIncr=] keyDecr=[");
|
|
|
|
+ TwType CenterTypeTW = ReTwDefineEnumFromString("CenterType","orbit,fps");
|
|
|
|
+ rebar.TwAddVarRW("center_type", CenterTypeTW,¢er_type,
|
|
|
|
+ "keyIncr={ keyDecr=}");
|
|
rebar.load(REBAR_NAME);
|
|
rebar.load(REBAR_NAME);
|
|
init_cameras();
|
|
init_cameras();
|
|
|
|
|