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+#include "tutorial_shared_path.h"
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+#include <igl/read_triangle_mesh.h>
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+#include <igl/triangulated_grid.h>
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+#include <igl/heat_geodesics.h>
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+#include <igl/unproject_onto_mesh.h>
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+#include <igl/avg_edge_length.h>
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+#include <igl/opengl/glfw/Viewer.h>
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+#include <igl/opengl/create_shader_program.h>
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+#include <igl/opengl/destroy_shader_program.h>
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+#include <iostream>
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+
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+int main(int argc, char *argv[])
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+{
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+ // Create the peak height field
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+ Eigen::MatrixXi F;
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+ Eigen::MatrixXd V;
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+ igl::read_triangle_mesh( argc>1?argv[1]: TUTORIAL_SHARED_PATH "/beetle.off",V,F);
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+
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+ // Precomputation
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+ igl::HeatGeodesicsData<double> data;
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+ double t = std::pow(igl::avg_edge_length(V,F),2);
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+ const auto precompute = [&]()
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+ {
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+ if(!igl::heat_geodesics_precompute(V,F,t,data))
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+ {
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+ std::cerr<<"Error: heat_geodesics_precompute failed."<<std::endl;
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+ exit(EXIT_FAILURE);
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+ };
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+ };
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+ precompute();
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+
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+ // Initialize white
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+ Eigen::MatrixXd C = Eigen::MatrixXd::Constant(V.rows(),3,1);
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+ igl::opengl::glfw::Viewer viewer;
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+ bool down_on_mesh = false;
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+ const auto update = [&]()->bool
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+ {
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+ int fid;
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+ Eigen::Vector3f bc;
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+ // Cast a ray in the view direction starting from the mouse position
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+ double x = viewer.current_mouse_x;
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+ double y = viewer.core.viewport(3) - viewer.current_mouse_y;
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+ if(igl::unproject_onto_mesh(Eigen::Vector2f(x,y), viewer.core.view,
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+ viewer.core.proj, viewer.core.viewport, V, F, fid, bc))
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+ {
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+ // 3d position of hit
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+ const Eigen::RowVector3d m3 =
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+ V.row(F(fid,0))*bc(0) + V.row(F(fid,1))*bc(1) + V.row(F(fid,2))*bc(2);
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+ int cid = 0;
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+ Eigen::Vector3d(
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+ (V.row(F(fid,0))-m3).squaredNorm(),
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+ (V.row(F(fid,1))-m3).squaredNorm(),
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+ (V.row(F(fid,2))-m3).squaredNorm()).minCoeff(&cid);
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+ const int vid = F(fid,cid);
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+ C.row(vid)<<1,0,0;
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+ Eigen::VectorXd D = Eigen::VectorXd::Zero(data.Grad.cols(),1);
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+ D(vid) = 1;
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+ igl::heat_geodesics_solve(data,(Eigen::VectorXi(1,1)<<vid).finished(),D);
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+ viewer.data().set_colors((D/D.maxCoeff()).replicate(1,3));
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+ return true;
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+ }
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+ return false;
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+ };
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+ viewer.callback_mouse_down =
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+ [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
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+ {
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+ if(update())
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+ {
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+ down_on_mesh = true;
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+ return true;
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+ }
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+ return false;
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+ };
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+ viewer.callback_mouse_move =
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+ [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
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+ {
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+ if(down_on_mesh)
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+ {
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+ update();
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+ return true;
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+ }
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+ return false;
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+ };
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+ viewer.callback_mouse_up =
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+ [&down_on_mesh](igl::opengl::glfw::Viewer& viewer, int, int)->bool
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+ {
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+ down_on_mesh = false;
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+ return false;
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+ };
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+ std::cout<<R"(Usage:
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+ [click] Click on shape to pick new geodesic distance source
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+ ,/. Decrease/increase t by factor of 10.0
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+ D,d Toggle using intrinsic Delaunay discrete differential operators
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+
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+)";
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+
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+ viewer.callback_key_pressed =
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+ [&](igl::opengl::glfw::Viewer& /*viewer*/, unsigned int key, int mod)->bool
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+ {
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+ switch(key)
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+ {
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+ default:
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+ return false;
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+ case 'D':
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+ case 'd':
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+ data.use_intrinsic_delaunay = !data.use_intrinsic_delaunay;
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+ std::cout<<(data.use_intrinsic_delaunay?"":"not ")<<
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+ "using intrinsic delaunay..."<<std::endl;
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+ precompute();
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+ update();
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+ break;
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+ case '.':
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+ case ',':
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+ t *= (key=='.'?10.0:0.1);
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+ precompute();
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+ update();
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+ std::cout<<"t: "<<t<<std::endl;
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+ break;
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+ }
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+ return true;
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+ };
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+
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+ // Show mesh
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+ viewer.data().set_mesh(V, F);
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+ viewer.data().set_colors(C);
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+ viewer.data().show_lines = false;
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+ viewer.launch_init(true,false);
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+
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+ viewer.data().meshgl.init();
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+ igl::opengl::destroy_shader_program(viewer.data().meshgl.shader_mesh);
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+
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+ {
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+ std::string mesh_vertex_shader_string =
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+R"(#version 150
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+uniform mat4 view;
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+uniform mat4 proj;
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+uniform mat4 normal_matrix;
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+in vec3 position;
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+in vec3 normal;
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+out vec3 position_eye;
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+out vec3 normal_eye;
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+in vec4 Ka;
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+in vec4 Kd;
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+in vec4 Ks;
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+in vec2 texcoord;
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+out vec2 texcoordi;
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+out vec4 Kai;
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+out vec4 Kdi;
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+out vec4 Ksi;
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+
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+void main()
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+{
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+ position_eye = vec3 (view * vec4 (position, 1.0));
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+ normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
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+ normal_eye = normalize(normal_eye);
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+ gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
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+ Kai = Ka;
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+ Kdi = Kd;
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+ Ksi = Ks;
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+ texcoordi = texcoord;
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+})";
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+
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+ std::string mesh_fragment_shader_string =
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+R"(#version 150
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+uniform mat4 view;
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+uniform mat4 proj;
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+uniform vec4 fixed_color;
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+in vec3 position_eye;
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+in vec3 normal_eye;
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+uniform vec3 light_position_eye;
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+vec3 Ls = vec3 (1, 1, 1);
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+vec3 Ld = vec3 (1, 1, 1);
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+vec3 La = vec3 (1, 1, 1);
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+in vec4 Ksi;
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+in vec4 Kdi;
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+in vec4 Kai;
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+in vec2 texcoordi;
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+uniform sampler2D tex;
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+uniform float specular_exponent;
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+uniform float lighting_factor;
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+uniform float texture_factor;
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+out vec4 outColor;
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+void main()
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+{
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+vec3 Ia = La * vec3(Kai); // ambient intensity
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+float ni = 30.0; // number of intervals
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+float t = 1.0-round(ni*Kdi.r)/ni; // quantize and reverse
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+vec3 Kdiq = clamp(vec3(2.*t,2.*t-1.,6.*t-5.),0,1); // heat map
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+
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+vec3 vector_to_light_eye = light_position_eye - position_eye;
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+vec3 direction_to_light_eye = normalize (vector_to_light_eye);
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+float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
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+float clamped_dot_prod = max (dot_prod, 0.0);
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+vec3 Id = Ld * Kdiq * clamped_dot_prod; // Diffuse intensity
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+
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+vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
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+vec3 surface_to_viewer_eye = normalize (-position_eye);
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+float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
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+dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
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+float specular_factor = pow (dot_prod_specular, specular_exponent);
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+vec3 Kfi = 0.5*vec3(Ksi);
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+vec3 Lf = Ls;
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+float fresnel_exponent = 2*specular_exponent;
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+float fresnel_factor = 0;
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+{
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+ float NE = max( 0., dot( normalize(normal_eye), surface_to_viewer_eye));
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+ fresnel_factor = pow (max(sqrt(1. - NE*NE),0.0), fresnel_exponent);
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+}
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+vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
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+vec3 If = Lf * vec3(Kfi) * fresnel_factor; // fresnel intensity
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+vec4 color = vec4(lighting_factor * (If + Is + Id) + Ia +
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+ (1.0-lighting_factor) * Kdiq,(Kai.a+Ksi.a+Kdi.a)/3);
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+outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
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+if (fixed_color != vec4(0.0)) outColor = fixed_color;
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+})";
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+
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+ igl::opengl::create_shader_program(
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+ mesh_vertex_shader_string,
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+ mesh_fragment_shader_string,
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+ {},
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+ viewer.data().meshgl.shader_mesh);
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+ }
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+
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+ viewer.launch_rendering(true);
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+ viewer.launch_shut();
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+
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+}
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