#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef __APPLE__ # include #else # include #endif #include #include #include #include struct State { igl::Camera camera; } s; enum RotationType { ROTATION_TYPE_IGL_TRACKBALL = 0, ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1, NUM_ROTATION_TYPES = 2, } rotation_type; bool is_rotating = false; int down_x,down_y; igl::Camera down_camera; bool is_animating = false; double animation_start_time = 0; double ANIMATION_DURATION = 0.5; Eigen::Quaterniond animation_from_quat; Eigen::Quaterniond animation_to_quat; // Use vector for range-based `for` std::vector undo_stack; std::vector redo_stack; void push_undo() { undo_stack.push_back(s); // Clear redo_stack = std::vector(); } void undo() { using namespace std; if(!undo_stack.empty()) { redo_stack.push_back(s); s = undo_stack.front(); undo_stack.pop_back(); } } void redo() { using namespace std; if(!redo_stack.empty()) { undo_stack.push_back(s); s = redo_stack.front(); redo_stack.pop_back(); } } void TW_CALL set_rotation_type(const void * value, void * clientData) { using namespace Eigen; using namespace std; using namespace igl; const RotationType old_rotation_type = rotation_type; rotation_type = *(const RotationType *)(value); if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP && old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP) { push_undo(); animation_from_quat = s.camera.m_rotation_conj; snap_to_fixed_up(animation_from_quat,animation_to_quat); // start animation animation_start_time = get_seconds(); is_animating = true; } } void TW_CALL get_rotation_type(void * value, void *clientData) { RotationType * rt = (RotationType *)(value); *rt = rotation_type; } // Width and height of window int width,height; // Position of light float light_pos[4] = {0.1,0.1,-0.9,0}; // Vertex positions, normals, colors and centroid Eigen::MatrixXd V,N,C,Z,mid; int selected_col = 0; // Faces Eigen::MatrixXi F; // Bounding box diagonal length double bbd; // Running ambient occlusion Eigen::VectorXd S; int tot_num_samples = 0; #define REBAR_NAME "temp.rbr" igl::ReTwBar rebar; // Pointer to the tweak bar void reshape(int width,int height) { using namespace std; // Save width and height ::width = width; ::height = height; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glViewport(0,0,width,height); // Send the new window size to AntTweakBar TwWindowSize(width, height); // Set aspect for all cameras s.camera.m_aspect = (double)width/(double)height; for(auto & s : undo_stack) { s.camera.m_aspect = (double)width/(double)height; } for(auto & s : redo_stack) { s.camera.m_aspect = (double)width/(double)height; } } void push_scene() { using namespace igl; using namespace std; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); auto & camera = s.camera; gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluLookAt( camera.eye()(0), camera.eye()(1), camera.eye()(2), camera.at()(0), camera.at()(1), camera.at()(2), camera.up()(0), camera.up()(1), camera.up()(2)); } void pop_scene() { glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void pop_object() { glPopMatrix(); } // Scale and shift for object void push_object() { glPushMatrix(); glScaled(2./bbd,2./bbd,2./bbd); glTranslated(-mid(0,0),-mid(0,1),-mid(0,2)); } // 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 amb[4]; amb[0] = amb[1] = amb[2] = 0; amb[3] = 1.0; float diff[4] = {0.0,0.0,0.0,0.0}; diff[0] = diff[1] = diff[2] = (1.0 - 0/0.4);; diff[3] = 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,amb); glLightfv(GL_LIGHT0,GL_DIFFUSE,diff); 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,amb); glLightfv(GL_LIGHT1,GL_DIFFUSE,diff); glLightfv(GL_LIGHT1,GL_SPECULAR,zeros); glLightfv(GL_LIGHT1,GL_POSITION,pos); } const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0}; 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); if(is_animating) { double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION; if(t > 1) { t = 1; is_animating = false; } const Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized(); s.camera.orbit(q.conjugate()); } glDisable(GL_LIGHTING); 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(); // Draw the model // Set material properties glEnable(GL_COLOR_MATERIAL); draw_mesh(V,F,N,C); pop_object(); // Draw a nice floor glPushMatrix(); const double floor_offset = -2./bbd*(V.col(1).maxCoeff()-mid(1)); glTranslated(0,floor_offset,0); const float GREY[4] = {0.5,0.5,0.6,1.0}; const float DARK_GREY[4] = {0.2,0.2,0.3,1.0}; draw_floor(GREY,DARK_GREY); glPopMatrix(); pop_scene(); report_gl_error(); TwDraw(); glutSwapBuffers(); if(is_animating) { glutPostRedisplay(); } } void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y) { using namespace std; using namespace igl; using namespace Eigen; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y)) { static double mouse_scroll_y = 0; const double delta_y = 0.125*direction; mouse_scroll_y += delta_y; TwMouseWheel(mouse_scroll_y); return; } push_undo(); auto & camera = s.camera; if(wheel==0) { // factor of zoom change double s = (1.-0.01*direction); //// FOV zoom: just widen angle. This is hardly ever appropriate. //camera.m_angle *= s; //camera.m_angle = min(max(camera.m_angle,1),89); camera.push_away(s); }else { // Dolly zoom: camera.dolly_zoom((double)direction*1.0); } } void mouse(int glutButton, int glutState, int mouse_x, int mouse_y) { using namespace std; using namespace Eigen; using namespace igl; bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y); switch(glutButton) { case GLUT_RIGHT_BUTTON: case GLUT_LEFT_BUTTON: { switch(glutState) { case 1: // up glutSetCursor(GLUT_CURSOR_LEFT_ARROW); is_rotating = false; break; case 0: // down if(!tw_using) { glutSetCursor(GLUT_CURSOR_CYCLE); // collect information for trackball is_rotating = true; down_camera = s.camera; down_x = mouse_x; down_y = mouse_y; } break; } break; } // Scroll down case 3: { mouse_wheel(0,-1,mouse_x,mouse_y); break; } // Scroll up case 4: { mouse_wheel(0,1,mouse_x,mouse_y); break; } // Scroll left case 5: { mouse_wheel(1,-1,mouse_x,mouse_y); break; } // Scroll right case 6: { mouse_wheel(1,1,mouse_x,mouse_y); break; } } glutPostRedisplay(); } void mouse_drag(int mouse_x, int mouse_y) { using namespace igl; using namespace Eigen; if(is_rotating) { glutSetCursor(GLUT_CURSOR_CYCLE); Quaterniond q; auto & camera = s.camera; switch(rotation_type) { case ROTATION_TYPE_IGL_TRACKBALL: { // Rotate according to trackball igl::trackball( width, height, 2.0, down_camera.m_rotation_conj.coeffs().data(), down_x, down_y, mouse_x, mouse_y, q.coeffs().data()); break; } case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP: { // Rotate according to two axis valuator with fixed up vector two_axis_valuator_fixed_up( width, height, 2.0, down_camera.m_rotation_conj, down_x, down_y, mouse_x, mouse_y, q); break; } default: break; } camera.orbit(q.conjugate()); }else { TwEventMouseMotionGLUT(mouse_x, mouse_y); } glutPostRedisplay(); } void initC( const Eigen::MatrixXd & Z, const int selected_col, Eigen::MatrixXd & C) { using namespace igl; C.resize(Z.rows(),3); const double min_z = Z.minCoeff(); const double max_z = Z.maxCoeff(); for(int r = 0;r > vV,vN,vTC; vector > vF,vFTC,vFN; if(ext == "obj") { // Convert extension to lower case if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN)) { return 1; } }else if(ext == "off") { // Convert extension to lower case if(!igl::readOFF(filename,vV,vF,vN)) { return 1; } }else if(ext == "wrl") { // Convert extension to lower case if(!igl::readWRL(filename,vV,vF)) { return 1; } //}else //{ // // Convert extension to lower case // MatrixXi T; // if(!igl::readMESH(filename,V,T,F)) // { // return 1; // } // //if(F.size() > T.size() || F.size() == 0) // { // boundary_facets(T,F); // } } if(vV.size() > 0) { if(!list_to_matrix(vV,V)) { return 1; } polygon_mesh_to_triangle_mesh(vF,F); } if(!readDMAT(cfilename,Z)) { return 1; } // Compute normals, centroid, colors, bounding box diagonal per_vertex_normals(V,F,N); mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff()); bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff(); initC(Z,selected_col,C); // Init glut glutInit(&argc,argv); if( !TwInit(TW_OPENGL, NULL) ) { // A fatal error occured fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError()); return 1; } // Create a tweak bar rebar.TwNewBar("TweakBar"); rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D, s.camera.m_rotation_conj.coeffs().data(), "open readonly=true"); s.camera.push_away(3); s.camera.dolly_zoom(25-s.camera.m_angle); TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType", "igl_trackball,two-a...-fixed-up"); rebar.TwAddVarCB( "rotation_type", RotationTypeTW, set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=["); rebar.load(REBAR_NAME); glutInitDisplayString("rgba depth double samples>=8 "); glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)); glutCreateWindow("colored-mesh"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(key); glutMouseFunc(mouse); glutMotionFunc(mouse_drag); glutPassiveMotionFunc( [](int x, int y) { TwEventMouseMotionGLUT(x,y); glutPostRedisplay(); }); static std::function timer_bounce; auto timer = [] (int ms) { timer_bounce(ms); }; timer_bounce = [&] (int ms) { glutTimerFunc(ms, timer, ms); glutPostRedisplay(); }; glutTimerFunc(500, timer, 500); glutMainLoop(); return 0; }