#include <igl/OpenGL_convenience.h> #include <igl/per_face_normals.h> #include <igl/per_vertex_normals.h> #include <igl/normalize_row_lengths.h> #include <igl/draw_mesh.h> #include <igl/draw_floor.h> #include <igl/quat_to_mat.h> #include <igl/report_gl_error.h> #include <igl/readOBJ.h> #include <igl/readDMAT.h> #include <igl/readOFF.h> #include <igl/readMESH.h> #include <igl/readWRL.h> #include <igl/trackball.h> #include <igl/list_to_matrix.h> #include <igl/polygon_mesh_to_triangle_mesh.h> #include <igl/material_colors.h> #include <igl/barycenter.h> #include <igl/matlab_format.h> #include <igl/anttweakbar/ReAntTweakBar.h> #include <igl/pathinfo.h> #include <igl/embree/EmbreeIntersector.h> #include <igl/embree/ambient_occlusion.h> #ifdef __APPLE__ # include <GLUT/glut.h> #else # include <GL/glut.h> #endif #include <Eigen/Core> #include <vector> #include <iostream> #include <algorithm> // Width and height of window int width,height; // Rotation of scene float scene_rot[4] = {0,0,0,1}; // information at mouse down float down_scene_rot[4] = {0,0,0,1}; bool trackball_on = false; int down_mouse_x,down_mouse_y; // 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,mid; // Faces Eigen::MatrixXi F; // Bounding box diagonal length double bbd; igl::embree::EmbreeIntersector ei; // Running ambient occlusion Eigen::VectorXd S; int tot_num_samples = 0; #define REBAR_NAME "temp.rbr" igl::anttweakbar::ReTwBar rebar; // Pointer to the tweak bar bool lights_on = true; Eigen::Vector4f color(0.4,0.8,0.3,1.0); double ao_factor = 1.0; bool ao_normalize = false; bool ao_on = true; double light_intensity = 1.0; 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 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(-mid(0,0),-mid(0,1),-mid(0,2)); } void pop_object() { glPopMatrix(); } // 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] = light_intensity; amb[3] = 1.0; float diff[4] = {0.0,0.0,0.0,0.0}; diff[0] = diff[1] = diff[2] = (1.0 - light_intensity/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; if(!trackball_on && tot_num_samples < 10000) { if(S.size() == 0) { S.resize(V.rows()); S.setZero(); } VectorXd Si; const int num_samples = 20; igl::embree::ambient_occlusion(ei,V,N,num_samples,Si); S *= (double)tot_num_samples; S += Si*(double)num_samples; tot_num_samples += num_samples; S /= (double)tot_num_samples; } // Convert to 1-intensity C.conservativeResize(S.rows(),3); if(ao_on) { C<<S,S,S; C.array() = (1.0-ao_factor*C.array()); }else { C.setConstant(1.0); } if(ao_normalize) { C.col(0) *= ((double)C.rows())/C.col(0).sum(); C.col(1) *= ((double)C.rows())/C.col(1).sum(); C.col(2) *= ((double)C.rows())/C.col(2).sum(); } C.col(0) *= color(0); C.col(1) *= color(1); C.col(2) *= color(2); glClearColor(back[0],back[1],back[2],0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // All smooth points glEnable( GL_POINT_SMOOTH ); glDisable(GL_LIGHTING); if(lights_on) { 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(); glutPostRedisplay(); } 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(glutState) { case 1: // up glutSetCursor(GLUT_CURSOR_LEFT_ARROW); trackball_on = false; break; case 0: // down if(!tw_using) { 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; } 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); }else { TwEventMouseMotionGLUT(mouse_x, mouse_y); } } void key(unsigned char key, int mouse_x, int mouse_y) { using namespace std; switch(key) { // ESC case char(27): rebar.save(REBAR_NAME); // ^C case char(3): exit(0); default: if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y)) { cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl; } } } int main(int argc, char * argv[]) { using namespace Eigen; using namespace igl; using namespace std; // init mesh string filename = "../shared/beast.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]; } // dirname, basename, extension and filename string d,b,ext,f; pathinfo(filename,d,b,ext,f); // Convert extension to lower case transform(ext.begin(), ext.end(), ext.begin(), ::tolower); vector<vector<double > > vV,vN,vTC; vector<vector<int > > 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); } // 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(); // Init embree ei.init(V.cast<float>(),F.cast<int>()); // 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("scene_rot", TW_TYPE_QUAT4F, &scene_rot, ""); rebar.TwAddVarRW("lights_on", TW_TYPE_BOOLCPP, &lights_on, "key=l"); rebar.TwAddVarRW("color", TW_TYPE_COLOR4F, color.data(), "colormode=hls"); rebar.TwAddVarRW("ao_factor", TW_TYPE_DOUBLE, &ao_factor, "min=0 max=1 step=0.2 keyIncr=] keyDecr=[ "); rebar.TwAddVarRW("ao_normalize", TW_TYPE_BOOLCPP, &ao_normalize, "key=n"); rebar.TwAddVarRW("ao_on", TW_TYPE_BOOLCPP, &ao_on, "key=a"); rebar.TwAddVarRW("light_intensity", TW_TYPE_DOUBLE, &light_intensity, "min=0 max=0.4 step=0.1 keyIncr=} keyDecr={ "); rebar.load(REBAR_NAME); glutInitDisplayString( "rgba depth double samples>=8 "); glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)); glutCreateWindow("ambient-occlusion"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(key); glutMouseFunc(mouse); glutMotionFunc(mouse_drag); glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT); glutMainLoop(); return 0; }