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- // This required to get correct linking with Objective-C files
- extern "C" {
- #include "render_to_buffer.h"
- };
- // We're probably didn't build libigl.a with LLVM so just use the headers only
- // version.
- #define IGL_HEADER_ONLY
- #include <igl/per_face_normals.h>
- #include <igl/normalize_row_lengths.h>
- #include <igl/get_seconds.h>
- #include <igl/draw_mesh.h>
- #include <igl/draw_floor.h>
- #include <igl/material_colors.h>
- #include <igl/pathinfo.h>
- #include <igl/readOBJ.h>
- #include <igl/readSTL.h>
- #include <igl/readWRL.h>
- #include <igl/polygon_mesh_to_triangle_mesh.h>
- #include <igl/readOFF.h>
- #include <igl/readMESH.h>
- #include <igl/boundary_facets.h>
- #include <igl/barycenter.h>
- #include <igl/doublearea.h>
- #include <igl/EPS.h>
- #include <igl/Camera.h>
- #include <igl/canonical_quaternions.h>
- #include <igl/quat_to_mat.h>
- #include <igl/Viewport.h>
- #include <Eigen/Core>
- #include <GL/glu.h>
- #include <algorithm>
- static int width,height;
- static Eigen::MatrixXd V,N;
- static Eigen::MatrixXi F;
- static Eigen::Vector3d Vmean, Vmax,Vmin;
- //static bool invert = false;
- static float background_color[4] = {0,0,0,1};
- // Small viewports struct for keeping track of size and camera info
- #define NUM_VIEWPORTS 6
- class AugViewport : public igl::Viewport
- {
- public:
- igl::Camera camera;
- } viewports[NUM_VIEWPORTS];
- // Red screen for errors
- void red(const int width, const int height, GLubyte * buffer)
- {
- for(int h = 0;h<height;h++)
- {
- for(int w = 0;w<width;w++)
- {
- for(int c = 0;c<4;c++)
- {
- if(c == 0 || c==3)
- {
- buffer[c+4*w+4*width*h] = 255;
- }else
- {
- buffer[c+4*w+4*width*h] = 0;
- }
- }
- }
- }
- }
- // Initialize the viewport angles and camera rotations
- void init_viewports()
- {
- using namespace igl;
- using namespace std;
- for(auto & vp : viewports)
- {
- // Reset. I guess Mac is keeping global variables alive...
- vp.camera = Camera();
- vp.camera.push_away(3.);
- vp.camera.dolly_zoom(10.-vp.camera.m_angle);
- }
- // Above view
- double XZ_PLANE_QUAT_D_FLIP[4];
- copy(XZ_PLANE_QUAT_D,XZ_PLANE_QUAT_D+4,XZ_PLANE_QUAT_D_FLIP);
- XZ_PLANE_QUAT_D_FLIP[0] *= -1.0;
- // Straight on
- copy(
- XY_PLANE_QUAT_D,
- XY_PLANE_QUAT_D+4,
- viewports[0].camera.m_rotation_conj.coeffs().data());
- // Left side view
- copy(
- CANONICAL_VIEW_QUAT_D[9],
- CANONICAL_VIEW_QUAT_D[9]+4,
- viewports[1].camera.m_rotation_conj.coeffs().data());
- copy(
- CANONICAL_VIEW_QUAT_D[14],
- CANONICAL_VIEW_QUAT_D[14]+4,
- viewports[2].camera.m_rotation_conj.coeffs().data());
- // Straight on
- copy(
- CANONICAL_VIEW_QUAT_D[4],
- CANONICAL_VIEW_QUAT_D[4]+4,
- viewports[3].camera.m_rotation_conj.coeffs().data());
- copy(
- XZ_PLANE_QUAT_D,
- XZ_PLANE_QUAT_D+4,
- viewports[4].camera.m_rotation_conj.coeffs().data());
- copy(
- XZ_PLANE_QUAT_D_FLIP,
- XZ_PLANE_QUAT_D_FLIP+4,
- viewports[5].camera.m_rotation_conj.coeffs().data());
- }
- // Viewports are arranged to see all sides
- //
- // /-----.-----.-----\
- // | 3 | 2 | 1 |
- // -------------------
- // | 4 | |
- // ------- 0 |
- // | 5 | |
- // \-----.-----------/
- void reshape_viewports()
- {
- using namespace igl;
- using namespace std;
- viewports[0].reshape(1./3.*width, 0,2./3.*width,2./3.*height);
- viewports[1].reshape(2./3.*width, 2./3.*height,1./3.*width,1./3.*height);
- viewports[2].reshape(1./3.*width, 2./3.*height,1./3.*width,1./3.*height);
- viewports[3].reshape( 0, 2./3.*height,1./3.*width,1./3.*height);
- viewports[4].reshape( 0, 1./3.*height,1./3.*width,1./3.*height);
- viewports[5].reshape( 0, 0,1./3.*width,1./3.*height);
- for(auto & vp : viewports)
- {
- vp.camera.m_aspect = (double)vp.width/(double)vp.height;
- }
- }
- void reshape(int width, int height)
- {
- using namespace std;
- ::width = width;
- ::height = height;
- reshape_viewports();
- }
- // Simple two-sided, diffuse-only light
- void lights()
- {
- using namespace std;
- glEnable(GL_LIGHTING);
- glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- float WHITE[4] = {0.8,0.8,0.8,1.};
- float GREY[4] = {0.4,0.4,0.4,1.};
- float BLACK[4] = {0.,0.,0.,1.};
- float pos[4];
- float light_pos[4] = {0.1,0.1,1.0,0.0};
- copy(light_pos,light_pos+4,pos);
- glLightfv(GL_LIGHT0,GL_AMBIENT,GREY);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
- glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
- glLightfv(GL_LIGHT0,GL_POSITION,pos);
- pos[0] *= -1;
- pos[1] *= -1;
- pos[2] *= -1;
- glLightfv(GL_LIGHT1,GL_AMBIENT,GREY);
- glLightfv(GL_LIGHT1,GL_DIFFUSE,WHITE);
- glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK);
- glLightfv(GL_LIGHT1,GL_POSITION,pos);
- }
- // Push scene based on viewport
- void push_scene(const AugViewport & vp)
- {
- using namespace igl;
- using namespace std;
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- auto & camera = vp.camera;
- glMultMatrixd(camera.projection().data());
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // -1 because buffer y-coordinates are flipped
- gluLookAt(
- camera.eye()(0), camera.eye()(1), camera.eye()(2),
- camera.at()(0), camera.at()(1), camera.at()(2),
- camera.up()(0), -1*camera.up()(1), camera.up()(2));
- }
- // Scale and shift for object so that it fits current view
- void push_object(const AugViewport & vp)
- {
- using namespace Eigen;
- glPushMatrix();
- Matrix3d m = vp.camera.m_rotation_conj.matrix();
- Vector3d eff_Vmax = m*Vmax;
- Vector3d eff_Vmin = m*Vmin;
- Vector3d eff_Vmean = m*Vmean;
- const double dy = fabs(eff_Vmax(1,0)-eff_Vmin(1,0));
- const double dx = fabs(eff_Vmax(0,0)-eff_Vmin(0,0));
- //const double dz = fabs(eff_Vmax(2,0)-eff_Vmin(2,0));
- // Assumes height < width
- const double sx = dx*(double)height/(double)width;
- const double sy = dy;
- const double s = 2./(sy > sx ? sy : sx);
- glScaled(s,s,s);
- glTranslated(-Vmean(0,0),-Vmean(1,0),-Vmean(2,0));
- // Hack. Should really just figure out max scale so that full model fits on
- // screen with given perspective.
- //const double dz_off = (dz > 2.*dy && dz > 2.*dx ? dz/2. : 0);
- //glTranslated(0,0,-dz_off);
- }
- void pop_object()
- {
- glPopMatrix();
- }
- void pop_scene()
- {
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- void display()
- {
- using namespace std;
- using namespace igl;
- glClearColor(
- background_color[0],
- background_color[1],
- background_color[2],
- background_color[3]);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glDisable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- // "Flash light" attached to camera
- lights();
- // Draw for each viewport
- for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
- {
- glViewport(
- viewports[vp].x,
- viewports[vp].y,
- viewports[vp].width,
- viewports[vp].height);
- push_scene(viewports[vp]);
- push_object(viewports[vp]);
- // Draw the mesh, inverted if need be.
- // Set material properties
- glDisable(GL_COLOR_MATERIAL);
- //if(invert)
- //{
- // glFrontFace(GL_CW);
- // glMaterialfv(GL_FRONT, GL_AMBIENT, CYAN_AMBIENT);
- // glMaterialfv(GL_FRONT, GL_DIFFUSE, CYAN_DIFFUSE );
- // glMaterialfv(GL_FRONT, GL_SPECULAR, CYAN_SPECULAR);
- // glMaterialf (GL_FRONT, GL_SHININESS, 128);
- // glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT);
- // glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_RED_DIFFUSE);
- // glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR);
- // glMaterialf (GL_BACK, GL_SHININESS, 128);
- //}else
- //{
- glMaterialfv(GL_FRONT, GL_AMBIENT, GOLD_AMBIENT);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, GOLD_DIFFUSE );
- glMaterialfv(GL_FRONT, GL_SPECULAR, GOLD_SPECULAR);
- glMaterialf (GL_FRONT, GL_SHININESS, 128);
- glMaterialfv(GL_BACK, GL_AMBIENT, SILVER_AMBIENT);
- glMaterialfv(GL_BACK, GL_DIFFUSE, FAST_GREEN_DIFFUSE );
- glMaterialfv(GL_BACK, GL_SPECULAR, SILVER_SPECULAR);
- glMaterialf (GL_BACK, GL_SHININESS, 128);
- //}
- draw_mesh(V,F,N);
- //if(invert)
- //{
- // glFrontFace(GL_CCW);
- //}
- pop_object();
- // Draw a nice floor unless we're looking from beneath it
- if(vp != 4)
- {
- glPushMatrix();
- glTranslated(0,-1,0);
- glScaled(4,4,4);
- draw_floor();
- glPopMatrix();
- }
- pop_scene();
- }
- // Screen space
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glViewport(0,0,width,height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluOrtho2D(0,width,0,height);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- // Draw separation lines between (around) viewports
- const double BAR_THICKNESS = 3.0;
- glColor3f(0.5,0.5,0.5);
- for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
- {
- glLineWidth(BAR_THICKNESS);
- glBegin(GL_LINE_STRIP);
- glVertex2f(viewports[vp].x,viewports[vp].y);
- glVertex2f(viewports[vp].x+viewports[vp].width,viewports[vp].y);
- glVertex2f(viewports[vp].x+viewports[vp].width,viewports[vp].y+viewports[vp].height);
- glVertex2f( viewports[vp].x,viewports[vp].y+viewports[vp].height);
- glEnd();
- }
- glFinish();
- }
- bool render_to_buffer(
- const char * filename,
- const float * background_color,
- const int width,
- const int height,
- GLubyte * buffer)
- {
- using namespace igl;
- using namespace std;
- using namespace Eigen;
- double ts = get_seconds();
- copy(background_color,background_color+4,::background_color);
- // Read and prepare mesh
- // 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))
- {
- red(width,height,buffer);
- return false;
- }
- }else if(ext == "off")
- {
- // Convert extension to lower case
- if(!igl::readOFF(filename,vV,vF,vN))
- {
- red(width,height,buffer);
- return false;
- }
- }else if(ext == "wrl")
- {
- // Convert extension to lower case
- if(!igl::readWRL(filename,vV,vF))
- {
- red(width,height,buffer);
- return false;
- }
- }else if(ext == "stl")
- {
- // Convert extension to lower case
- if(!igl::readSTL(filename,vV,vF,vN))
- {
- red(width,height,buffer);
- return false;
- }
- }else
- {
- // Convert extension to lower case
- MatrixXi T;
- if(!igl::readMESH(filename,V,T,F))
- {
- red(width,height,buffer);
- return false;
- }
- //if(F.size() > T.size() || F.size() == 0)
- {
- boundary_facets(T,F);
- }
- }
- if(vV.size() > 0)
- {
- if(!list_to_matrix(vV,V))
- {
- red(width,height,buffer);
- return false;
- }
- polygon_mesh_to_triangle_mesh(vF,F);
- }
- cout<<"IO: "<<(get_seconds()-ts)<<"s"<<endl;
- ts = get_seconds();
- // Computer already normalized per triangle normals
- per_face_normals(V,F,N);
- //Vmean = 0.5*(V.colwise().maxCoeff()+V.colwise().minCoeff());
- Vmax = V.colwise().maxCoeff();
- Vmin = V.colwise().minCoeff();
- Vmean = 0.5*(Vmax + Vmin);
- //// Figure out if normals should be flipped (hopefully this is never a
- //// bottleneck)
- //MatrixXd BC;
- //VectorXd dblA;
- //barycenter(V,F,BC);
- //BC.col(0).array() -= Vmean(0,0);
- //BC.col(1).array() -= Vmean(1,0);
- //BC.col(2).array() -= Vmean(2,0);
- //doublearea(V,F,dblA);
- //VectorXd BCDN = (BC.array() * N.array()).rowwise().sum();
- //const double tot_dp = dblA.transpose() * BCDN;
- //invert = tot_dp < 0;
- //cout<<"Normals: "<<(get_seconds()-ts)<<"s"<<endl;
- //ts = get_seconds();
- // Initialize MESA
- OSMesaContext ctx;
- /* Create an RGBA-mode context */
- # if OSMESA_MAJOR_VERSION * 100 + OSMESA_MINOR_VERSION >= 305
- /* specify Z, stencil, accum sizes */
- ctx = OSMesaCreateContextExt( OSMESA_RGBA, 32, 0, 0, NULL );
- # else
- ctx = OSMesaCreateContext( OSMESA_RGBA, NULL );
- # endif
- if (!ctx)
- {
- fprintf(stderr,"OSMesaCreateContext failed!\n");
- red(width,height,buffer);
- return false;
- }
- /* Bind the buffer to the context and make it current */
- if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, width, height))
- {
- fprintf(stderr,"OSMesaMakeCurrent failed!\n");
- red(width,height,buffer);
- return false;
- }
- // Render
- init_viewports();
- reshape(width,height);
- display();
- cout<<"Display: "<<(get_seconds()-ts)<<"s"<<endl;
- ts = get_seconds();
- /* destroy the context */
- OSMesaDestroyContext( ctx );
- return true;
- }
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