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- #include <igl/OpenGL_convenience.h>
- #include <igl/per_face_normals.h>
- #include <igl/read.h>
- #include <igl/normalize_row_lengths.h>
- #include <igl/draw_mesh.h>
- #include <igl/draw_floor.h>
- #include <igl/unproject.h>
- #include <igl/quat_to_mat.h>
- #include <igl/embree/EmbreeIntersector.h>
- #ifdef __APPLE__
- # include <GLUT/glut.h>
- #else
- # include <GL/glut.h>
- #endif
- #include <Eigen/Core>
- #include <iostream>
- int width,height;
- float scene_rot[4] = {0,0,0,1};
- float light_pos[4] = {0.1,0.1,-0.9,0};
- Eigen::MatrixXd V,N,C,mean;
- double bbd;
- Eigen::MatrixXi F;
- igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
- // Ray
- Eigen::Vector3d s,d,dir;
- void reshape(int width,int height)
- {
- using namespace std;
- ::width = width;
- ::height = height;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glViewport(0,0,width,height);
- }
- void lights()
- {
- using namespace std;
- glEnable(GL_LIGHTING);
- glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- float ones[4] = {1.0,1.0,1.0,1.0};
- 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,zeros);
- glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
- 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,zeros);
- glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
- glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
- glLightfv(GL_LIGHT1,GL_POSITION,pos);
- }
- void push_scene()
- {
- using namespace igl;
- //gluOrtho2D(0,width,0,height);
- 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 push_object()
- {
- glPushMatrix();
- glScaled(2./bbd,2./bbd,2./bbd);
- glTranslated(-mean(0,0),-mean(0,1),-mean(0,2));
- }
- void pop_scene()
- {
- glPopMatrix();
- }
- void pop_object()
- {
- glPopMatrix();
- }
- const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
- void display()
- {
- using namespace Eigen;
- using namespace igl;
- glClearColor(back[0],back[1],back[2],0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- lights();
- push_scene();
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
- //glColorMaterial(GL_FRONT, GL_DIFFUSE);
- //glColorMaterial(GL_FRONT, GL_AMBIENT);
- //glColorMaterial(GL_FRONT, GL_SPECULAR);
- push_object();
- draw_mesh(V,F,N,C);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glBegin(GL_POINTS);
- glColor3f(1,0,0);
- glVertex3dv(s.data());
- glColor3f(0,0,1);
- glVertex3dv(d.data());
- glEnd();
- Vector3d n,f;
- n = s+1000.0*dir;
- f = d-1000.0*dir;
- glBegin(GL_LINE);
- glColor3f(1,0,0);
- glVertex3dv(n.data());
- glColor3f(1,0,0);
- glVertex3dv(f.data());
- glEnd();
- pop_object();
- glPushMatrix();
- glEnable(GL_LIGHTING);
- glTranslated(0,-1,0);
- draw_floor();
- glPopMatrix();
- pop_scene();
- glutSwapBuffers();
- glutPostRedisplay();
- }
- void init_C()
- {
- C.col(0).setConstant(0.4);
- C.col(1).setConstant(0.8);
- C.col(2).setConstant(0.3);
- }
- void mouse_move(int mouse_x, int mouse_y)
- {
- using namespace std;
- using namespace Eigen;
- using namespace igl;
- init_C();
- push_scene();
- push_object();
- Vector3d win_s(mouse_x,height-mouse_y,0);
- Vector3d win_d(mouse_x,height-mouse_y,1);
- unproject(win_s,s);
- unproject(win_d,d);
- dir = d-s;
- embree::Hit hit;
- if(ei.intersectRay(s,d,hit))
- {
- cout<<"hit!"<<endl;
- C(hit.id0 % F.rows(),0) = 1;
- C(hit.id0 % F.rows(),1) = 0.4;
- C(hit.id0 % F.rows(),2) = 0.4;
- }
- pop_object();
- pop_scene();
- }
- void key(unsigned char key, int mouse_x, int mouse_y)
- {
- using namespace std;
- switch(key)
- {
- case char(27):
- exit(0);
- default:
- 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
- if(!read("../shared/cheburashka.obj",V,F))
- {
- return 1;
- }
- per_face_normals(V,F,N);
- mean = V.colwise().mean();
- C.resize(F.rows(),3);
- init_C();
- bbd =
- (V.colwise().maxCoeff() -
- V.colwise().minCoeff()).maxCoeff();
- normalize_row_lengths(N,N);
- // Init embree
- cout<<"Flipping faces..."<<endl;
- MatrixXi FF;
- FF.resize(F.rows()*2,F.cols());
- FF << F, F.rowwise().reverse().eval();
- cout<<"Initializing Embree..."<<endl;
- ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,FF);
- // Init glut
- glutInit(&argc,argv);
- glutInitDisplayString( "rgba depth double samples>=8 ");
- glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH),glutGet(GLUT_SCREEN_HEIGHT));
- glutInitWindowSize(450,300);
- glutCreateWindow("embree");
- glutDisplayFunc(display);
- glutReshapeFunc(reshape);
- glutKeyboardFunc(key);
- glutPassiveMotionFunc(mouse_move);
- glutMainLoop();
- return 0;
- }
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