123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481 |
- #include <igl/opengl/OpenGL_convenience.h>
- #include <igl/opengl2/draw_floor.h>
- #include <igl/opengl2/draw_mesh.h>
- #include <igl/normalize_row_lengths.h>
- #include <igl/per_face_normals.h>
- #include <igl/quat_to_mat.h>
- #include <igl/read_triangle_mesh.h>
- #include <igl/opengl/report_gl_error.h>
- #include <igl/trackball.h>
- #include <igl/opengl2/unproject.h>
- #include <igl/embree/EmbreeIntersector.h>
- #ifdef __APPLE__
- # include <GLUT/glut.h>
- #else
- # include <GL/glut.h>
- #endif
- #include <Eigen/Core>
- #include <vector>
- #include <iostream>
- // 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,mean;
- // Bounding box diagonal length
- double bbd;
- // Faces
- Eigen::MatrixXi F;
- // Embree intersection structure
- igl::embree::EmbreeIntersector ei;
- // Hits collected
- std::vector<igl::embree::Hit > hits;
- // Ray information, "projection screen" corners
- Eigen::Vector3f win_s,s,d,dir,NW,NE,SE,SW;
- // Textures and framebuffers for "projection screen"
- GLuint tex_id = 0, fbo_id = 0, dfbo_id = 0;
- // Initialize textures and framebuffers. Must be called if window changes
- // dimension
- void init_texture()
- {
- using namespace igl;
- using namespace std;
- // Set up a "render-to-texture" frame buffer and texture combo
- glDeleteTextures(1,&tex_id);
- glDeleteFramebuffersEXT(1,&fbo_id);
- glDeleteFramebuffersEXT(1,&dfbo_id);
- // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
- glGenTextures(1, &tex_id);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- //NULL means reserve texture memory, but texels are undefined
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
- //-------------------------
- glGenFramebuffersEXT(1, &fbo_id);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
- //Attach 2D texture to this FBO
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
- glGenRenderbuffersEXT(1, &dfbo_id);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
- //-------------------------
- //Attach depth buffer to FBO
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
- //-------------------------
- //Does the GPU support current FBO configuration?
- GLenum status;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- switch(status)
- {
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- break;
- default:
- cout<<"error"<<endl;
- }
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
- void reshape(int width,int height)
- {
- using namespace std;
- // Save width and height
- ::width = width;
- ::height = height;
- // Re-initialize textures and frame bufferes
- init_texture();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glViewport(0,0,width,height);
- }
- // 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 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);
- }
- // Set up igl::opengl2::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(-mean(0,0),-mean(0,1),-mean(0,2));
- }
- 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;
- using namespace std;
- glClearColor(back[0],back[1],back[2],0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // All smooth points
- glEnable( GL_POINT_SMOOTH );
- 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();
- if(trackball_on)
- {
- // Draw a "laser" line
- glLineWidth(3.0);
- glDisable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
- glBegin(GL_LINES);
- glColor3f(1,0,0);
- glVertex3fv(s.data());
- glColor3f(1,0,0);
- glVertex3fv(d.data());
- glEnd();
- // Draw the start and end points used for ray
- glPointSize(10.0);
- glBegin(GL_POINTS);
- glColor3f(1,0,0);
- glVertex3fv(s.data());
- glColor3f(0,0,1);
- glVertex3fv(d.data());
- glEnd();
- }
- // Draw the model
- glEnable(GL_LIGHTING);
- igl::opengl2::draw_mesh(V,F,N,C);
- // Draw all hits
- glBegin(GL_POINTS);
- glColor3f(0,0.2,0.2);
- for(vector<igl::embree::Hit>::iterator hit = hits.begin();
- hit != hits.end();
- hit++)
- {
- const double w0 = (1.0-hit->u-hit->v);
- const double w1 = hit->u;
- const double w2 = hit->v;
- VectorXd hitP =
- w0 * V.row(F(hit->id,0)) +
- w1 * V.row(F(hit->id,1)) +
- w2 * V.row(F(hit->id,2));
- glVertex3dv(hitP.data());
- }
- glEnd();
- pop_object();
- // Draw a nice floor
- glPushMatrix();
- glEnable(GL_LIGHTING);
- glTranslated(0,-1,0);
- igl::opengl2::draw_floor();
- glPopMatrix();
- // draw a transparent "projection screen" show model at time of hit (aka
- // mouse down)
- push_object();
- if(trackball_on)
- {
- glColor4f(0,0,0,1.0);
- glPointSize(10.0);
- glBegin(GL_POINTS);
- glVertex3fv(SW.data());
- glVertex3fv(SE.data());
- glVertex3fv(NE.data());
- glVertex3fv(NW.data());
- glEnd();
- glDisable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glColor4f(1,1,1,0.7);
- glBegin(GL_QUADS);
- glTexCoord2d(0,0);
- glVertex3fv(SW.data());
- glTexCoord2d(1,0);
- glVertex3fv(SE.data());
- glTexCoord2d(1,1);
- glVertex3fv(NE.data());
- glTexCoord2d(0,1);
- glVertex3fv(NW.data());
- glEnd();
- glBindTexture(GL_TEXTURE_2D, 0);
- glDisable(GL_TEXTURE_2D);
- }
- pop_object();
- pop_scene();
- // Draw a faint point over mouse
- if(!trackball_on)
- {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4f(1.0,0.3,0.3,0.6);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluOrtho2D(0,width,0,height);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glPointSize(20.0);
- glBegin(GL_POINTS);
- glVertex2fv(win_s.data());
- glEnd();
- }
- igl::opengl::report_gl_error();
- glutSwapBuffers();
- glutPostRedisplay();
- }
- // Initialize colors to a boring green
- 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;
- using namespace std;
- init_C();
- glutSetCursor(GLUT_CURSOR_CROSSHAIR);
- // Push scene and object
- push_scene();
- push_object();
- // Unproject mouse at 0 depth and some positive depth
- win_s = Vector3f(mouse_x,height-mouse_y,0);
- Vector3f win_d(mouse_x,height-mouse_y,1);
- igl::opengl2::unproject(win_s,s);
- igl::opengl2::unproject(win_d,d);
- pop_object();
- pop_scene();
- igl::opengl::report_gl_error();
- // Shoot ray at igl::opengl2::unprojected mouse in view direction
- dir = d-s;
- int num_rays_shot;
- ei.intersectRay(s,dir,hits,num_rays_shot);
- for(vector<igl::embree::Hit>::iterator hit = hits.begin();
- hit != hits.end();
- hit++)
- {
- // Change color of hit faces
- C(hit->id,0) = 1;
- C(hit->id,1) = 0.4;
- C(hit->id,2) = 0.4;
- }
- }
- void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
- {
- using namespace std;
- using namespace Eigen;
- using namespace igl;
- switch(glutState)
- {
- case 1:
- // up
- glutSetCursor(GLUT_CURSOR_CROSSHAIR);
- trackball_on = false;
- hits.clear();
- init_C();
- break;
- case 0:
- // be sure this has been called recently
- mouse_move(mouse_x,mouse_y);
- // down
- 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;
- // Collect "projection screen" locations
- push_scene();
- push_object();
- // igl::opengl2::unproject corners of window
- const double depth = 0.999;
- Vector3d win_NW( 0,height,depth);
- Vector3d win_NE(width,height,depth);
- Vector3d win_SE(width,0,depth);
- Vector3d win_SW(0,0,depth);
- igl::opengl2::unproject(win_NW,NW);
- igl::opengl2::unproject(win_NE,NE);
- igl::opengl2::unproject(win_SE,SE);
- igl::opengl2::unproject(win_SW,SW);
- // render to framebuffer
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // Render the model ---> to the framebuffer attached to the "projection
- // screen" texture
- glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_LIGHTING);
- glEnable(GL_DEPTH_TEST);
- igl::opengl2::draw_mesh(V,F,N,C);
- pop_object();
- pop_scene();
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- 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);
- }
- }
- void key(unsigned char key, int mouse_x, int mouse_y)
- {
- using namespace std;
- switch(key)
- {
- // Ctrl-c and esc exit
- case char(3):
- 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
- string filename = "../shared/decimated-knight.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];
- }
- if(!read_triangle_mesh(filename,V,F))
- {
- return 1;
- }
- // Compute normals, centroid, colors, bounding box diagonal
- per_face_normals(V,F,N);
- normalize_row_lengths(N,N);
- mean = V.colwise().mean();
- C.resize(F.rows(),3);
- init_C();
- bbd =
- (V.colwise().maxCoeff() -
- V.colwise().minCoeff()).maxCoeff();
- // Init embree
- ei.init(V.cast<float>(),F.cast<int>());
- // Init glut
- glutInit(&argc,argv);
- glutInitDisplayString( "rgba depth double samples>=8 ");
- glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
- glutCreateWindow("embree");
- glutDisplayFunc(display);
- glutReshapeFunc(reshape);
- glutKeyboardFunc(key);
- glutMouseFunc(mouse);
- glutMotionFunc(mouse_drag);
- glutPassiveMotionFunc(mouse_move);
- glutMainLoop();
- return 0;
- }
|