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- #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/read.h>
- #include <igl/trackball.h>
- #include <igl/material_colors.h>
- #include <igl/barycenter.h>
- #include <igl/matlab_format.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>
- // 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::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
- // Running ambient occlusion
- Eigen::VectorXd S;
- int tot_num_samples = 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);
- }
- // 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();
- }
- 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;
- 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.resize(S.rows(),3);
- C<<S,S,S;
- C.array() = (1.0-C.array());
- }
- 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);
- 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_scale = 2./bbd;
- const double floor_offset =
- -2./bbd*(V.col(1).minCoeff()+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();
- glutSwapBuffers();
- glutPostRedisplay();
- }
- 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_LEFT_ARROW);
- trackball_on = false;
- break;
- case 0:
- // 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;
- 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
- if(!read("../shared/beast.obj",V,F))
- {
- 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();
- // Init embree
- ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,F);
- // Init glut
- glutInit(&argc,argv);
- 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);
- glutMainLoop();
- return 0;
- }
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