main.cpp 6.7 KB

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  1. #include "tutorial_shared_path.h"
  2. #include <igl/read_triangle_mesh.h>
  3. #include <igl/triangulated_grid.h>
  4. #include <igl/heat_geodesics.h>
  5. #include <igl/unproject_onto_mesh.h>
  6. #include <igl/avg_edge_length.h>
  7. #include <igl/opengl/glfw/Viewer.h>
  8. #include <igl/opengl/create_shader_program.h>
  9. #include <igl/opengl/destroy_shader_program.h>
  10. #include <iostream>
  11. int main(int argc, char *argv[])
  12. {
  13. // Create the peak height field
  14. Eigen::MatrixXi F;
  15. Eigen::MatrixXd V;
  16. igl::read_triangle_mesh( argc>1?argv[1]: TUTORIAL_SHARED_PATH "/beetle.off",V,F);
  17. // Precomputation
  18. igl::HeatGeodesicsData<double> data;
  19. double t = std::pow(igl::avg_edge_length(V,F),2);
  20. const auto precompute = [&]()
  21. {
  22. if(!igl::heat_geodesics_precompute(V,F,t,data))
  23. {
  24. std::cerr<<"Error: heat_geodesics_precompute failed."<<std::endl;
  25. exit(EXIT_FAILURE);
  26. };
  27. };
  28. precompute();
  29. // Initialize white
  30. Eigen::MatrixXd C = Eigen::MatrixXd::Constant(V.rows(),3,1);
  31. igl::opengl::glfw::Viewer viewer;
  32. bool down_on_mesh = false;
  33. const auto update = [&]()->bool
  34. {
  35. int fid;
  36. Eigen::Vector3f bc;
  37. // Cast a ray in the view direction starting from the mouse position
  38. double x = viewer.current_mouse_x;
  39. double y = viewer.core().viewport(3) - viewer.current_mouse_y;
  40. if(igl::unproject_onto_mesh(Eigen::Vector2f(x,y), viewer.core().view,
  41. viewer.core().proj, viewer.core().viewport, V, F, fid, bc))
  42. {
  43. // 3d position of hit
  44. const Eigen::RowVector3d m3 =
  45. V.row(F(fid,0))*bc(0) + V.row(F(fid,1))*bc(1) + V.row(F(fid,2))*bc(2);
  46. int cid = 0;
  47. Eigen::Vector3d(
  48. (V.row(F(fid,0))-m3).squaredNorm(),
  49. (V.row(F(fid,1))-m3).squaredNorm(),
  50. (V.row(F(fid,2))-m3).squaredNorm()).minCoeff(&cid);
  51. const int vid = F(fid,cid);
  52. C.row(vid)<<1,0,0;
  53. Eigen::VectorXd D = Eigen::VectorXd::Zero(data.Grad.cols());
  54. D(vid) = 1;
  55. igl::heat_geodesics_solve(data,(Eigen::VectorXi(1,1)<<vid).finished(),D);
  56. viewer.data().set_colors((D/D.maxCoeff()).replicate(1,3));
  57. return true;
  58. }
  59. return false;
  60. };
  61. viewer.callback_mouse_down =
  62. [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
  63. {
  64. if(update())
  65. {
  66. down_on_mesh = true;
  67. return true;
  68. }
  69. return false;
  70. };
  71. viewer.callback_mouse_move =
  72. [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
  73. {
  74. if(down_on_mesh)
  75. {
  76. update();
  77. return true;
  78. }
  79. return false;
  80. };
  81. viewer.callback_mouse_up =
  82. [&down_on_mesh](igl::opengl::glfw::Viewer& viewer, int, int)->bool
  83. {
  84. down_on_mesh = false;
  85. return false;
  86. };
  87. std::cout<<R"(Usage:
  88. [click] Click on shape to pick new geodesic distance source
  89. ,/. Decrease/increase t by factor of 10.0
  90. D,d Toggle using intrinsic Delaunay discrete differential operators
  91. )";
  92. viewer.callback_key_pressed =
  93. [&](igl::opengl::glfw::Viewer& /*viewer*/, unsigned int key, int mod)->bool
  94. {
  95. switch(key)
  96. {
  97. default:
  98. return false;
  99. case 'D':
  100. case 'd':
  101. data.use_intrinsic_delaunay = !data.use_intrinsic_delaunay;
  102. std::cout<<(data.use_intrinsic_delaunay?"":"not ")<<
  103. "using intrinsic delaunay..."<<std::endl;
  104. precompute();
  105. update();
  106. break;
  107. case '.':
  108. case ',':
  109. t *= (key=='.'?10.0:0.1);
  110. precompute();
  111. update();
  112. std::cout<<"t: "<<t<<std::endl;
  113. break;
  114. }
  115. return true;
  116. };
  117. // Show mesh
  118. viewer.data().set_mesh(V, F);
  119. viewer.data().set_colors(C);
  120. viewer.data().show_lines = false;
  121. viewer.launch_init(true,false);
  122. viewer.data().meshgl.init();
  123. igl::opengl::destroy_shader_program(viewer.data().meshgl.shader_mesh);
  124. {
  125. std::string mesh_vertex_shader_string =
  126. R"(#version 150
  127. uniform mat4 view;
  128. uniform mat4 proj;
  129. uniform mat4 normal_matrix;
  130. in vec3 position;
  131. in vec3 normal;
  132. out vec3 position_eye;
  133. out vec3 normal_eye;
  134. in vec4 Ka;
  135. in vec4 Kd;
  136. in vec4 Ks;
  137. in vec2 texcoord;
  138. out vec2 texcoordi;
  139. out vec4 Kai;
  140. out vec4 Kdi;
  141. out vec4 Ksi;
  142. void main()
  143. {
  144. position_eye = vec3 (view * vec4 (position, 1.0));
  145. normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
  146. normal_eye = normalize(normal_eye);
  147. gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
  148. Kai = Ka;
  149. Kdi = Kd;
  150. Ksi = Ks;
  151. texcoordi = texcoord;
  152. })";
  153. std::string mesh_fragment_shader_string =
  154. R"(#version 150
  155. uniform mat4 view;
  156. uniform mat4 proj;
  157. uniform vec4 fixed_color;
  158. in vec3 position_eye;
  159. in vec3 normal_eye;
  160. uniform vec3 light_position_eye;
  161. vec3 Ls = vec3 (1, 1, 1);
  162. vec3 Ld = vec3 (1, 1, 1);
  163. vec3 La = vec3 (1, 1, 1);
  164. in vec4 Ksi;
  165. in vec4 Kdi;
  166. in vec4 Kai;
  167. in vec2 texcoordi;
  168. uniform sampler2D tex;
  169. uniform float specular_exponent;
  170. uniform float lighting_factor;
  171. uniform float texture_factor;
  172. out vec4 outColor;
  173. void main()
  174. {
  175. vec3 Ia = La * vec3(Kai); // ambient intensity
  176. float ni = 30.0; // number of intervals
  177. float t = 1.0-round(ni*Kdi.r)/ni; // quantize and reverse
  178. vec3 Kdiq = clamp(vec3(2.*t,2.*t-1.,6.*t-5.),0,1); // heat map
  179. vec3 vector_to_light_eye = light_position_eye - position_eye;
  180. vec3 direction_to_light_eye = normalize (vector_to_light_eye);
  181. float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
  182. float clamped_dot_prod = max (dot_prod, 0.0);
  183. vec3 Id = Ld * Kdiq * clamped_dot_prod; // Diffuse intensity
  184. vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
  185. vec3 surface_to_viewer_eye = normalize (-position_eye);
  186. float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
  187. dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
  188. float specular_factor = pow (dot_prod_specular, specular_exponent);
  189. vec3 Kfi = 0.5*vec3(Ksi);
  190. vec3 Lf = Ls;
  191. float fresnel_exponent = 2*specular_exponent;
  192. float fresnel_factor = 0;
  193. {
  194. float NE = max( 0., dot( normalize(normal_eye), surface_to_viewer_eye));
  195. fresnel_factor = pow (max(sqrt(1. - NE*NE),0.0), fresnel_exponent);
  196. }
  197. vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
  198. vec3 If = Lf * vec3(Kfi) * fresnel_factor; // fresnel intensity
  199. vec4 color = vec4(lighting_factor * (If + Is + Id) + Ia +
  200. (1.0-lighting_factor) * Kdiq,(Kai.a+Ksi.a+Kdi.a)/3);
  201. outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
  202. if (fixed_color != vec4(0.0)) outColor = fixed_color;
  203. })";
  204. igl::opengl::create_shader_program(
  205. mesh_vertex_shader_string,
  206. mesh_fragment_shader_string,
  207. {},
  208. viewer.data().meshgl.shader_mesh);
  209. }
  210. viewer.launch_rendering(true);
  211. viewer.launch_shut();
  212. }