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- #include "tutorial_shared_path.h"
- #include <igl/read_triangle_mesh.h>
- #include <igl/triangulated_grid.h>
- #include <igl/heat_geodesics.h>
- #include <igl/unproject_onto_mesh.h>
- #include <igl/avg_edge_length.h>
- #include <igl/opengl/glfw/Viewer.h>
- #include <igl/opengl/create_shader_program.h>
- #include <igl/opengl/destroy_shader_program.h>
- #include <iostream>
- int main(int argc, char *argv[])
- {
- // Create the peak height field
- Eigen::MatrixXi F;
- Eigen::MatrixXd V;
- igl::read_triangle_mesh( argc>1?argv[1]: TUTORIAL_SHARED_PATH "/beetle.off",V,F);
- // Precomputation
- igl::HeatGeodesicsData<double> data;
- double t = std::pow(igl::avg_edge_length(V,F),2);
- const auto precompute = [&]()
- {
- if(!igl::heat_geodesics_precompute(V,F,t,data))
- {
- std::cerr<<"Error: heat_geodesics_precompute failed."<<std::endl;
- exit(EXIT_FAILURE);
- };
- };
- precompute();
- // Initialize white
- Eigen::MatrixXd C = Eigen::MatrixXd::Constant(V.rows(),3,1);
- igl::opengl::glfw::Viewer viewer;
- bool down_on_mesh = false;
- const auto update = [&]()->bool
- {
- int fid;
- Eigen::Vector3f bc;
- // Cast a ray in the view direction starting from the mouse position
- double x = viewer.current_mouse_x;
- double y = viewer.core().viewport(3) - viewer.current_mouse_y;
- if(igl::unproject_onto_mesh(Eigen::Vector2f(x,y), viewer.core().view,
- viewer.core().proj, viewer.core().viewport, V, F, fid, bc))
- {
- // 3d position of hit
- const Eigen::RowVector3d m3 =
- V.row(F(fid,0))*bc(0) + V.row(F(fid,1))*bc(1) + V.row(F(fid,2))*bc(2);
- int cid = 0;
- Eigen::Vector3d(
- (V.row(F(fid,0))-m3).squaredNorm(),
- (V.row(F(fid,1))-m3).squaredNorm(),
- (V.row(F(fid,2))-m3).squaredNorm()).minCoeff(&cid);
- const int vid = F(fid,cid);
- C.row(vid)<<1,0,0;
- Eigen::VectorXd D = Eigen::VectorXd::Zero(data.Grad.cols());
- D(vid) = 1;
- igl::heat_geodesics_solve(data,(Eigen::VectorXi(1,1)<<vid).finished(),D);
- viewer.data().set_colors((D/D.maxCoeff()).replicate(1,3));
- return true;
- }
- return false;
- };
- viewer.callback_mouse_down =
- [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
- {
- if(update())
- {
- down_on_mesh = true;
- return true;
- }
- return false;
- };
- viewer.callback_mouse_move =
- [&](igl::opengl::glfw::Viewer& viewer, int, int)->bool
- {
- if(down_on_mesh)
- {
- update();
- return true;
- }
- return false;
- };
- viewer.callback_mouse_up =
- [&down_on_mesh](igl::opengl::glfw::Viewer& viewer, int, int)->bool
- {
- down_on_mesh = false;
- return false;
- };
- std::cout<<R"(Usage:
- [click] Click on shape to pick new geodesic distance source
- ,/. Decrease/increase t by factor of 10.0
- D,d Toggle using intrinsic Delaunay discrete differential operators
- )";
- viewer.callback_key_pressed =
- [&](igl::opengl::glfw::Viewer& /*viewer*/, unsigned int key, int mod)->bool
- {
- switch(key)
- {
- default:
- return false;
- case 'D':
- case 'd':
- data.use_intrinsic_delaunay = !data.use_intrinsic_delaunay;
- std::cout<<(data.use_intrinsic_delaunay?"":"not ")<<
- "using intrinsic delaunay..."<<std::endl;
- precompute();
- update();
- break;
- case '.':
- case ',':
- t *= (key=='.'?10.0:0.1);
- precompute();
- update();
- std::cout<<"t: "<<t<<std::endl;
- break;
- }
- return true;
- };
- // Show mesh
- viewer.data().set_mesh(V, F);
- viewer.data().set_colors(C);
- viewer.data().show_lines = false;
- viewer.launch_init(true,false);
- viewer.data().meshgl.init();
- igl::opengl::destroy_shader_program(viewer.data().meshgl.shader_mesh);
- {
- std::string mesh_vertex_shader_string =
- R"(#version 150
- uniform mat4 view;
- uniform mat4 proj;
- uniform mat4 normal_matrix;
- in vec3 position;
- in vec3 normal;
- out vec3 position_eye;
- out vec3 normal_eye;
- in vec4 Ka;
- in vec4 Kd;
- in vec4 Ks;
- in vec2 texcoord;
- out vec2 texcoordi;
- out vec4 Kai;
- out vec4 Kdi;
- out vec4 Ksi;
- void main()
- {
- position_eye = vec3 (view * vec4 (position, 1.0));
- normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
- normal_eye = normalize(normal_eye);
- gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
- Kai = Ka;
- Kdi = Kd;
- Ksi = Ks;
- texcoordi = texcoord;
- })";
- std::string mesh_fragment_shader_string =
- R"(#version 150
- uniform mat4 view;
- uniform mat4 proj;
- uniform vec4 fixed_color;
- in vec3 position_eye;
- in vec3 normal_eye;
- uniform vec3 light_position_eye;
- vec3 Ls = vec3 (1, 1, 1);
- vec3 Ld = vec3 (1, 1, 1);
- vec3 La = vec3 (1, 1, 1);
- in vec4 Ksi;
- in vec4 Kdi;
- in vec4 Kai;
- in vec2 texcoordi;
- uniform sampler2D tex;
- uniform float specular_exponent;
- uniform float lighting_factor;
- uniform float texture_factor;
- out vec4 outColor;
- void main()
- {
- vec3 Ia = La * vec3(Kai); // ambient intensity
- float ni = 30.0; // number of intervals
- float t = 1.0-round(ni*Kdi.r)/ni; // quantize and reverse
- vec3 Kdiq = clamp(vec3(2.*t,2.*t-1.,6.*t-5.),0,1); // heat map
- vec3 vector_to_light_eye = light_position_eye - position_eye;
- vec3 direction_to_light_eye = normalize (vector_to_light_eye);
- float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
- float clamped_dot_prod = max (dot_prod, 0.0);
- vec3 Id = Ld * Kdiq * clamped_dot_prod; // Diffuse intensity
- vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
- vec3 surface_to_viewer_eye = normalize (-position_eye);
- float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
- dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
- float specular_factor = pow (dot_prod_specular, specular_exponent);
- vec3 Kfi = 0.5*vec3(Ksi);
- vec3 Lf = Ls;
- float fresnel_exponent = 2*specular_exponent;
- float fresnel_factor = 0;
- {
- float NE = max( 0., dot( normalize(normal_eye), surface_to_viewer_eye));
- fresnel_factor = pow (max(sqrt(1. - NE*NE),0.0), fresnel_exponent);
- }
- vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
- vec3 If = Lf * vec3(Kfi) * fresnel_factor; // fresnel intensity
- vec4 color = vec4(lighting_factor * (If + Is + Id) + Ia +
- (1.0-lighting_factor) * Kdiq,(Kai.a+Ksi.a+Kdi.a)/3);
- outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
- if (fixed_color != vec4(0.0)) outColor = fixed_color;
- })";
- igl::opengl::create_shader_program(
- mesh_vertex_shader_string,
- mesh_fragment_shader_string,
- {},
- viewer.data().meshgl.shader_mesh);
- }
- viewer.launch_rendering(true);
- viewer.launch_shut();
- }
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