Files
igl/examples/ambient-occlusion/example.cpp
T
2013-10-19 14:29:03 +02:00

410 lines
9.4 KiB
C++

#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/readOBJ.h>
#include <igl/readOFF.h>
#include <igl/readWRL.h>
#include <igl/trackball.h>
#include <igl/list_to_matrix.h>
#include <igl/triangulate.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>
#include <igl/ReAntTweakBar.h>
#include <igl/pathinfo.h>
#ifdef __APPLE__
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
#include <Eigen/Core>
#include <vector>
#include <iostream>
#include <algorithm>
// 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;
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar; // Pointer to the tweak bar
bool lights_on = true;
Eigen::Vector4f color(0.4,0.8,0.3,1.0);
double ao_factor = 1.0;
bool ao_normalize = false;
bool ao_on = false;
double light_intensity = 1.0;
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);
// Send the new window size to AntTweakBar
TwWindowSize(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();
}
// 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 amb[4];
amb[0] = amb[1] = amb[2] = light_intensity;
amb[3] = 1.0;
float diff[4] = {0.0,0.0,0.0,0.0};
diff[0] = diff[1] = diff[2] = (1.0 - light_intensity/0.4);;
diff[3] = 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,amb);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diff);
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,amb);
glLightfv(GL_LIGHT1,GL_DIFFUSE,diff);
glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
glLightfv(GL_LIGHT1,GL_POSITION,pos);
}
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.conservativeResize(S.rows(),3);
if(ao_on)
{
C<<S,S,S;
C.array() = (1.0-ao_factor*C.array());
}else
{
C.setConstant(1.0);
}
if(ao_normalize)
{
C.col(0) *= ((double)C.rows())/C.col(0).sum();
C.col(1) *= ((double)C.rows())/C.col(1).sum();
C.col(2) *= ((double)C.rows())/C.col(2).sum();
}
C.col(0) *= color(0);
C.col(1) *= color(1);
C.col(2) *= color(2);
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);
if(lights_on)
{
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();
// 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_offset =
-2./bbd*(V.col(1).maxCoeff()-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();
TwDraw();
glutSwapBuffers();
glutPostRedisplay();
}
void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
{
using namespace std;
using namespace Eigen;
using namespace igl;
bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y);
switch(glutState)
{
case 1:
// up
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
trackball_on = false;
break;
case 0:
// down
if(!tw_using)
{
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);
}else
{
TwEventMouseMotionGLUT(mouse_x, mouse_y);
}
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
using namespace std;
switch(key)
{
// ESC
case char(27):
rebar.save(REBAR_NAME);
// ^C
case char(3):
exit(0);
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
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/beast.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];
}
// dirname, basename, extension and filename
string d,b,ext,f;
pathinfo(filename,d,b,ext,f);
// Convert extension to lower case
transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
vector<vector<double > > vV,vN,vTC;
vector<vector<int > > vF,vFTC,vFN;
if(ext == "obj")
{
// Convert extension to lower case
if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
{
return 1;
}
}else if(ext == "off")
{
// Convert extension to lower case
if(!igl::readOFF(filename,vV,vF,vN))
{
return 1;
}
}else if(ext == "wrl")
{
// Convert extension to lower case
if(!igl::readWRL(filename,vV,vF))
{
return 1;
}
//}else
//{
// // Convert extension to lower case
// MatrixXi T;
// if(!igl::readMESH(filename,V,T,F))
// {
// return 1;
// }
// //if(F.size() > T.size() || F.size() == 0)
// {
// boundary_faces(T,F);
// }
}
if(vV.size() > 0)
{
if(!list_to_matrix(vV,V))
{
return 1;
}
triangulate(vF,F);
}
// 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);
if( !TwInit(TW_OPENGL, NULL) )
{
// A fatal error occured
fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
return 1;
}
// Create a tweak bar
rebar.TwNewBar("TweakBar");
rebar.TwAddVarRW("scene_rot", TW_TYPE_QUAT4F, &scene_rot, "");
rebar.TwAddVarRW("lights_on", TW_TYPE_BOOLCPP, &lights_on, "key=l");
rebar.TwAddVarRW("color", TW_TYPE_COLOR4F, color.data(), "colormode=hls");
rebar.TwAddVarRW("ao_factor", TW_TYPE_DOUBLE, &ao_factor, "min=0 max=1 step=0.2 keyIncr=] keyDecr=[ ");
rebar.TwAddVarRW("ao_normalize", TW_TYPE_BOOLCPP, &ao_normalize, "key=n");
rebar.TwAddVarRW("ao_on", TW_TYPE_BOOLCPP, &ao_on, "key=a");
rebar.TwAddVarRW("light_intensity", TW_TYPE_DOUBLE, &light_intensity, "min=0 max=0.4 step=0.1 keyIncr=} keyDecr={ ");
rebar.load(REBAR_NAME);
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);
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
glutMainLoop();
return 0;
}