410 lines
9.4 KiB
C++
410 lines
9.4 KiB
C++
#include <igl/OpenGL_convenience.h>
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#include <igl/per_face_normals.h>
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#include <igl/per_vertex_normals.h>
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#include <igl/normalize_row_lengths.h>
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#include <igl/draw_mesh.h>
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#include <igl/draw_floor.h>
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#include <igl/quat_to_mat.h>
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#include <igl/report_gl_error.h>
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#include <igl/readOBJ.h>
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#include <igl/readOFF.h>
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#include <igl/readWRL.h>
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#include <igl/trackball.h>
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#include <igl/list_to_matrix.h>
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#include <igl/triangulate.h>
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#include <igl/material_colors.h>
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#include <igl/barycenter.h>
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#include <igl/matlab_format.h>
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#include <igl/embree/EmbreeIntersector.h>
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#include <igl/embree/ambient_occlusion.h>
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#include <igl/ReAntTweakBar.h>
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#include <igl/pathinfo.h>
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#ifdef __APPLE__
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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#include <Eigen/Core>
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#include <vector>
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#include <iostream>
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#include <algorithm>
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// Width and height of window
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int width,height;
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// Rotation of scene
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float scene_rot[4] = {0,0,0,1};
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// information at mouse down
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float down_scene_rot[4] = {0,0,0,1};
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bool trackball_on = false;
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int down_mouse_x,down_mouse_y;
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// Position of light
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float light_pos[4] = {0.1,0.1,-0.9,0};
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// Vertex positions, normals, colors and centroid
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Eigen::MatrixXd V,N,C,mid;
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// Faces
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Eigen::MatrixXi F;
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// Bounding box diagonal length
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double bbd;
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igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
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// Running ambient occlusion
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Eigen::VectorXd S;
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int tot_num_samples = 0;
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#define REBAR_NAME "temp.rbr"
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igl::ReTwBar rebar; // Pointer to the tweak bar
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bool lights_on = true;
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Eigen::Vector4f color(0.4,0.8,0.3,1.0);
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double ao_factor = 1.0;
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bool ao_normalize = false;
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bool ao_on = false;
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double light_intensity = 1.0;
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void reshape(int width,int height)
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{
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using namespace std;
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// Save width and height
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::width = width;
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::height = height;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0,0,width,height);
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// Send the new window size to AntTweakBar
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TwWindowSize(width, height);
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}
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// Set up projection and model view of scene
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void push_scene()
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{
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using namespace igl;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45,(double)width/(double)height,1e-2,100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0,0,3,0,0,0,0,1,0);
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glPushMatrix();
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float mat[4*4];
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quat_to_mat(scene_rot,mat);
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glMultMatrixf(mat);
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}
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void pop_scene()
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{
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glPopMatrix();
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}
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// Scale and shift for object
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void push_object()
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{
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glPushMatrix();
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glScaled(2./bbd,2./bbd,2./bbd);
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glTranslated(-mid(0,0),-mid(0,1),-mid(0,2));
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}
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void pop_object()
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{
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glPopMatrix();
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}
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// Set up double-sided lights
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void lights()
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{
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using namespace std;
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glEnable(GL_LIGHTING);
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glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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float amb[4];
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amb[0] = amb[1] = amb[2] = light_intensity;
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amb[3] = 1.0;
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float diff[4] = {0.0,0.0,0.0,0.0};
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diff[0] = diff[1] = diff[2] = (1.0 - light_intensity/0.4);;
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diff[3] = 1.0;
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float zeros[4] = {0.0,0.0,0.0,0.0};
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float pos[4];
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copy(light_pos,light_pos+4,pos);
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glLightfv(GL_LIGHT0,GL_AMBIENT,amb);
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glLightfv(GL_LIGHT0,GL_DIFFUSE,diff);
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glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
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glLightfv(GL_LIGHT0,GL_POSITION,pos);
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pos[0] *= -1;
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pos[1] *= -1;
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pos[2] *= -1;
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glLightfv(GL_LIGHT1,GL_AMBIENT,amb);
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glLightfv(GL_LIGHT1,GL_DIFFUSE,diff);
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glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
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glLightfv(GL_LIGHT1,GL_POSITION,pos);
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}
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const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
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void display()
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{
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using namespace Eigen;
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using namespace igl;
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using namespace std;
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if(!trackball_on && tot_num_samples < 10000)
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{
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if(S.size() == 0)
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{
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S.resize(V.rows());
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S.setZero();
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}
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VectorXd Si;
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const int num_samples = 20;
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ambient_occlusion(ei,V,N,num_samples,Si);
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S *= (double)tot_num_samples;
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S += Si*(double)num_samples;
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tot_num_samples += num_samples;
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S /= (double)tot_num_samples;
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}
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// Convert to 1-intensity
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C.conservativeResize(S.rows(),3);
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if(ao_on)
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{
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C<<S,S,S;
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C.array() = (1.0-ao_factor*C.array());
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}else
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{
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C.setConstant(1.0);
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}
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if(ao_normalize)
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{
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C.col(0) *= ((double)C.rows())/C.col(0).sum();
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C.col(1) *= ((double)C.rows())/C.col(1).sum();
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C.col(2) *= ((double)C.rows())/C.col(2).sum();
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}
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C.col(0) *= color(0);
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C.col(1) *= color(1);
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C.col(2) *= color(2);
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glClearColor(back[0],back[1],back[2],0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// All smooth points
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glEnable( GL_POINT_SMOOTH );
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glDisable(GL_LIGHTING);
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if(lights_on)
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{
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lights();
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}
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push_scene();
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
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push_object();
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// Draw the model
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// Set material properties
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glEnable(GL_COLOR_MATERIAL);
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draw_mesh(V,F,N,C);
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pop_object();
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// Draw a nice floor
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glPushMatrix();
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const double floor_offset =
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-2./bbd*(V.col(1).maxCoeff()-mid(1));
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glTranslated(0,floor_offset,0);
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const float GREY[4] = {0.5,0.5,0.6,1.0};
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const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
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draw_floor(GREY,DARK_GREY);
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glPopMatrix();
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pop_scene();
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report_gl_error();
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TwDraw();
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glutSwapBuffers();
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glutPostRedisplay();
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}
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void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
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{
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using namespace std;
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using namespace Eigen;
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using namespace igl;
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bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y);
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switch(glutState)
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{
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case 1:
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// up
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glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
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trackball_on = false;
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break;
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case 0:
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// down
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if(!tw_using)
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{
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glutSetCursor(GLUT_CURSOR_CYCLE);
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// collect information for trackball
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trackball_on = true;
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copy(scene_rot,scene_rot+4,down_scene_rot);
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down_mouse_x = mouse_x;
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down_mouse_y = mouse_y;
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}
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break;
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}
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}
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void mouse_drag(int mouse_x, int mouse_y)
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{
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using namespace igl;
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if(trackball_on)
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{
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// Rotate according to trackball
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trackball<float>(
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width,
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height,
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2,
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down_scene_rot,
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down_mouse_x,
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down_mouse_y,
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mouse_x,
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mouse_y,
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scene_rot);
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}else
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{
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TwEventMouseMotionGLUT(mouse_x, mouse_y);
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}
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}
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void key(unsigned char key, int mouse_x, int mouse_y)
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{
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using namespace std;
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switch(key)
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{
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// ESC
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case char(27):
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rebar.save(REBAR_NAME);
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// ^C
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case char(3):
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exit(0);
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default:
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if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
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{
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cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
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}
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}
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}
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int main(int argc, char * argv[])
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{
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using namespace Eigen;
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using namespace igl;
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using namespace std;
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// init mesh
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string filename = "../shared/beast.obj";
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if(argc < 2)
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{
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cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
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cout<<endl<<"Opening default mesh..."<<endl;
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}else
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{
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// Read and prepare mesh
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filename = argv[1];
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}
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// dirname, basename, extension and filename
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string d,b,ext,f;
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pathinfo(filename,d,b,ext,f);
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// Convert extension to lower case
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transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
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vector<vector<double > > vV,vN,vTC;
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vector<vector<int > > vF,vFTC,vFN;
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if(ext == "obj")
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{
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// Convert extension to lower case
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if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
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{
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return 1;
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}
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}else if(ext == "off")
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{
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// Convert extension to lower case
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if(!igl::readOFF(filename,vV,vF,vN))
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{
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return 1;
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}
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}else if(ext == "wrl")
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{
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// Convert extension to lower case
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if(!igl::readWRL(filename,vV,vF))
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{
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return 1;
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}
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//}else
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//{
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// // Convert extension to lower case
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// MatrixXi T;
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// if(!igl::readMESH(filename,V,T,F))
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// {
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// return 1;
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// }
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// //if(F.size() > T.size() || F.size() == 0)
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// {
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// boundary_faces(T,F);
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// }
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}
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if(vV.size() > 0)
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{
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if(!list_to_matrix(vV,V))
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{
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return 1;
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}
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triangulate(vF,F);
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}
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// Compute normals, centroid, colors, bounding box diagonal
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per_vertex_normals(V,F,N);
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mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
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bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();
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// Init embree
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ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(V,F);
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// Init glut
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glutInit(&argc,argv);
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if( !TwInit(TW_OPENGL, NULL) )
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{
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// A fatal error occured
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fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
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return 1;
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}
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// Create a tweak bar
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rebar.TwNewBar("TweakBar");
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rebar.TwAddVarRW("scene_rot", TW_TYPE_QUAT4F, &scene_rot, "");
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rebar.TwAddVarRW("lights_on", TW_TYPE_BOOLCPP, &lights_on, "key=l");
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rebar.TwAddVarRW("color", TW_TYPE_COLOR4F, color.data(), "colormode=hls");
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rebar.TwAddVarRW("ao_factor", TW_TYPE_DOUBLE, &ao_factor, "min=0 max=1 step=0.2 keyIncr=] keyDecr=[ ");
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rebar.TwAddVarRW("ao_normalize", TW_TYPE_BOOLCPP, &ao_normalize, "key=n");
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rebar.TwAddVarRW("ao_on", TW_TYPE_BOOLCPP, &ao_on, "key=a");
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rebar.TwAddVarRW("light_intensity", TW_TYPE_DOUBLE, &light_intensity, "min=0 max=0.4 step=0.1 keyIncr=} keyDecr={ ");
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rebar.load(REBAR_NAME);
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glutInitDisplayString( "rgba depth double samples>=8 ");
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glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
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glutCreateWindow("ambient-occlusion");
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(key);
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glutMouseFunc(mouse);
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glutMotionFunc(mouse_drag);
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glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
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glutMainLoop();
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return 0;
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}
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