Files
igl/examples/embree/example.cpp
T

483 lines
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C++

#define IGL_HEADER_ONLY
#include <igl/OpenGL_convenience.h>
#include <igl/per_face_normals.h>
#include <igl/read.h>
#include <igl/normalize_row_lengths.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/unproject.h>
#include <igl/quat_to_mat.h>
#include <igl/embree/EmbreeIntersector.h>
#include <igl/trackball.h>
#include <igl/report_gl_error.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,mean;
// Bounding box diagonal length
double bbd;
// Faces
Eigen::MatrixXi F;
// Embree intersection structure
igl::EmbreeIntersector<double,int> ei;
// Hits collected
std::vector<igl::Hit > hits;
// Ray information, "projection screen" corners
Eigen::Vector3d win_s,s,d,dir,NW,NE,SE,SW;
// Textures and framebuffers for "projection screen"
GLuint tex_id = 0, fbo_id = 0, dfbo_id = 0;
// Initialize textures and framebuffers. Must be called if window changes
// dimension
void init_texture()
{
using namespace igl;
using namespace std;
// Set up a "render-to-texture" frame buffer and texture combo
glDeleteTextures(1,&tex_id);
glDeleteFramebuffersEXT(1,&fbo_id);
glDeleteFramebuffersEXT(1,&dfbo_id);
// http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
//-------------------------
glGenFramebuffersEXT(1, &fbo_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
//Attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
glGenRenderbuffersEXT(1, &dfbo_id);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
default:
cout<<"error"<<endl;
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void reshape(int width,int height)
{
using namespace std;
// Save width and height
::width = width;
::height = height;
// Re-initialize textures and frame bufferes
init_texture();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0,0,width,height);
}
// 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 ones[4] = {1.0,1.0,1.0,1.0};
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,zeros);
glLightfv(GL_LIGHT0,GL_DIFFUSE,ones);
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,zeros);
glLightfv(GL_LIGHT1,GL_DIFFUSE,ones);
glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
glLightfv(GL_LIGHT1,GL_POSITION,pos);
}
// 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(-mean(0,0),-mean(0,1),-mean(0,2));
}
void pop_object()
{
glPopMatrix();
}
const float back[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
void display()
{
using namespace Eigen;
using namespace igl;
using namespace std;
glClearColor(back[0],back[1],back[2],0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// All smooth points
glEnable( GL_POINT_SMOOTH );
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();
if(trackball_on)
{
// Draw a "laser" line
glLineWidth(3.0);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glBegin(GL_LINES);
glColor3f(1,0,0);
glVertex3dv(s.data());
glColor3f(1,0,0);
glVertex3dv(d.data());
glEnd();
// Draw the start and end points used for ray
glPointSize(10.0);
glBegin(GL_POINTS);
glColor3f(1,0,0);
glVertex3dv(s.data());
glColor3f(0,0,1);
glVertex3dv(d.data());
glEnd();
}
// Draw the model
glEnable(GL_LIGHTING);
draw_mesh(V,F,N,C);
// Draw all hits
glBegin(GL_POINTS);
glColor3f(0,0.2,0.2);
for(vector<igl::Hit>::iterator hit = hits.begin();
hit != hits.end();
hit++)
{
const double w0 = (1.0-hit->u-hit->v);
const double w1 = hit->u;
const double w2 = hit->v;
VectorXd hitP =
w0 * V.row(F(hit->id,0)) +
w1 * V.row(F(hit->id,1)) +
w2 * V.row(F(hit->id,2));
glVertex3dv(hitP.data());
}
glEnd();
pop_object();
// Draw a nice floor
glPushMatrix();
glEnable(GL_LIGHTING);
glTranslated(0,-1,0);
draw_floor();
glPopMatrix();
// draw a transparent "projection screen" show model at time of hit (aka
// mouse down)
push_object();
if(trackball_on)
{
glColor4f(0,0,0,1.0);
glPointSize(10.0);
glBegin(GL_POINTS);
glVertex3dv(SW.data());
glVertex3dv(SE.data());
glVertex3dv(NE.data());
glVertex3dv(NW.data());
glEnd();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex_id);
glColor4f(1,1,1,0.7);
glBegin(GL_QUADS);
glTexCoord2d(0,0);
glVertex3dv(SW.data());
glTexCoord2d(1,0);
glVertex3dv(SE.data());
glTexCoord2d(1,1);
glVertex3dv(NE.data());
glTexCoord2d(0,1);
glVertex3dv(NW.data());
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
pop_object();
pop_scene();
// Draw a faint point over mouse
if(!trackball_on)
{
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0,0.3,0.3,0.6);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,width,0,height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPointSize(20.0);
glBegin(GL_POINTS);
glVertex2dv(win_s.data());
glEnd();
}
report_gl_error();
glutSwapBuffers();
glutPostRedisplay();
}
// Initialize colors to a boring green
void init_C()
{
C.col(0).setConstant(0.4);
C.col(1).setConstant(0.8);
C.col(2).setConstant(0.3);
}
void mouse_move(int mouse_x, int mouse_y)
{
using namespace std;
using namespace Eigen;
using namespace igl;
using namespace std;
init_C();
glutSetCursor(GLUT_CURSOR_CROSSHAIR);
// Push scene and object
push_scene();
push_object();
// Unproject mouse at 0 depth and some positive depth
win_s = Vector3d(mouse_x,height-mouse_y,0);
Vector3d win_d(mouse_x,height-mouse_y,1);
unproject(win_s,s);
unproject(win_d,d);
pop_object();
pop_scene();
report_gl_error();
// Shoot ray at unprojected mouse in view direction
dir = d-s;
int num_rays_shot;
ei.intersectRay(s,dir,hits,num_rays_shot);
for(vector<igl::Hit>::iterator hit = hits.begin();
hit != hits.end();
hit++)
{
// Change color of hit faces
C(hit->id,0) = 1;
C(hit->id,1) = 0.4;
C(hit->id,2) = 0.4;
}
}
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_CROSSHAIR);
trackball_on = false;
hits.clear();
init_C();
break;
case 0:
// be sure this has been called recently
mouse_move(mouse_x,mouse_y);
// 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;
// Collect "projection screen" locations
push_scene();
push_object();
// unproject corners of window
const double depth = 0.999;
Vector3d win_NW( 0,height,depth);
Vector3d win_NE(width,height,depth);
Vector3d win_SE(width,0,depth);
Vector3d win_SW(0,0,depth);
unproject(win_NW,NW);
unproject(win_NE,NE);
unproject(win_SE,SE);
unproject(win_SW,SW);
// render to framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render the model ---> to the framebuffer attached to the "projection
// screen" texture
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
draw_mesh(V,F,N,C);
pop_object();
pop_scene();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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
string filename = "../shared/decimated-knight.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];
}
if(!read(filename,V,F))
{
return 1;
}
// Compute normals, centroid, colors, bounding box diagonal
per_face_normals(V,F,N);
normalize_row_lengths(N,N);
mean = V.colwise().mean();
C.resize(F.rows(),3);
init_C();
bbd =
(V.colwise().maxCoeff() -
V.colwise().minCoeff()).maxCoeff();
// Init embree
ei = EmbreeIntersector<double,int>(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("embree");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc(mouse_move);
glutMainLoop();
return 0;
}