Files
igl/examples/components/example.cpp
T
2015-06-12 16:42:24 -04:00

1096 lines
27 KiB
C++

#include <igl/read_triangle_mesh.h>
#include <igl/init_render_to_texture.h>
#include <igl/draw_floor.h>
#include <igl/report_gl_error.h>
#include <igl/per_face_normals.h>
#include <igl/trackball.h>
#include <igl/snap_to_canonical_view_quat.h>
#include <igl/REDRUM.h>
#include <igl/Camera.h>
#include <igl/ReAntTweakBar.h>
#include <igl/get_seconds.h>
#include <igl/jet.h>
#include <igl/rgb_to_hsv.h>
#include <igl/hsv_to_rgb.h>
#include <igl/randperm.h>
#include <igl/boost/components.h>
#include <igl/C_STR.h>
#include <igl/write_triangle_mesh.h>
#include <igl/two_axis_valuator_fixed_up.h>
#include <igl/snap_to_fixed_up.h>
#include <igl/create_shader_program.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#ifndef GLUT_WHEEL_UP
#define GLUT_WHEEL_UP 3
#endif
#ifndef GLUT_WHEEL_DOWN
#define GLUT_WHEEL_DOWN 4
#endif
#ifndef GLUT_WHEEL_RIGHT
#define GLUT_WHEEL_RIGHT 5
#endif
#ifndef GLUT_WHEEL_LEFT
#define GLUT_WHEEL_LEFT 6
#endif
#ifndef GLUT_ACTIVE_COMMAND
#define GLUT_ACTIVE_COMMAND 8
#endif
#include <ctime>
#include <string>
#include <vector>
#include <stack>
#include <iostream>
int cc_hover = -1;
Eigen::MatrixXd V;
Eigen::VectorXd Vmid,Vmin,Vmax;
double bbd = 1.0;
Eigen::MatrixXi F;
Eigen::VectorXi CC;
Eigen::MatrixXd N;
struct State
{
igl::Camera camera;
Eigen::VectorXf I;
Eigen::Matrix<GLubyte,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> selected;
GLuint mask_id;
} s;
std::string out_filename;
GLuint pick_tex = 0;
GLuint pick_fbo = 0;
GLuint pick_dfbo = 0;
// See README for descriptions
enum RotationType
{
ROTATION_TYPE_IGL_TRACKBALL = 0,
ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
NUM_ROTATION_TYPES = 2,
} rotation_type;
enum CenterType
{
CENTER_TYPE_ORBIT = 0,
CENTER_TYPE_FPS = 1,
NUM_CENTER_TYPES = 2,
} center_type = CENTER_TYPE_ORBIT;
std::stack<State> undo_stack;
std::stack<State> redo_stack;
bool wireframe_visible = false;
bool fill_visible = true;
bool is_rotating = false;
int down_x,down_y;
igl::Camera down_camera;
bool is_animating = false;
double animation_start_time = 0;
double ANIMATION_DURATION = 0.5;
Eigen::Quaterniond animation_from_quat;
Eigen::Quaterniond animation_to_quat;
int width,height;
Eigen::Vector4f light_pos(-0.1,-0.1,0.9,0);
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar;
// Forward
void init_components();
void init_relative();
void push_undo()
{
undo_stack.push(s);
// Clear
redo_stack = std::stack<State>();
}
void TW_CALL set_rotation_type(const void * value, void * clientData)
{
using namespace Eigen;
using namespace std;
using namespace igl;
const RotationType old_rotation_type = rotation_type;
rotation_type = *(const RotationType *)(value);
if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
{
animation_from_quat = s.camera.m_rotation_conj;
snap_to_fixed_up(animation_from_quat,animation_to_quat);
// start animation
animation_start_time = get_seconds();
is_animating = true;
}
}
void TW_CALL get_rotation_type(void * value, void *clientData)
{
RotationType * rt = (RotationType *)(value);
*rt = rotation_type;
}
void reshape(int width, int height)
{
::width = width;
::height = height;
glViewport(0,0,width,height);
// Send the new window size to AntTweakBar
TwWindowSize(width, height);
s.camera.m_aspect = (double)width/(double)height;
igl::init_render_to_texture(width,height, pick_tex, pick_fbo, pick_dfbo);
igl::report_gl_error("init_render_to_texture: ");
glutPostRedisplay();
}
void push_scene()
{
using namespace igl;
using namespace std;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
auto & camera = s.camera;
glMultMatrixd(camera.projection().data());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(
camera.eye()(0), camera.eye()(1), camera.eye()(2),
camera.at()(0), camera.at()(1), camera.at()(2),
camera.up()(0), camera.up()(1), camera.up()(2));
glScaled(2./bbd,2./bbd,2./bbd);
glTranslated(-Vmid(0),-Vmid(1),-Vmid(2));
}
void pop_scene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void draw_mesh(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXd & N,
const Eigen::VectorXf & S,
const GLuint & S_loc)
{
using namespace Eigen;
using namespace std;
static Matrix<float,Dynamic,3,RowMajor> VR,NR;
static Matrix<int,Dynamic,3,RowMajor> FR;
static Matrix<float,Dynamic,1,ColMajor> SR;
static GLuint ibo,vbo,sbo,nbo;
static bool scene_dirty = true;
if(scene_dirty)
{
VR.resize(F.rows()*3,3);
NR.resize(F.rows()*3,3);
SR.resize(F.rows()*3,1);
FR.resize(F.rows(),3);
for(int f = 0;f<F.rows();f++)
{
for(int c = 0;c<3;c++)
{
VR.row(3*f+c) = V.row(F(f,c)).cast<float>();
SR(3*f+c) = S(F(f,c));
NR.row(3*f+c) = N.row(f).cast<float>();
FR(f,c) = 3*f+c;
}
}
glGenBuffers(1,&ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLuint)*FR.size(),FR.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glGenBuffers(1,&vbo);
glGenBuffers(1,&nbo);
glGenBuffers(1,&sbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*VR.size(),VR.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,nbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*NR.size(),NR.data(),GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,sbo);
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*SR.size(),SR.data(),GL_STATIC_DRAW);
igl::report_gl_error("glBindBuffer: ");
scene_dirty = false;
}
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glVertexPointer(3,GL_FLOAT,0,0);
glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER,nbo);
glNormalPointer(GL_FLOAT,0,0);
glBindBuffer(GL_ARRAY_BUFFER,sbo);
glVertexAttribPointer(S_loc, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(S_loc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ibo);
glDrawElements(GL_TRIANGLES,FR.size(),GL_UNSIGNED_INT,0);
glBindBuffer(GL_ARRAY_BUFFER,0);
}
// Set up double-sided lights
void lights()
{
using namespace std;
using namespace Eigen;
glEnable(GL_LIGHTING);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glEnable(GL_LIGHT0);
float WHITE[4] = {1,1,1,1.};
float BLACK[4] = {0.,0.,0.,1.};
Vector4f pos = light_pos;
glLightfv(GL_LIGHT0,GL_AMBIENT,BLACK);
glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
glLightfv(GL_LIGHT0,GL_POSITION,pos.data());
//glEnable(GL_LIGHT1);
//pos(0) *= -1;
//pos(1) *= -1;
//pos(2) *= -1;
//glLightfv(GL_LIGHT1,GL_AMBIENT,BLACK);
//glLightfv(GL_LIGHT1,GL_DIFFUSE,NEAR_BLACK);
//glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK);
//glLightfv(GL_LIGHT1,GL_POSITION,pos.data());
}
template <int Rows, int Cols>
GLuint generate_1d_texture(
const Eigen::Matrix<GLubyte,Rows,Cols,Eigen::RowMajor> & colors)
{
assert(colors.cols() == 3 && "Seems colors.cols() must be 3");
GLuint tex_id = 0;
glGenTextures(1,&tex_id);
glBindTexture(GL_TEXTURE_1D,tex_id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage1D(GL_TEXTURE_1D, 0, colors.cols(),colors.rows(),
0,GL_RGB, GL_UNSIGNED_BYTE,
colors.data());
igl::report_gl_error("glTexImage1D: ");
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
igl::report_gl_error("texture: ");
return tex_id;
}
GLuint color_shader(const size_t max_ids, GLuint & scalar_loc, GLuint & tex_id)
{
std::string vertex_shader = R"(
#version 120
attribute float scalar_in;
varying float scalar_out;
void main()
{
scalar_out = scalar_in;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
)";
std::string fragment_shader = R"(
#version 120
varying float scalar_out;
uniform float cmin;
uniform float cmax;
uniform sampler1D color_map;
void main()
{
float scalar_normalized = max(min((scalar_out-cmin)/(cmax-cmin),1.0),0.0);
gl_FragColor = texture1D(color_map,scalar_normalized);
}
)";
Eigen::Matrix<GLubyte,Eigen::Dynamic,3,Eigen::RowMajor> colors(max_ids,3);
for(size_t id = 0;id<max_ids;id++)
{
size_t index = id;
size_t re = (index)%(256*256);
colors(id,0) = (index-re)/(256*256);
index = re;
re = index%(256);
colors(id,1) = (index-re)/(256);
colors(id,2) = re;
}
tex_id = generate_1d_texture(colors);
return igl::create_shader_program(
vertex_shader.c_str(),
fragment_shader.c_str(),
{{"scalar_in",scalar_loc}}
);
}
void display()
{
using namespace igl;
using namespace std;
using namespace Eigen;
glClearColor(0.8,0.8,0.8,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(is_animating)
{
double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
if(t > 1)
{
t = 1;
is_animating = false;
}
Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
auto & camera = s.camera;
switch(center_type)
{
default:
case CENTER_TYPE_ORBIT:
camera.orbit(q.conjugate());
break;
case CENTER_TYPE_FPS:
camera.turn_eye(q.conjugate());
break;
}
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
lights();
push_scene();
const auto & color_components_shader = [](
const GLuint scalar_loc,
GLuint & tex_id)->GLuint
{
std::string vertex_shader = R"(
#version 120
attribute float scalar_in;
varying vec3 normal;
varying float scalar_out;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
normal = normalize(gl_NormalMatrix * gl_Normal);
scalar_out = scalar_in;
}
)";
std::string fragment_shader = R"(
#version 120
varying vec3 normal;
varying float scalar_out;
uniform float cmin;
uniform float cmax;
uniform float cc_hover;
uniform sampler1D color_map;
uniform sampler1D selected_mask;
void main()
{
float scalar_normalized = max(min((scalar_out-cmin)/(cmax-cmin),1.0),0.0);
vec4 texture_color = texture1D(color_map,scalar_normalized);
bool is_selected = texture1D(selected_mask,scalar_normalized).x > 0.5;
const vec4 selected_color = vec4(1,0.2,0.2,1);
if(scalar_out==cc_hover)
{
texture_color = 0.5*(texture_color + selected_color);
}
if(is_selected)
{
texture_color = selected_color;
}
const float num_lights = 1.0;
vec4 diffuse = (1.0/num_lights)*(gl_LightSource[0].diffuse);
vec4 ambient = vec4(0,0,0,0);
ambient += (1.0/num_lights)*(gl_FrontMaterial.ambient * gl_LightSource[0].ambient);
ambient += (1.0/num_lights)*(gl_LightModel.ambient * gl_FrontMaterial.ambient);
vec4 color = ambient;
// Phong
vec3 lightDir = normalize(vec3(gl_LightSource[0].position));
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec3 n = normalize(normal);
float NdotL = max(abs(dot(n.xyz,lightDir)), 0.0);
vec4 specular = vec4(0.0,0.0,0.0,0.0);
if (NdotL > 0.0) {
color += diffuse * NdotL;
vec3 halfV = normalize(halfVector);
float NdotHV = max(abs(dot(n,halfV)),0.0);
specular += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV, gl_FrontMaterial.shininess);
}
gl_FragColor = color * texture_color + specular;
}
)";
typedef Matrix<GLubyte,64,3,RowMajor> Matrix64_3_R_ubyte;
typedef Matrix<float,64,3,RowMajor> Matrix64_3_R_float;
Matrix64_3_R_ubyte colors;
{
Matrix64_3_R_float rgb = (Matrix64_3_R_ubyte()<<
255, 0, 0,
255, 24, 0,
255, 48, 0,
255, 72, 0,
255, 96, 0,
255, 120, 0,
255, 143, 0,
255, 167, 0,
255, 191, 0,
255, 215, 0,
255, 239, 0,
247, 255, 0,
223, 255, 0,
199, 255, 0,
175, 255, 0,
151, 255, 0,
128, 255, 0,
104, 255, 0,
80, 255, 0,
56, 255, 0,
32, 255, 0,
8, 255, 0,
0, 255, 16,
0, 255, 40,
0, 255, 64,
0, 255, 88,
0, 255, 112,
0, 255, 135,
0, 255, 159,
0, 255, 183,
0, 255, 207,
0, 255, 231,
0, 255, 255,
0, 231, 255,
0, 207, 255,
0, 183, 255,
0, 159, 255,
0, 135, 255,
0, 112, 255,
0, 88, 255,
0, 64, 255,
0, 40, 255,
0, 16, 255,
8, 0, 255,
32, 0, 255,
56, 0, 255,
80, 0, 255,
104, 0, 255,
128, 0, 255,
151, 0, 255,
175, 0, 255,
199, 0, 255,
223, 0, 255,
247, 0, 255,
255, 0, 239,
255, 0, 215,
255, 0, 191,
255, 0, 167,
255, 0, 143,
255, 0, 120,
255, 0, 96,
255, 0, 72,
255, 0, 48,
255, 0, 24).finished().cast<float>()/255.f;
Matrix64_3_R_float H;
rgb_to_hsv(rgb,H);
H.col(1) *= 0.1;
H.col(2) = (H.col(2).array() + 0.1*(1.-H.col(2).array())).eval();
hsv_to_rgb(H,rgb);
colors = (rgb*255.).cast<GLubyte>();
}
tex_id = generate_1d_texture(colors);
GLuint prog_id = igl::create_shader_program(
vertex_shader.c_str(),
fragment_shader.c_str(),
{{"scalar_in",scalar_loc}}
);
igl::report_gl_error("create_shader_program: ");
return prog_id;
};
static GLuint scalar_loc = 1;
static GLuint tex_id = 0;
static GLuint color_components_prog =
color_components_shader(scalar_loc,tex_id);
// Set material properties
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,(const GLfloat[]){1,1,1,1});
if(wireframe_visible)
{
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
if(fill_visible)
{
glColor3f(0,0,0);
glUseProgram(0);
draw_mesh(V,F,N,s.I,scalar_loc);
}else
{
glUseProgram(color_components_prog);
igl::report_gl_error("UseProgram: ");
draw_mesh(V,F,N,s.I,scalar_loc);
}
}
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glPushAttrib(GL_ALL_ATTRIB_BITS);
glUseProgram(color_components_prog);
igl::report_gl_error("use: ");
glUniform1f(glGetUniformLocation(color_components_prog,"cmin"),s.I.minCoeff());
glUniform1f(glGetUniformLocation(color_components_prog,"cmax"),s.I.maxCoeff());
//glUniform1f(glGetUniformLocation(color_components_prog,"cc_selected"),cc_selected);
glUniform1f(glGetUniformLocation(color_components_prog,"cc_hover"),cc_hover);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_1D, tex_id);
glUniform1i(glGetUniformLocation(color_components_prog,"color_map"),0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, s.mask_id);
glUniform1i(glGetUniformLocation(color_components_prog,"selected_mask"),1);
igl::report_gl_error("unif: ");
if(fill_visible)
{
glEnable(GL_POLYGON_OFFSET_FILL); // Avoid Stitching!
glPolygonOffset(1.0, 0);
}
draw_mesh(V,F,N,s.I,scalar_loc);
glPopAttrib();
glUseProgram(0);
// Draw a nice floor
glPushMatrix();
const double floor_offset =
-2./bbd*(V.col(1).maxCoeff()-Vmid(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();
TwDraw();
glutSwapBuffers();
if(is_animating)
{
glutPostRedisplay();
}
}
void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
{
using namespace std;
using namespace igl;
using namespace Eigen;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y))
{
static double mouse_scroll_y = 0;
const double delta_y = 0.125*direction;
mouse_scroll_y += delta_y;
TwMouseWheel(mouse_scroll_y);
return;
}
auto & camera = s.camera;
switch(center_type)
{
case CENTER_TYPE_ORBIT:
if(wheel==0)
{
// factor of zoom change
double s = (1.-0.01*direction);
//// FOV zoom: just widen angle. This is hardly ever appropriate.
//camera.m_angle *= s;
//camera.m_angle = min(max(camera.m_angle,1),89);
camera.push_away(s);
}else
{
// Dolly zoom:
camera.dolly_zoom((double)direction*1.0);
}
break;
default:
case CENTER_TYPE_FPS:
// Move `eye` and `at`
camera.dolly((wheel==0?Vector3d(0,0,1):Vector3d(-1,0,0))*0.1*direction);
break;
}
glutPostRedisplay();
}
bool pick(const int x, const int y, int & cc_selected)
{
using namespace Eigen;
using namespace igl;
using namespace std;
static GLuint scalar_loc = 1;
static GLuint tex_id = 0;
static const size_t max_ids = s.I.maxCoeff()+1;
static GLuint color_shader_prog = color_shader(max_ids,scalar_loc,tex_id);
const int pick_s = 0;
const int pick_w = pick_s;
GLint old_vp[4];
glGetIntegerv(GL_VIEWPORT,old_vp);
const double pick_ratio = double(pick_w)/double(old_vp[2]);
// ceil, cause might otherwise round down to 0
const int pick_h = ceil(double(old_vp[3])*pick_ratio);
glViewport(
x-pick_w,
old_vp[3]-y-pick_h,2*pick_w+1,2*pick_h+1);
glMatrixMode(GL_PROJECTION);
Matrix4d proj;
glGetDoublev(GL_PROJECTION_MATRIX,proj.data());
glPushMatrix();
glLoadIdentity();
gluPickMatrix(
x,
old_vp[3]-y,
pick_w*2+1,
pick_h*2+1,
old_vp);
glMultMatrixd(proj.data());
glMatrixMode(GL_MODELVIEW);
// Activate color shader
glUseProgram(color_shader_prog);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pick_fbo);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pick_dfbo);
// Clear screen
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_TEXTURE_1D);
glBindTexture(GL_TEXTURE_1D, tex_id);
glUniform1f(glGetUniformLocation(color_shader_prog,"cmin"),s.I.minCoeff());
glUniform1f(glGetUniformLocation(color_shader_prog,"cmax"),s.I.maxCoeff());
draw_mesh(V,F,N,s.I,scalar_loc);
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glViewport(old_vp[0],old_vp[1],old_vp[2],old_vp[3]);
Matrix<GLubyte,1,4> pixel;
glReadPixels(x,old_vp[3]-y,1,1,GL_RGBA,GL_UNSIGNED_BYTE,pixel.data());
glUseProgram(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,0);
if(pixel(3) == 0)
{
cc_selected = -1;
return false;
}
cc_selected = pixel(0)*256*256+pixel(1)*256+pixel(2);
return true;
}
void regenerate_mask()
{
if(glIsTexture(s.mask_id))
{
glDeleteTextures(1,&s.mask_id);
}
s.mask_id = generate_1d_texture(s.selected);
}
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);
int mod = glutGetModifiers();
switch(glutButton)
{
case GLUT_RIGHT_BUTTON:
{
switch(glutState)
{
case 1:
// up
glutSetCursor(GLUT_CURSOR_INHERIT);
is_rotating = false;
break;
case 0:
glutSetCursor(GLUT_CURSOR_CYCLE);
// collect information for trackball
is_rotating = true;
down_camera = s.camera;
down_x = mouse_x;
down_y = mouse_y;
break;
}
break;
}
case GLUT_LEFT_BUTTON:
{
switch(glutState)
{
case 1:
// up
glutSetCursor(GLUT_CURSOR_INHERIT);
is_rotating = false;
break;
case 0:
if(!tw_using)
{
push_scene();
int cc_selected=-1;
if(pick(mouse_x,mouse_y,cc_selected))
{
push_undo();
if(!(mod & GLUT_ACTIVE_SHIFT))
{
s.selected.setConstant(0);
}
s.selected(cc_selected,0) = 255;
regenerate_mask();
}else
{
glutSetCursor(GLUT_CURSOR_CYCLE);
// collect information for trackball
is_rotating = true;
down_camera = s.camera;
down_x = mouse_x;
down_y = mouse_y;
}
pop_scene();
}
break;
}
break;
}
// Scroll down
case GLUT_WHEEL_DOWN:
{
mouse_wheel(0,-1,mouse_x,mouse_y);
break;
}
// Scroll up
case GLUT_WHEEL_UP:
{
mouse_wheel(0,1,mouse_x,mouse_y);
break;
}
// Scroll left
case GLUT_WHEEL_LEFT:
{
mouse_wheel(1,-1,mouse_x,mouse_y);
break;
}
// Scroll right
case GLUT_WHEEL_RIGHT:
{
mouse_wheel(1,1,mouse_x,mouse_y);
break;
}
}
glutPostRedisplay();
}
void mouse_move(int mouse_x, int mouse_y)
{
using namespace igl;
using namespace std;
using namespace Eigen;
bool tw_using = TwMouseMotion(mouse_x,mouse_y);
push_scene();
pick(mouse_x,mouse_y,cc_hover);
pop_scene();
glutPostRedisplay();
}
void mouse_drag(int mouse_x, int mouse_y)
{
using namespace igl;
using namespace std;
using namespace Eigen;
bool tw_using = TwMouseMotion(mouse_x,mouse_y);
if(is_rotating)
{
glutSetCursor(GLUT_CURSOR_CYCLE);
Quaterniond q;
auto & camera = s.camera;
switch(rotation_type)
{
case ROTATION_TYPE_IGL_TRACKBALL:
{
// Rotate according to trackball
igl::trackball<double>(
width,
height,
2.0,
down_camera.m_rotation_conj.coeffs().data(),
down_x,
down_y,
mouse_x,
mouse_y,
q.coeffs().data());
break;
}
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
{
// Rotate according to two axis valuator with fixed up vector
two_axis_valuator_fixed_up(
width, height,
2.0,
down_camera.m_rotation_conj,
down_x, down_y, mouse_x, mouse_y,
q);
break;
}
default:
break;
}
switch(center_type)
{
default:
case CENTER_TYPE_ORBIT:
camera.orbit(q.conjugate());
break;
case CENTER_TYPE_FPS:
camera.turn_eye(q.conjugate());
break;
}
}
glutPostRedisplay();
}
void init_relative()
{
using namespace Eigen;
using namespace igl;
per_face_normals(V,F,N);
Vmax = V.colwise().maxCoeff();
Vmin = V.colwise().minCoeff();
Vmid = 0.5*(Vmax + Vmin);
bbd = (Vmax-Vmin).norm();
}
void init_components()
{
using namespace Eigen;
using namespace igl;
using namespace std;
components(F,CC);
s.I = CC.cast<float>();
s.selected = Matrix<GLubyte,Dynamic,Dynamic>::Zero(s.I.maxCoeff()+1,3);
cout<<"s.selected: "<<s.selected.rows()<<endl;
regenerate_mask();
}
void undo()
{
using namespace std;
if(!undo_stack.empty())
{
redo_stack.push(s);
s = undo_stack.top();
undo_stack.pop();
}
regenerate_mask();
}
void redo()
{
using namespace std;
if(!redo_stack.empty())
{
undo_stack.push(s);
s = redo_stack.top();
redo_stack.pop();
}
regenerate_mask();
}
bool save(const std::string & out_filename)
{
using namespace std;
using namespace igl;
if(write_triangle_mesh(out_filename,V,F))
{
cout<<GREENGIN("Saved mesh to `"<<out_filename<<"` successfully.")<<endl;
return true;
}else
{
cout<<REDRUM("Failed to save mesh to `"<<out_filename<<"`.")<<endl;
return false;
}
}
void TW_CALL saveCB(void * /*clientData*/)
{
save(out_filename);
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
using namespace std;
using namespace Eigen;
using namespace igl;
int mod = glutGetModifiers();
switch(key)
{
// ESC
case char(27):
rebar.save(REBAR_NAME);
// ^C
case char(3):
exit(0);
case 'z':
case 'Z':
if(mod & GLUT_ACTIVE_COMMAND)
{
if(mod & GLUT_ACTIVE_SHIFT)
{
redo();
}else
{
undo();
}
}else
{
Quaterniond q;
snap_to_canonical_view_quat(s.camera.m_rotation_conj,1.0,q);
switch(center_type)
{
default:
case CENTER_TYPE_ORBIT:
s.camera.orbit(q.conjugate());
break;
case CENTER_TYPE_FPS:
s.camera.turn_eye(q.conjugate());
break;
}
}
break;
case 'u':
mouse_wheel(0, 1,mouse_x,mouse_y);
break;
case 'j':
mouse_wheel(0,-1,mouse_x,mouse_y);
break;
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
glutPostRedisplay();
}
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
string filename = "../shared/truck.obj";
switch(argc)
{
case 3:
out_filename = argv[2];
case 2:
// Read and prepare mesh
filename = argv[1];
break;
default:
cerr<<"Usage:"<<endl<<" ./example input.obj (output.obj)"<<endl;
cout<<endl<<"Opening default mesh..."<<endl;
break;
}
// print key commands
cout<<"[Click] and [drag] Rotate model using trackball."<<endl;
cout<<"[Z,z] Snap rotation to canonical view."<<endl;
cout<<"[Command+Z] Undo."<<endl;
cout<<"[Shift+Command+Z] Redo."<<endl;
cout<<"[^C,ESC] Exit."<<endl;
read_triangle_mesh(filename,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("bar");
TwDefine("bar label='Components' size='200 550' text=light alpha='200' color='68 68 68'");
rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,
s.camera.m_rotation_conj.coeffs().data(), "open readonly=true");
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType",
"igl_trackball,two-axis-valuator-fixed-up");
rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
TwType CenterTypeTW = ReTwDefineEnumFromString("CenterType","orbit,fps");
rebar.TwAddVarRW("center_type", CenterTypeTW,&center_type,
"keyIncr={ keyDecr=}");
rebar.TwAddVarRW("wireframe_visible",TW_TYPE_BOOLCPP,&wireframe_visible,"key=l");
rebar.TwAddVarRW("fill_visible",TW_TYPE_BOOLCPP,&fill_visible,"key=f");
if(out_filename != "")
{
rebar.TwAddButton("save",
saveCB,NULL,
C_STR("label='Save to `"<<out_filename<<"`' "<<
"key=s"));
}
rebar.load(REBAR_NAME);
animation_from_quat = Quaterniond(1,0,0,0);
s.camera.m_rotation_conj = animation_from_quat;
animation_start_time = get_seconds();
glutInitDisplayString( "rgba depth double samples>=8");
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
glutCreateWindow("components");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc(mouse_move);
init_components();
init_relative();
regenerate_mask();
std::cout<<"OpenGL version: "<<glGetString(GL_VERSION)<<std::endl;
glutMainLoop();
return 0;
}