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igl/examples/multi-viewport/example.cpp
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#include <igl/OpenGL_convenience.h>
#include <igl/per_face_normals.h>
#include <igl/read_triangle_mesh.h>
#include <igl/normalize_row_lengths.h>
#include <igl/draw_mesh.h>
#include <igl/unproject.h>
#include <igl/quat_to_mat.h>
#include <igl/trackball.h>
#include <igl/report_gl_error.h>
#include <igl/canonical_quaternions.h>
#include <igl/snap_to_canonical_view_quat.h>
#include <igl/unproject_to_zero_plane.h>
#include <igl/Camera.h>
#include <igl/STR.h>
#include <igl/draw_beach_ball.h>
#include <igl/Viewport.h>
#include <igl/project.h>
#include <igl/EPS.h>
#ifdef __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# include <GLUT/glut.h>
#else
# include <GL/glut.h>
#endif
#include <Eigen/Core>
#include <vector>
#include <iostream>
#include <string>
#include <algorithm>
#define IGL_HEADER_ONLY
#include <igl/draw_floor.h>
#define NUM_VIEWPORTS 4
class AugViewport : public igl::Viewport
{
public:
igl::Camera camera;
} viewports[NUM_VIEWPORTS];
double horiz = 0.5;
double vert = 0.5;
bool horiz_on = false, vert_on = false;
// Width and height of window
int width,height;
// information at mouse down
igl::Camera down_camera;
bool trackball_on = false;
int down_mouse_x,down_mouse_y,move_x,move_y;
int down_vp;
// 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;
Eigen::Vector3d ball;
void init_viewports()
{
using namespace igl;
using namespace std;
for(auto & vp : viewports)
{
vp.camera.push_away(5.);
}
viewports[0].camera.dolly_zoom(0.-viewports[0].camera.m_angle);
viewports[1].camera.dolly_zoom(0.-viewports[1].camera.m_angle);
viewports[2].camera.dolly_zoom(0.-viewports[2].camera.m_angle);
viewports[3].camera.dolly_zoom(25.-viewports[3].camera.m_angle);
// Above view
double XZ_PLANE_QUAT_D_FLIP[4];
copy(XZ_PLANE_QUAT_D,XZ_PLANE_QUAT_D+4,XZ_PLANE_QUAT_D_FLIP);
XZ_PLANE_QUAT_D_FLIP[0] *= -1.0;
// Straight on
copy(
XZ_PLANE_QUAT_D_FLIP,
XZ_PLANE_QUAT_D_FLIP+4,
viewports[0].camera.m_rotation_conj.coeffs().data());
// Left side view
copy(
XY_PLANE_QUAT_D,
XY_PLANE_QUAT_D+4,
viewports[1].camera.m_rotation_conj.coeffs().data());
copy(
CANONICAL_VIEW_QUAT_D[14],
CANONICAL_VIEW_QUAT_D[14]+4,
viewports[2].camera.m_rotation_conj.coeffs().data());
// Straight on
copy(
XY_PLANE_QUAT_D,
XY_PLANE_QUAT_D+4,
viewports[3].camera.m_rotation_conj.coeffs().data());
}
const double BAR_THICKNESS = 3.0;
void clamp(const double horiz, const double vert, double & eff_h, double & eff_v)
{
eff_h = horiz;
eff_v = vert;
const double MIN_H = (BAR_THICKNESS/2.0)/(double)height;
const double MIN_V = (BAR_THICKNESS/2.0)/(double)width;
eff_h = eff_h < MIN_H ? MIN_H : eff_h;
eff_v = eff_v < MIN_V ? MIN_V : eff_v;
eff_h = eff_h > (1.0-MIN_H) ? (1.0-MIN_H) : eff_h;
eff_v = eff_v > (1.0-MIN_V) ? (1.0-MIN_V) : eff_v;
}
// Viewports are arranged like planar quadrants (CCW)
// /-----.-----\
// | 1 | 0 |
// -------------
// | 2 | 3 |
// \-----.-----/
void reshape_viewports()
{
// Make horiz and vert sane
horiz = (horiz < 0 ? 0 : horiz);
vert = (vert < 0 ? 0 : vert);
horiz = (horiz > 1 ? 1 : horiz);
vert = (vert > 1 ? 1 : vert);
// Make effective horiz and vert even saner
double eff_h,eff_v;
clamp(horiz,vert,eff_h,eff_v);
viewports[0].reshape(eff_v*width,eff_h*height,(1.-eff_v)*width,(1.-eff_h)*height);
viewports[1].reshape( 0,eff_h*height, eff_v*width,(1.-eff_h)*height);
viewports[2].reshape( 0, 0, eff_v*width,eff_h*height);
viewports[3].reshape(eff_v*width, 0,(1.-eff_v)*width,eff_h*height);
for(auto & vp : viewports)
{
vp.camera.m_aspect = (double)vp.width/(double)vp.height;
}
}
void reshape(int width,int height)
{
using namespace std;
// Save width and height
::width = width;
::height = height;
reshape_viewports();
}
// 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(const AugViewport & vp)
{
using namespace igl;
using namespace std;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
auto & camera = vp.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));
}
void pop_scene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
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 );
// Flashlights
lights();
for(int vp = 0;vp<NUM_VIEWPORTS;vp++)
{
if(
viewports[vp].width <= 0 ||
viewports[vp].height <= 0)
{
continue;
}
glViewport(
viewports[vp].x,
viewports[vp].y,
viewports[vp].width,
viewports[vp].height);
push_scene(viewports[vp]);
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
glEnable(GL_LIGHTING);
draw_mesh(V,F,N,C);
pop_object();
// Draw a nice floor
glPushMatrix();
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glTranslated(0,-1,0);
if(project(Vector3d(0,0,0))(2) - project(Vector3d(0,1,0))(2) > -FLOAT_EPS)
{
draw_floor_outline();
}
draw_floor();
glPopMatrix();
glDisable(GL_CULL_FACE);
// Draw a ball at the mouse
if(!horiz_on && !vert_on && !trackball_on)
{
glPushMatrix();
glTranslated(ball(0),ball(1),ball(2));
glScaled(0.1,0.1,0.1);
draw_beach_ball();
glPopMatrix();
}
pop_scene();
}
// Screen space
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,width,0,height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Display mouse position at cursor
string str;
void * font = GLUT_BITMAP_HELVETICA_18;
glColor3f(1,0,0);
glRasterPos2d(move_x+18,height-move_y+18);
str = STR("("<<move_x<<","<<move_y<<")");
for_each(str.begin(),str.end(),bind1st(ptr_fun(&glutBitmapCharacter),font));
glColor3f(0,0,1);
glRasterPos2d(move_x+18,height-move_y-1.5*18);
for_each(str.begin(),str.end(),bind1st(ptr_fun(&glutBitmapCharacter),font));
double eff_h,eff_v;
clamp(horiz,vert,eff_h,eff_v);
glLineWidth(BAR_THICKNESS);
glColor3f(0.5,0.5,0.5);
glBegin(GL_LINES);
glVertex2f(0,eff_h*height);
glVertex2f(width,eff_h*height);
glVertex2f(eff_v*width,0);
glVertex2f(eff_v*width,height);
glEnd();
glLineWidth(BAR_THICKNESS/3.0);
glColor3f(0.8,0.8,0.8);
glBegin(GL_LINES);
glVertex2f(0,eff_h*height);
glVertex2f(width,eff_h*height);
glVertex2f(eff_v*width,0);
glVertex2f(eff_v*width,height);
glEnd();
report_gl_error();
glutSwapBuffers();
}
// 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);
}
const double SNAP_DIST = 10;
void mouse_move(int mouse_x, int mouse_y)
{
using namespace std;
using namespace Eigen;
using namespace igl;
using namespace std;
move_x = mouse_x;
move_y = mouse_y;
const int in_vp = find_if(viewports,viewports+NUM_VIEWPORTS,
[&mouse_x,&mouse_y](const AugViewport & vp) -> bool
{return vp.inside(mouse_x,height-mouse_y);})-viewports;
if(in_vp < NUM_VIEWPORTS)
{
if(
viewports[in_vp].width > 0 &&
viewports[in_vp].height > 0)
{
glViewport(
viewports[in_vp].x,
viewports[in_vp].y,
viewports[in_vp].width,
viewports[in_vp].height);
push_scene(viewports[in_vp]);
Vector3d screen_ball(mouse_x,height-mouse_y,0);
unproject_to_zero_plane(screen_ball,ball);
pop_scene();
}
}
if( (fabs((height-mouse_y) - horiz*height) < 2.*SNAP_DIST)
&& (fabs(mouse_x - vert*width) < 2.*SNAP_DIST))
{
glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
} else if( fabs((height-mouse_y) - horiz*height) < SNAP_DIST)
{
glutSetCursor(GLUT_CURSOR_UP_DOWN);
} else if( fabs(mouse_x - vert*width) < SNAP_DIST)
{
glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
} else
{
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
}
glutPostRedisplay();
}
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_LEFT_ARROW);
trackball_on = false;
break;
case 0:
horiz_on = vert_on = false;
if( (fabs((height-mouse_y) - horiz*height) < 2.*SNAP_DIST)
&& (fabs(mouse_x - vert*width) < 2.*SNAP_DIST))
{
glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
horiz_on = vert_on = true;
} else if( fabs((height-mouse_y) - horiz*height) < SNAP_DIST)
{
glutSetCursor(GLUT_CURSOR_UP_DOWN);
horiz_on = true;
} else if( fabs(mouse_x - vert*width) < SNAP_DIST)
{
glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
vert_on = true;
} else
{
down_vp = find_if(viewports,viewports+NUM_VIEWPORTS,
[&mouse_x,&mouse_y](const AugViewport & vp) -> bool
{return vp.inside(mouse_x,height-mouse_y);})-viewports;
// down
if(down_vp < NUM_VIEWPORTS)
{
glutSetCursor(GLUT_CURSOR_CYCLE);
// collect information for trackball
trackball_on = true;
down_camera = viewports[down_vp].camera;
down_mouse_x = mouse_x;
down_mouse_y = mouse_y;
}
}
break;
}
glutPostRedisplay();
}
void mouse_drag(int mouse_x, int mouse_y)
{
using namespace igl;
mouse_move(mouse_x,mouse_y);
if(horiz_on)
{
glutSetCursor(GLUT_CURSOR_UP_DOWN);
horiz = (double)(height-mouse_y)/(double)height;
reshape_viewports();
}
if(vert_on)
{
if(horiz_on)
{
glutSetCursor(GLUT_CURSOR_TOP_LEFT_CORNER);
}else
{
glutSetCursor(GLUT_CURSOR_LEFT_RIGHT);
}
vert = (double)mouse_x/(double)width;
reshape_viewports();
}
if(trackball_on)
{
glutSetCursor(GLUT_CURSOR_CYCLE);
// Rotate according to trackball
trackball<double>(
viewports[down_vp].width,
viewports[down_vp].height,
2.0,
down_camera.m_rotation_conj.coeffs().data(),
viewports[down_vp].mouse_x(down_mouse_x),
viewports[down_vp].mouse_y(down_mouse_y,height),
viewports[down_vp].mouse_x(mouse_x),
viewports[down_vp].mouse_y(mouse_y,height),
viewports[down_vp].camera.m_rotation_conj.coeffs().data());
}
glutPostRedisplay();
}
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);
case 'Z':
{
const int in_vp = find_if(viewports,viewports+NUM_VIEWPORTS,
[&mouse_x,&mouse_y](const AugViewport & vp) -> bool
{return vp.inside(mouse_x,height-mouse_y);})-viewports;
if(in_vp < NUM_VIEWPORTS)
{
igl::snap_to_canonical_view_quat(
viewports[in_vp].camera.m_rotation_conj.coeffs().data(),
1.0,
viewports[in_vp].camera.m_rotation_conj.coeffs().data());
}
break;
}
default:
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
glutPostRedisplay();
}
int main(int argc, char * argv[])
{
using namespace Eigen;
using namespace igl;
using namespace std;
// init mesh
string filename = "/usr/local/igl/libigl/examples/shared/decimated-knight.obj" ;
if(argc > 1)
{
filename = argv[1];
}
if(!read_triangle_mesh(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 viewports
init_viewports();
// Init glut
glutInit(&argc,argv);
glutInitDisplayString( "rgba depth double samples>=8 ");
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
glutCreateWindow("multi-viewport");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc(mouse_move);
glutMainLoop();
return 0;
}