Files
igl/examples/transparency/example.cpp
T

346 lines
7.7 KiB
C++

#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/jet.h>
#include <igl/material_colors.h>
#include <igl/draw_floor.h>
#include <igl/unproject.h>
#include <igl/quat_to_mat.h>
#include <igl/trackball.h>
#include <igl/report_gl_error.h>
#include <igl/matlab_format.h>
#include <igl/colon.h>
#include <igl/slice.h>
#include <igl/report_gl_error.h>
#include <igl/ReAntTweakBar.h>
#include <igl/EPS.h>
#define IGL_HEADER_ONLY
#include <igl/sort_triangles.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,sorted_N,C,mid;
Eigen::VectorXi I;
// Bounding box diagonal length
double bbd;
// Faces
Eigen::MatrixXi F,sorted_F;
// alpha
double alpha = 0.2;
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar; // Pointer to the tweak bar
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);
}
// 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);
glPushMatrix();
glLoadIdentity();
gluPerspective(45,(double)width/(double)height,1e-2,20);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
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()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
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();
}
void init_C(const Eigen::MatrixXi & F)
{
using namespace Eigen;
using namespace igl;
using namespace std;
C.resize(F.rows(),3);
for(int c = 0;c<F.rows();c++)
{
C(c,0) = C(c,1) = C(c,2) = (double)c/F.rows();
//jet((double)c/F.rows(),C(c,0),C(c,1),C(c,2));
}
}
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_INHERIT);
trackball_on = false;
// sort!
push_scene();
push_object();
sort_triangles(V,F,sorted_F,I);
slice(N,I,1,sorted_N);
init_C(I);
pop_object();
pop_scene();
break;
case 0:
// 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;
break;
}
}
const float BG[4] = {190.0/255.0,190.0/255.0,190.0/255.0,0};
void display()
{
if(sorted_F.size() != F.size())
{
mouse(0,1,-1,-1);
}
//using namespace Eigen;
using namespace igl;
using namespace std;
glClearColor(BG[0],BG[1],BG[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_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
// Draw a nice floor
push_object();
glEnable(GL_LIGHTING);
glTranslated(0,V.col(1).minCoeff(),0);
glScaled(2*bbd,2*bbd,2*bbd);
glTranslated(0,-1000*FLOAT_EPS,0);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
draw_floor();
pop_object();
glDisable(GL_CULL_FACE);
if(trackball_on)
{
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
}else
{
float front[4];
copy(GOLD_DIFFUSE,GOLD_DIFFUSE+3,front);
float back[4];
//copy(FAST_GREEN_DIFFUSE,FAST_GREEN_DIFFUSE+3,back);
copy(GOLD_DIFFUSE,GOLD_DIFFUSE+3,back);
float amb[4];
copy(SILVER_AMBIENT,SILVER_AMBIENT+3,amb);
float spec[4];
copy(SILVER_SPECULAR,SILVER_SPECULAR+3,spec);
front[3] = back[3] = amb[3] = spec[3] = alpha;
// Set material properties
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front);
glMaterialfv(GL_FRONT, GL_SPECULAR, spec);
glMaterialf (GL_FRONT, GL_SHININESS, 128);
glMaterialfv(GL_BACK, GL_AMBIENT, amb);
glMaterialfv(GL_BACK, GL_DIFFUSE, back);
glMaterialfv(GL_BACK, GL_SPECULAR, spec);
glMaterialf (GL_BACK, GL_SHININESS, 128);
glEnable(GL_LIGHTING);
}
push_object();
// Draw the model
draw_mesh(V,sorted_F,sorted_N,C);
pop_object();
pop_scene();
report_gl_error();
glutSwapBuffers();
glutPostRedisplay();
}
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 Eigen;
using namespace igl;
using namespace std;
switch(key)
{
// Ctrl-c and esc exit
case char(3):
case char(27):
rebar.save(REBAR_NAME);
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 = "/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);
mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
bbd =
(V.colwise().maxCoeff() -
V.colwise().minCoeff()).maxCoeff();
// 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.load(REBAR_NAME);
glutInitDisplayString( "rgba depth double samples>=8 ");
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
glutCreateWindow("sorted primitives transparency");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutMainLoop();
return 0;
}