Files
igl/examples/shadow-mapping/example.cpp
T
2014-06-24 20:50:27 +02:00

857 lines
21 KiB
C++

// Small GLUT application to test shadow mapping for closed shapes
//
#include <igl/readOBJ.h>
#include <igl/writeOBJ.h>
#include <igl/writeOFF.h>
#include <igl/readWRL.h>
#include <igl/report_gl_error.h>
#include <igl/polygon_mesh_to_triangle_mesh.h>
#include <igl/readOFF.h>
#include <igl/readMESH.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/pathinfo.h>
#include <igl/list_to_matrix.h>
#include <igl/quat_to_mat.h>
#include <igl/per_face_normals.h>
#include <igl/material_colors.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/randperm.h>
#include <igl/normalize_row_lengths.h>
#include <igl/boost/components.h>
#include <igl/boost/bfs_orient.h>
#include <igl/orient_outward.h>
//#include <igl/embree/orient_outward_ao.h>
#include <igl/unique_simplices.h>
#include <igl/C_STR.h>
#include <igl/write_triangle_mesh.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#if defined(__APPLE__)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#ifndef GLUT_WHEEL_UP
#define GLUT_WHEEL_UP 3
#define GLUT_WHEEL_DOWN 4
#define GLUT_WHEEL_RIGHT 5
#define GLUT_WHEEL_LEFT 6
#define GLUT_ACTIVE_COMMAND 1
#endif
#include <ctime>
#include <string>
#include <vector>
#include <stack>
#include <iostream>
// Initialize shadow textures. Should be called on reshape()
//
// Inputs:
// windowWidth width of viewport
// windowHeight width of viewport
// factor up-/down-sampling factor {1}
// Outputs:
// shadowMapTexture texture id of shadow map
// fbo buffer id of depth frame buffer
// cfbo buffer id of color frame buffer
bool initialize_shadows(
const double windowWidth,
const double windowHeight,
const double factor,
GLuint & shadowMapTexture,
GLuint & fbo,
GLuint & cfbo);
// Implementation
bool initialize_shadows(
const double windowWidth,
const double windowHeight,
const double factor,
GLuint & shadowMapTexture,
GLuint & fbo,
GLuint & cfbo)
{
//Create the shadow map texture
glDeleteTextures(1,&shadowMapTexture);
glGenTextures(1, &shadowMapTexture);
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
factor*windowWidth,
factor*windowHeight,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glBindTexture(GL_TEXTURE_2D, 0);
// Frame buffer
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(
GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
shadowMapTexture,0);
// Attach color render buffer
glGenRenderbuffersEXT(1,&cfbo);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,cfbo);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
factor*windowWidth, factor*windowHeight);
//-------------------------
//Attach color buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, cfbo);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
default:
assert(false);
return false;
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return true;
}
GLuint shadowMapTexture=0,fbo=0,cfbo=0;
#define MAX_SPEED 0.01
struct Mesh
{
Eigen::MatrixXd V,N;
Eigen::MatrixXi F;
Eigen::Affine3d a,da;
Mesh():V(),N(),F(),a(Eigen::Affine3d::Identity()),da(Eigen::Affine3d::Identity())
{
using namespace Eigen;
Quaterniond r(Eigen::Vector4d::Random());
Quaterniond i(1,0,0,0);
const double speed = 0.001;
Quaterniond q = Quaterniond(( speed)*r.coeffs() + (1.-speed)*i.coeffs()).normalized();
da.rotate(q);
da.translate(Eigen::Vector3d::Random().normalized()*MAX_SPEED);
}
};
std::vector<Mesh> meshes;
struct State
{
igl::Camera camera;
State():
camera()
{
camera.pan[1] = 1;
}
} s;
// 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;
std::stack<State> undo_stack;
std::stack<State> redo_stack;
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;
bool is_view_from_light = false;
Eigen::Vector4f light_pos(9,9,1,1);
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar;
// Forward
void init_mesh();
void push_undo()
{
undo_stack.push(s);
// Clear
redo_stack = std::stack<State>();
}
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);
if(!initialize_shadows(width,height,1,shadowMapTexture,fbo,cfbo))
{
assert(false);
exit(-1);
}
}
void push_scene(
const int width,
const int height,
const double angle,
const double zNear = 1e-2,
const double zFar = 100,
const bool correct_perspective_scaling = true)
{
using namespace igl;
using namespace std;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
double aspect = ((double)width)/((double)height);
// Amount of scaling needed to "fix" perspective z-shift
double z_fix = 1.0;
// 5 is far enough to see unit "things" well
const double camera_z = 2;
// Test if should be using true orthographic projection
if(angle == 0)
{
glOrtho(
-0.5*camera_z*aspect,
0.5*camera_z*aspect,
-0.5*camera_z,
0.5*camera_z,
zNear,
zFar);
}else
{
// Make sure aspect is sane
aspect = aspect < 0.01 ? 0.01 : aspect;
gluPerspective(angle,aspect,zNear,zFar);
if(correct_perspective_scaling)
{
z_fix = 2.*tan(angle/2./360.*2.*M_PI);
}
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0,0,-camera_z);
// Adjust scale to correct perspective
if(correct_perspective_scaling)
{
glScaled(z_fix,z_fix,z_fix);
}
}
void push_lightview_camera(const Eigen::Vector4f & light_pos)
{
using namespace igl;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
//glTranslatef(-light_pos(0),-light_pos(1),-light_pos(2));
gluLookAt(
light_pos(0), light_pos(1), light_pos(2),
0,0,0,
0,1,0);
}
void push_camera(const igl::Camera & camera)
{
using namespace igl;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// scale, pan
glScaled(camera.zoom, camera.zoom, camera.zoom);
double mat[4*4];
quat_to_mat(camera.rotation,mat);
glMultMatrixd(mat);
}
void pop_camera()
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void pop_scene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
// Set up double-sided lights
void lights(const Eigen::Vector4f & pos)
{
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.};
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());
}
void update_meshes()
{
using namespace Eigen;
for(auto & mesh : meshes)
{
//mesh.da.translate(Vector3d::Random()*0.001);
mesh.a = mesh.a * mesh.da;
Vector3d o = mesh.a.translation();
const Vector3d xo(5,5,5);
const Vector3d no(5,0,5);
for(int d = 0;d<3;d++)
{
if(o(d) > xo(d))
{
o(d) = xo(d);
mesh.da.translation()(d) *= -1.;
}
if(o(d) < -no(d))
{
o(d) = -no(d);
mesh.da.translation()(d) *= -1.;
}
}
mesh.a.translation() = o;
mesh.da.translation() = MAX_SPEED*mesh.da.translation().normalized();
}
}
void draw_objects()
{
using namespace igl;
using namespace std;
using namespace Eigen;
for(int m = 0;m<(int)meshes.size();m++)
{
Mesh & mesh = meshes[m];
Vector4f color(0,0,0,1);
jet(1.f-(float)m/(float)meshes.size(),color.data());
// Set material properties
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, SILVER_AMBIENT);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color.data());
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
glPushMatrix();
glMultMatrixd(mesh.a.matrix().data());
draw_mesh(mesh.V,mesh.F,mesh.N);
glPopMatrix();
}
// Draw a nice floor
glPushMatrix();
{
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);
glTranslatef(0,0.3,0);
glScaled(10,0.1,10);
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, DARK_GREY);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GREY);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
glutSolidCube(1.0);
}
glPopMatrix();
}
void draw_scene()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
push_scene(width,height,s.camera.angle,1e-2,100,true);
if(is_view_from_light)
{
push_lightview_camera(light_pos);
}else
{
push_camera(s.camera);
}
lights(light_pos);
draw_objects();
glPushMatrix();
glTranslatef(light_pos(0),light_pos(1),light_pos(2));
glutWireSphere(1,20,20);
glPopMatrix();
pop_camera();
pop_scene();
////First pass - from light's point of view
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
//glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, cfbo);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glMatrixMode(GL_PROJECTION);
//glLoadMatrixf(lightProjectionMatrix);
//glMatrixMode(GL_MODELVIEW);
//glLoadMatrixf(lightViewMatrix);
////Use viewport the same size as the shadow map
//glViewport(0, 0, factor*windowWidth, factor*windowHeight);
////Draw back faces into the shadow map
//glEnable(GL_CULL_FACE);
//glCullFace(GL_FRONT);
////Disable color writes, and use flat shading for speed
//glShadeModel(GL_FLAT);
//glColorMask(0, 0, 0, 0);
////Draw the scene
//draw_objects();
//////Read the depth buffer into the shadow map texture
////glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
////glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, factor*windowWidth, factor*windowHeight);
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
//glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
void display()
{
using namespace igl;
using namespace std;
using namespace Eigen;
glClearColor(1,1,1,0);
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;
q.coeffs() =
animation_to_quat.coeffs()*t + animation_from_quat.coeffs()*(1.-t);
q.normalize();
copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
}
update_meshes();
draw_scene();
report_gl_error();
TwDraw();
glutSwapBuffers();
glutPostRedisplay();
}
void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
{
using namespace std;
if(wheel == 0)
{
static double mouse_scroll_y = 0;
const double delta_y = 0.125*direction;
mouse_scroll_y += delta_y;
// absolute scale difference when changing zooms (+1)
const double z_diff = 0.01;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
if(TwMouseMotion(mouse_x, viewport[3] - mouse_y))
{
TwMouseWheel(mouse_scroll_y);
}else
{
s.camera.zoom *= (1.0+double(direction)*z_diff);
const double min_zoom = 0.01;
const double max_zoom = 10.0;
s.camera.zoom = min(max_zoom,max(min_zoom,s.camera.zoom));
}
}else
{
if(!is_rotating)
{
// Change viewing angle (reshape will take care of adjust zoom)
const double a_diff = 1.0;
s.camera.angle += double(direction)*a_diff;
const double min_angle = 15.0;
s.camera.angle =
min(90.0,max(min_angle,s.camera.angle));
}
}
}
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);
switch(glutButton)
{
case GLUT_RIGHT_BUTTON:
case GLUT_LEFT_BUTTON:
{
switch(glutState)
{
case 1:
// up
glutSetCursor(GLUT_CURSOR_INHERIT);
is_rotating = false;
break;
case 0:
if(!tw_using)
{
push_undo();
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;
// 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;
}
}
}
}
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);
switch(rotation_type)
{
case ROTATION_TYPE_IGL_TRACKBALL:
{
// Rotate according to trackball
igl::trackball<double>(
width,
height,
2.0,
down_camera.rotation,
down_x,
down_y,
mouse_x,
mouse_y,
s.camera.rotation);
break;
}
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
{
Quaterniond down_q;
copy(down_camera.rotation,down_camera.rotation+4,down_q.coeffs().data());
Vector3d axis(0,1,0);
const double speed = 2.0;
Quaterniond q;
q = down_q *
Quaterniond(
AngleAxisd(
M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
axis.normalized()));
q.normalize();
{
Vector3d axis(1,0,0);
const double speed = 2.0;
if(axis.norm() != 0)
{
q =
Quaterniond(
AngleAxisd(
M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
axis.normalized())) * q;
q.normalize();
}
}
copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
break;
}
default:
break;
}
}
}
void init_mesh(Mesh & mesh)
{
using namespace Eigen;
using namespace igl;
per_face_normals(mesh.V,mesh.F,mesh.N);
normalize_row_lengths(mesh.N,mesh.N);
// Rescale so bounding box fits in unit ball
Vector3d Vmax = mesh.V.colwise().maxCoeff();
Vector3d Vmin = mesh.V.colwise().minCoeff();
Vector3d Vmid = 0.5*(Vmax + Vmin);
mesh.V.rowwise() -= Vmid.transpose();
const double bbd = (Vmax-Vmin).norm();
mesh.V /= (bbd*0.5);
}
void undo()
{
using namespace std;
if(!undo_stack.empty())
{
redo_stack.push(s);
s = undo_stack.top();
undo_stack.pop();
}
}
void redo()
{
using namespace std;
if(!redo_stack.empty())
{
undo_stack.push(s);
s = redo_stack.top();
redo_stack.pop();
}
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
using namespace std;
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();
}
break;
}else
{
push_undo();
igl::snap_to_canonical_view_quat<double>(
s.camera.rotation,
1.0,
s.camera.rotation);
break;
}
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
}
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)
{
push_undo();
copy(s.camera.rotation,s.camera.rotation+4,animation_from_quat.coeffs().data());
const Vector3d up = animation_from_quat.matrix() * Vector3d(0,1,0);
Vector3d proj_up(0,up(1),up(2));
if(proj_up.norm() == 0)
{
proj_up = Vector3d(0,1,0);
}
proj_up.normalize();
Quaterniond dq;
dq = Quaterniond::FromTwoVectors(up,proj_up);
animation_to_quat = dq * animation_from_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;
}
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
vector<string> filenames;
switch(argc)
{
default:
// Read and prepare meshes
for(int a = 1;a<argc;a++)
{
filenames.push_back(argv[a]);
}
break;
case 1:
cerr<<"Usage:"<<endl<<
" ./example input1.obj input2.obj input3.obj ..."<<endl;
cerr<<endl<<"Opening default mesh..."<<endl;
string filename = "../shared/truck.obj";
filenames.push_back(filename);
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;
for(auto & filename : filenames)
{
meshes.push_back(Mesh());
Mesh & mesh = meshes.back();
mesh.a.translate(Vector3d(0,1,0));
Vector3d offset = Vector3d::Random()*3;
offset(1) = 0;
mesh.a.translate(offset);
// dirname, basename, extension and filename
string d,b,ext,f;
pathinfo(filename,d,b,ext,f);
// Convert extension to lower case
transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
vector<vector<double > > vV,vN,vTC;
vector<vector<int > > vF,vFTC,vFN;
if(ext == "obj")
{
// Convert extension to lower case
if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
{
return 1;
}
}else if(ext == "off")
{
// Convert extension to lower case
if(!igl::readOFF(filename,vV,vF,vN))
{
return 1;
}
}else if(ext == "wrl")
{
// Convert extension to lower case
if(!igl::readWRL(filename,vV,vF))
{
return 1;
}
}
if(vV.size() > 0)
{
if(!list_to_matrix(vV,mesh.V))
{
return 1;
}
polygon_mesh_to_triangle_mesh(vF,mesh.F);
}
init_mesh(mesh);
}
// 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='Shadow Mapping' size='200 550' text=light alpha='200' color='68 68 68'");
rebar.TwAddVarRW("camera_zoom", TW_TYPE_DOUBLE,&s.camera.zoom,"");
rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,s.camera.rotation,"");
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType","igl_trackball,two_axis_fixed_up");
rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
rebar.TwAddVarRW( "is_view_from_light",TW_TYPE_BOOLCPP,&is_view_from_light,
"key=l");
rebar.load(REBAR_NAME);
animation_from_quat = Quaterniond(1,0,0,0);
copy(s.camera.rotation,s.camera.rotation+4,animation_to_quat.coeffs().data());
animation_start_time = get_seconds();
// Init antweakbar
glutInitDisplayString( "rgba depth double samples>=8");
// Top right corner
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
glutInitWindowPosition(glutGet(GLUT_SCREEN_WIDTH)/2.0,-1);
glutCreateWindow("Shadow Mapping");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
glutMainLoop();
return 0;
}