Files
igl/examples/ambient-occlusion/example.cpp
T
2013-10-09 02:26:19 +02:00

254 lines
5.4 KiB
C++

#include <igl/OpenGL_convenience.h>
#include <igl/per_face_normals.h>
#include <igl/per_vertex_normals.h>
#include <igl/normalize_row_lengths.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/quat_to_mat.h>
#include <igl/report_gl_error.h>
#include <igl/read.h>
#include <igl/trackball.h>
#include <igl/material_colors.h>
#include <igl/barycenter.h>
#include <igl/matlab_format.h>
#include <igl/embree/EmbreeIntersector.h>
#include <igl/embree/ambient_occlusion.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,mid;
// Faces
Eigen::MatrixXi F;
// Bounding box diagonal length
double bbd;
igl::EmbreeIntersector<Eigen::MatrixXd,Eigen::MatrixXi,Eigen::Vector3d> ei;
// Running ambient occlusion
Eigen::VectorXd S;
int tot_num_samples = 0;
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 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(-mid(0,0),-mid(0,1),-mid(0,2));
}
void pop_object()
{
glPopMatrix();
}
const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
void display()
{
using namespace Eigen;
using namespace igl;
using namespace std;
if(!trackball_on && tot_num_samples < 10000)
{
if(S.size() == 0)
{
S.resize(V.rows());
S.setZero();
}
VectorXd Si;
const int num_samples = 20;
ambient_occlusion(ei,V,N,num_samples,Si);
S *= (double)tot_num_samples;
S += Si*(double)num_samples;
tot_num_samples += num_samples;
S /= (double)tot_num_samples;
// Convert to 1-intensity
C.resize(S.rows(),3);
C<<S,S,S;
C.array() = (1.0-C.array());
}
glClearColor(back[0],back[1],back[2],0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// All smooth points
glEnable( GL_POINT_SMOOTH );
glDisable(GL_LIGHTING);
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();
// Draw the model
// Set material properties
glEnable(GL_COLOR_MATERIAL);
draw_mesh(V,F,N,C);
pop_object();
// Draw a nice floor
glPushMatrix();
const double floor_scale = 2./bbd;
const double floor_offset =
-2./bbd*(V.col(1).minCoeff()+mid(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();
report_gl_error();
glutSwapBuffers();
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:
// 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;
}
}
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
if(!read("../shared/beast.obj",V,F))
{
return 1;
}
// Compute normals, centroid, colors, bounding box diagonal
per_vertex_normals(V,F,N);
mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();
// Init embree
ei = EmbreeIntersector<MatrixXd,MatrixXi,Vector3d>(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("ambient-occlusion");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutMainLoop();
return 0;
}