Files
igl/examples/camera/example.cpp
T

805 lines
21 KiB
C++

#include <igl/Viewport.h>
#include <igl/report_gl_error.h>
#include <igl/ReAntTweakBar.h>
#include <igl/trackball.h>
#include <igl/two_axis_valuator_fixed_up.h>
#include <igl/PI.h>
#include <igl/EPS.h>
#include <igl/get_seconds.h>
#include <igl/draw_floor.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#ifdef WIN32
#include <GL/glut.h>
#else
#include <GLUT/glut.h>
#endif
#include <vector>
#include <stack>
#include <iostream>
class Camera
{
public:
// m_zoom Zoom of camera lens {1}
// m_angle Field of view angle in degrees {45}
// m_aspect Aspect ratio {1}
// m_near near clipping plane {1e-2}
// m_far far clipping plane {100}
// m_at_dist distance of looking at point {1}
// m_rotation Rotation part of rigid transformation of camera {identity}.
// Note that this seems to the inverse of what's stored in the old
// igl::Camera class.
// m_translation Translation part of rigid transformation of camera
// {(0,0,1)}
double m_zoom, m_angle, m_aspect, m_near, m_far, m_at_dist;
Eigen::Quaterniond m_rotation;
Eigen::Vector3d m_translation;
Camera():
m_zoom(1),m_angle(45.0),m_aspect(1),m_near(1e-2),m_far(100),m_at_dist(1),
m_rotation(1,0,0,0),
m_translation(0,0,1)
{
}
// Return projection matrix that takes relative camera coordinates and
// transforms it to viewport coordinates
Eigen::Matrix4d projection() const
{
Eigen::Matrix4d P;
using namespace std;
using namespace igl;
// http://stackoverflow.com/a/3738696/148668
const double yScale = tan(PI*0.5 - 0.5*m_angle*PI/180.);
// http://stackoverflow.com/a/14975139/148668
const double xScale = yScale/m_aspect;
P<<
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, -(m_far+m_near)/(m_far-m_near), -1,
0, 0, -2.*m_near*m_far/(m_far-m_near), 0;
return P.transpose();
}
// Return an Affine transformation that takes a world 3d coordinate and
// transforms it into the relative camera coordinates.
Eigen::Affine3d affine() const
{
using namespace Eigen;
Affine3d t = Affine3d::Identity();
t.rotate(m_rotation);
t.translate(m_translation);
return t;
}
// Returns world coordinates position of center or "eye" of camera.
Eigen::Vector3d eye() const
{
using namespace Eigen;
return affine() * Vector3d(0,0,0);
}
// Returns world coordinate position of a point "eye" is looking at.
Eigen::Vector3d at() const
{
using namespace Eigen;
return affine() * (Vector3d(0,0,-1)*m_at_dist);
}
// Returns world coordinate unit vector of "up" vector
Eigen::Vector3d up() const
{
using namespace Eigen;
Affine3d t = Affine3d::Identity();
t.rotate(m_rotation);
return t * Vector3d(0,1,0);
}
// Move dv in the relative coordinate frame of the camera (move the FPS)
//
// Inputs:
// dv (x,y,z) displacement vector
//
void dolly(const Eigen::Vector3d & dv)
{
m_translation += dv;
}
// "Scale zoom": Move `eye`, but leave `at`
//
// Input:
// s amount to scale distance to at
void push_away(const double s)
{
using namespace Eigen;
#ifndef NDEBUG
Vector3d old_at = camera.at();
#endif
const double old_at_dist = m_at_dist;
m_at_dist = old_at_dist * s;
dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
}
// Aka "Hitchcock", "Vertigo", "Spielberg" or "Trombone" zoom:
// simultaneously dolly while changing angle so that `at` not only stays
// put in relative coordinates but also projected coordinates. That is
//
// Inputs:
// da change in angle in degrees
void dolly_zoom(const double da)
{
using namespace std;
using namespace Eigen;
#ifndef NDEBUG
Vector3d old_at = camera.at();
#endif
const double old_angle = m_angle;
m_angle += da;
m_angle = min(89.,max(5.,m_angle));
const double s =
(2.*tan(old_angle/2./180.*M_PI)) /
(2.*tan(m_angle/2./180.*M_PI)) ;
const double old_at_dist = m_at_dist;
m_at_dist = old_at_dist * s;
dolly(Vector3d(0,0,1)*(m_at_dist - old_at_dist));
assert((old_at-camera.at()).squaredNorm() < DOUBLE_EPS);
}
// Return top right corner of unit plane in relative coordinates, that is
// (w/2,h/2,1)
Eigen::Vector3d unit_plane() const
{
using namespace igl;
// Distance of center pixel to eye
const double d = 1.0;
const double a = m_aspect;
const double theta = m_angle*PI/180.;
const double w =
2.*sqrt(-d*d/(a*a*pow(tan(0.5*theta),2.)-1.))*a*tan(0.5*theta);
const double h = w/a;
return Eigen::Vector3d(w*0.5,h*0.5,-d);
}
// Rotate and translate so that camera is situated at "eye" looking at "at"
// with "up" pointing up.
//
// Inputs:
// eye (x,y,z) coordinates of eye position
// at (x,y,z) coordinates of at position
// up (x,y,z) coordinates of up vector
void look_at(
const Eigen::Vector3d & eye,
const Eigen::Vector3d & at,
const Eigen::Vector3d & up)
{
using namespace Eigen;
using namespace std;
using namespace igl;
// http://www.opengl.org/sdk/docs/man2/xhtml/gluLookAt.xml
// Normalize vector from at to eye
Vector3d F = eye-at;
m_at_dist = F.norm();
F.normalize();
// Project up onto plane orthogonal to F and normalize
const Vector3d proj_up = (up-(up.dot(F))*F).normalized();
Quaterniond a,b;
a.setFromTwoVectors(Vector3d(0,0,-1),-F);
b.setFromTwoVectors(a*Vector3d(0,1,0),proj_up);
m_rotation = a*b;
m_translation = m_rotation.conjugate() * eye;
assert( (eye-this->eye()).squaredNorm() < DOUBLE_EPS);
assert((F-(this->eye()-this->at()).normalized()).squaredNorm() <
DOUBLE_EPS);
assert( (at-this->at()).squaredNorm() < DOUBLE_EPS);
assert( (proj_up-this->up()).squaredNorm() < DOUBLE_EPS);
}
};
enum RotationType
{
ROTATION_TYPE_IGL_TRACKBALL = 0,
ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
NUM_ROTATION_TYPES = 2,
} rotation_type = ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
enum CenterType
{
CENTER_TYPE_ORBIT = 0,
CENTER_TYPE_FPS = 1,
NUM_CENTER_TYPES = 2,
} center_type = CENTER_TYPE_ORBIT;
int width,height;
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar;
struct State
{
int viewing_camera;
std::vector<Camera> cameras;
std::vector<GLuint> tex_ids;
std::vector<GLuint> fbo_ids;
std::vector<GLuint> dfbo_ids;
State():viewing_camera(0),cameras(4),
tex_ids(cameras.size()),
fbo_ids(cameras.size()),
dfbo_ids(cameras.size())
{}
} s;
const Eigen::Vector4d back(1,1,1,1);
std::stack<State> undo_stack;
bool is_rotating = false;
Camera down_camera;
int down_x,down_y;
std::stack<State> redo_stack;
void push_undo()
{
undo_stack.push(s);
// Clear
redo_stack = std::stack<State>();
}
void undo()
{
if(!undo_stack.empty())
{
redo_stack.push(s);
s = undo_stack.top();
undo_stack.pop();
}
}
void redo()
{
if(!redo_stack.empty())
{
undo_stack.push(s);
s = redo_stack.top();
redo_stack.pop();
}
}
void print(const Camera & camera)
{
using namespace std;
cout<<
"rotation: "<<camera.m_rotation.coeffs().transpose()<<endl<<
"translation: "<<camera.m_translation.transpose()<<endl<<
"eye: "<<camera.eye().transpose()<<endl<<
"at: "<<camera.at().transpose()<<endl<<
"up: "<<camera.up().transpose()<<endl<<
endl;
}
void init_cameras()
{
using namespace Eigen;
using namespace std;
s.cameras[0].look_at(
Vector3d(0,0,1),
Vector3d(0,0,0),
Vector3d(0,1,0));
s.cameras[1].look_at(
Vector3d(0,0,-1),
Vector3d(0,0,0),
Vector3d(0,1,0));
s.cameras[2].look_at(
Vector3d(-2,0,0),
Vector3d(0,0,0),
Vector3d(0,1,0));
s.cameras[3].look_at(
Vector3d(3,0,0),
Vector3d(0,0,0),
Vector3d(0,1,0));
}
bool init_render_to_texture(
const int width,
const int height,
GLuint & tex_id,
GLuint & fbo_id,
GLuint & dfbo_id)
{
using namespace igl;
using namespace std;
// Set up a "render-to-texture" frame buffer and texture combo
glDeleteTextures(1,&tex_id);
glDeleteFramebuffersEXT(1,&fbo_id);
glDeleteFramebuffersEXT(1,&dfbo_id);
// http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
//-------------------------
glGenFramebuffersEXT(1, &fbo_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
//Attach 2D texture to this FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
glGenRenderbuffersEXT(1, &dfbo_id);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
//-------------------------
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
default:
return false;
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return true;
}
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);
}
void draw_scene(const Camera & v_camera,
const bool render_to_texture,
const GLuint & v_tex_id,
const GLuint & v_fbo_id,
const GLuint & v_dfbo_id)
{
using namespace igl;
using namespace std;
using namespace Eigen;
if(render_to_texture)
{
// render to framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, v_fbo_id);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, v_dfbo_id);
glClearColor(back(0),back(1),back(2),1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//gluPerspective(v_camera.m_angle,v_camera.m_aspect,v_camera.m_near,v_camera.m_far);
glMultMatrixd(v_camera.projection().data());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(
v_camera.eye()(0), v_camera.eye()(1), v_camera.eye()(2),
v_camera.at()(0), v_camera.at()(1), v_camera.at()(2),
v_camera.up()(0), v_camera.up()(1), v_camera.up()(2));
for(int c = 0;c<(int)s.cameras.size();c++)
{
auto & camera = s.cameras[c];
if(&v_camera == &camera)
{
continue;
}
// draw camera
glPushMatrix();
glMultMatrixd(camera.affine().matrix().data());
// eye
glColor4f(0,0,0,1);
glPointSize(10.f);
glBegin(GL_POINTS);
glVertex3f(0,0,0);
glEnd();
// frustrum
const Vector3d u = camera.unit_plane();
glBegin(GL_LINES);
for(int x = -1;x<=1;x+=2)
{
for(int y = -1;y<=1;y+=2)
{
glVertex3f(0,0,0);
glVertex3f(x*u(0),y*u(1),u(2));
}
}
glEnd();
const Vector3d n = u*(camera.m_near-FLOAT_EPS);
glBegin(GL_QUADS);
glVertex3f( n(0),-n(1),n(2));
glVertex3f(-n(0),-n(1),n(2));
glVertex3f(-n(0), n(1),n(2));
glVertex3f( n(0), n(1),n(2));
glEnd();
for(int pass = 0;pass<2;pass++)
{
switch(pass)
{
case 1:
glColor4f(1,1,1,0.5);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,s.tex_ids[c]);
break;
default:
case 0:
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glColor4f(0,0,0,1);
break;
}
glBegin(GL_QUADS);
glTexCoord2d(1,0);
glVertex3f( 0.5*u(0),-0.5*u(1),0.5*u(2));
glTexCoord2d(0,0);
glVertex3f(-0.5*u(0),-0.5*u(1),0.5*u(2));
glTexCoord2d(0,1);
glVertex3f(-0.5*u(0), 0.5*u(1),0.5*u(2));
glTexCoord2d(1,1);
glVertex3f( 0.5*u(0), 0.5*u(1),0.5*u(2));
glEnd();
switch(pass)
{
case 1:
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
break;
default:
break;
}
}
glPopMatrix();
}
glDisable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glLineWidth(3.f);
glColor4f(1,0,1,1);
glutWireCube(0.25);
glColor4f(1,0.5,0.5,1);
//glutWireSphere(0.125,20,20);
{
glPushMatrix();
glTranslated(0,-1,0);
draw_floor();
glPopMatrix();
}
// Axes
for(int d = 0;d<3;d++)
{
glColor4f(d==0,d==1,d==2,1);
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(d==0,d==1,d==2);
glEnd();
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
report_gl_error();
if(render_to_texture)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
}
void display()
{
using namespace igl;
using namespace std;
using namespace Eigen;
glClearColor(back(0),back(1),back(2),0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// Update aspect ratios (may have changed since undo/redo)
{
const double aspect = (double)width/(double)height;
for(int c = 0;c<(int)s.cameras.size();c++)
{
auto & camera = s.cameras[c];
auto & tex_id = s.tex_ids[c];
auto & fbo_id = s.fbo_ids[c];
auto & dfbo_id = s.dfbo_ids[c];
if(aspect != camera.m_aspect)
{
cout<<"Initializing camera #"<<c<<"..."<<endl;
camera.m_aspect = aspect;
bool ret = init_render_to_texture(width,height,tex_id,fbo_id,dfbo_id);
assert(ret);
}
draw_scene(camera,true,tex_id,fbo_id,dfbo_id);
}
}
{
auto & camera = s.cameras[s.viewing_camera];
draw_scene(camera,false,0,0,0);
}
TwDraw();
glutSwapBuffers();
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);
}
auto & camera = s.cameras[s.viewing_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);
// Rotation should stay around at
}else
{
// Dolly zoom:
camera.dolly_zoom((double)direction*1.0);
}
break;
default:
case CENTER_TYPE_FPS:
// Move `eye` and `at`
Vector3d diff = (wheel==0?Vector3d(0,0,1):Vector3d(-1,0,0))*0.1;
camera.dolly(diff*direction);
break;
}
}
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.cameras[s.viewing_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);
auto & camera = s.cameras[s.viewing_camera];
Quaterniond q;
switch(rotation_type)
{
case ROTATION_TYPE_IGL_TRACKBALL:
{
// Rotate according to trackball
igl::trackball(
width,
height,
2.0,
down_camera.m_rotation.conjugate(),
down_x,
down_y,
mouse_x,
mouse_y,
q);
break;
}
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
{
two_axis_valuator_fixed_up(
width,
height,
2.0,
down_camera.m_rotation.conjugate(),
down_x,
down_y,
mouse_x,
mouse_y,
q);
break;
}
default:
break;
}
camera.m_rotation = q.conjugate();
switch(center_type)
{
default:
case CENTER_TYPE_ORBIT:
// at should be fixed
//
// at_1 = R_1 * t_1 - R_1 * z = at_0
// t_1 = R_1' * (at_0 + R_1 * z)
camera.m_translation =
camera.m_rotation.conjugate() *
(down_camera.at() +
camera.m_rotation * Vector3d(0,0,1) * camera.m_at_dist);
assert((down_camera.at() - camera.at()).squaredNorm() < DOUBLE_EPS);
break;
case CENTER_TYPE_FPS:
// eye should be fixed
//
// eye_1 = R_1 * t_1 = eye_0
// t_1 = R_1' * eye_0
camera.m_translation = camera.m_rotation.conjugate() * down_camera.eye();
assert((down_camera.eye() - camera.eye()).squaredNorm() < DOUBLE_EPS);
break;
}
}
}
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;
}
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
}
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
// print key commands
cout<<"[Command+Z] Undo."<<endl;
cout<<"[Shift+Command+Z] Redo."<<endl;
cout<<"[^C,ESC] Exit."<<endl;
// 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='camera' size='200 550' text=light alpha='200' color='68 68 68'");
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType","igl_trackball,two_axis_fixed_up");
rebar.TwAddVarRW("rotation_type", RotationTypeTW,&rotation_type,
"keyIncr=] keyDecr=[");
TwType CenterTypeTW = ReTwDefineEnumFromString("CenterType","orbit,fps");
rebar.TwAddVarRW("center_type", CenterTypeTW,&center_type,
"keyIncr={ keyDecr=}");
rebar.load(REBAR_NAME);
init_cameras();
// 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("camera");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
glutMotionFunc(mouse_drag);
glutMainLoop();
return 0;
}