868 lines
21 KiB
C++
868 lines
21 KiB
C++
// Small GLUT application to test shadow mapping for closed shapes
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//
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#include <igl/C_STR.h>
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#include <igl/REDRUM.h>
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#include <igl/draw_floor.h>
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#include <igl/draw_mesh.h>
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#include <igl/get_seconds.h>
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#include <igl/jet.h>
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#include <igl/list_to_matrix.h>
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#include <igl/material_colors.h>
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#include <igl/normalize_row_lengths.h>
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#include <igl/orient_outward.h>
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#include <igl/pathinfo.h>
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#include <igl/per_face_normals.h>
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#include <igl/polygon_mesh_to_triangle_mesh.h>
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#include <igl/quat_to_mat.h>
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#include <igl/randperm.h>
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#include <igl/readMESH.h>
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#include <igl/readOBJ.h>
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#include <igl/readOFF.h>
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#include <igl/readWRL.h>
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#include <igl/report_gl_error.h>
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#include <igl/snap_to_canonical_view_quat.h>
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#include <igl/trackball.h>
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#include <igl/unique_simplices.h>
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#include <igl/writeOBJ.h>
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#include <igl/writeOFF.h>
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#include <igl/write_triangle_mesh.h>
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#include <igl/anttweakbar/ReAntTweakBar.h>
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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#if defined(__APPLE__)
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#endif
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#ifndef GLUT_WHEEL_UP
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#define GLUT_WHEEL_UP 3
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#endif
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#ifndef GLUT_WHEEL_DOWN
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#define GLUT_WHEEL_DOWN 4
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#endif
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#ifndef GLUT_WHEEL_RIGHT
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#define GLUT_WHEEL_RIGHT 5
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#endif
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#ifndef GLUT_WHEEL_LEFT
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#define GLUT_WHEEL_LEFT 6
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#endif
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#ifndef GLUT_ACTIVE_COMMAND
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#define GLUT_ACTIVE_COMMAND 8
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#endif
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#include <ctime>
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#include <string>
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#include <vector>
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#include <stack>
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#include <iostream>
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struct Camera
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{
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Eigen::Vector3d pan;
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Eigen::Quaterniond rotation;
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double zoom;
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double angle;
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Camera():pan(0,0,0),rotation(1,0,0,0),zoom(1),angle(25){}
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};
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// Initialize shadow textures. Should be called on reshape()
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//
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// Inputs:
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// windowWidth width of viewport
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// windowHeight width of viewport
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// factor up-/down-sampling factor {1}
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// Outputs:
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// shadowMapTexture texture id of shadow map
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// fbo buffer id of depth frame buffer
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// cfbo buffer id of color frame buffer
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bool initialize_shadows(
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const double windowWidth,
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const double windowHeight,
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const double factor,
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GLuint & shadowMapTexture,
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GLuint & fbo,
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GLuint & cfbo);
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// Implementation
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bool initialize_shadows(
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const double windowWidth,
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const double windowHeight,
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const double factor,
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GLuint & shadowMapTexture,
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GLuint & fbo,
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GLuint & cfbo)
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{
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//Create the shadow map texture
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glDeleteTextures(1,&shadowMapTexture);
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glGenTextures(1, &shadowMapTexture);
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glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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factor*windowWidth,
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factor*windowHeight,
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Frame buffer
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glGenFramebuffersEXT(1, &fbo);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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glFramebufferTexture2DEXT(
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GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
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shadowMapTexture,0);
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// Attach color render buffer
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glGenRenderbuffersEXT(1,&cfbo);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,cfbo);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
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factor*windowWidth, factor*windowHeight);
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//-------------------------
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//Attach color buffer to FBO
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, cfbo);
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//-------------------------
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//Does the GPU support current FBO configuration?
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GLenum status;
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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switch(status)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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default:
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assert(false);
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return false;
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}
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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return true;
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}
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GLuint shadowMapTexture=0,fbo=0,cfbo=0;
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#define MAX_SPEED 0.01
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struct Mesh
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{
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Eigen::MatrixXd V,N;
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Eigen::MatrixXi F;
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Eigen::Affine3d a,da;
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Mesh():V(),N(),F(),a(Eigen::Affine3d::Identity()),da(Eigen::Affine3d::Identity())
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{
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using namespace Eigen;
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Quaterniond r(Eigen::Vector4d::Random());
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Quaterniond i(1,0,0,0);
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const double speed = 0.001;
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Quaterniond q = Quaterniond(( speed)*r.coeffs() + (1.-speed)*i.coeffs()).normalized();
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da.rotate(q);
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da.translate(Eigen::Vector3d::Random().normalized()*MAX_SPEED);
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}
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};
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std::vector<Mesh> meshes;
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struct State
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{
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::Camera camera;
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State():
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camera()
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{
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camera.pan[1] = 1;
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}
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} s;
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// See README for descriptions
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enum RotationType
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{
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ROTATION_TYPE_IGL_TRACKBALL = 0,
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ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
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NUM_ROTATION_TYPES = 2,
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} rotation_type;
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std::stack<State> undo_stack;
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std::stack<State> redo_stack;
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bool is_rotating = false;
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int down_x,down_y;
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::Camera down_camera;
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bool is_animating = false;
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double animation_start_time = 0;
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double ANIMATION_DURATION = 0.5;
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Eigen::Quaterniond animation_from_quat;
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Eigen::Quaterniond animation_to_quat;
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int width,height;
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bool is_view_from_light = false;
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Eigen::Vector4f light_pos(9,9,1,1);
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#define REBAR_NAME "temp.rbr"
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igl::anttweakbar::ReTwBar rebar;
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// Forward
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void init_mesh();
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void push_undo()
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{
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undo_stack.push(s);
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// Clear
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redo_stack = std::stack<State>();
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}
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void reshape(int width, int height)
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{
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::width = width;
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::height = height;
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glViewport(0,0,width,height);
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// Send the new window size to AntTweakBar
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TwWindowSize(width, height);
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if(!initialize_shadows(width,height,1,shadowMapTexture,fbo,cfbo))
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{
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assert(false);
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exit(-1);
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}
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}
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void push_scene(
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const int width,
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const int height,
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const double angle,
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const double zNear = 1e-2,
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const double zFar = 100,
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const bool correct_perspective_scaling = true)
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{
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using namespace igl;
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using namespace std;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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double aspect = ((double)width)/((double)height);
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// Amount of scaling needed to "fix" perspective z-shift
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double z_fix = 1.0;
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// 5 is far enough to see unit "things" well
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const double camera_z = 2;
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// Test if should be using true orthographic projection
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if(angle == 0)
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{
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glOrtho(
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-0.5*camera_z*aspect,
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0.5*camera_z*aspect,
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-0.5*camera_z,
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0.5*camera_z,
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zNear,
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zFar);
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}else
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{
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// Make sure aspect is sane
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aspect = aspect < 0.01 ? 0.01 : aspect;
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gluPerspective(angle,aspect,zNear,zFar);
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if(correct_perspective_scaling)
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{
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z_fix = 2.*tan(angle/2./360.*2.*M_PI);
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}
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}
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0,0,-camera_z);
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// Adjust scale to correct perspective
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if(correct_perspective_scaling)
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{
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glScaled(z_fix,z_fix,z_fix);
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}
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}
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void push_lightview_camera(const Eigen::Vector4f & light_pos)
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{
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using namespace igl;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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//glTranslatef(-light_pos(0),-light_pos(1),-light_pos(2));
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gluLookAt(
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light_pos(0), light_pos(1), light_pos(2),
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0,0,0,
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0,1,0);
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}
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void push_camera(const ::Camera & camera)
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{
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using namespace igl;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// scale, pan
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glScaled(camera.zoom, camera.zoom, camera.zoom);
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double mat[4*4];
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quat_to_mat(camera.rotation.coeffs().data(),mat);
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glMultMatrixd(mat);
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}
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void pop_camera()
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{
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void pop_scene()
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{
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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// Set up double-sided lights
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void lights(const Eigen::Vector4f & pos)
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{
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using namespace std;
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using namespace Eigen;
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glEnable(GL_LIGHTING);
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glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
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glEnable(GL_LIGHT0);
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float WHITE[4] = {1,1,1,1.};
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float BLACK[4] = {0.,0.,0.,1.};
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glLightfv(GL_LIGHT0,GL_AMBIENT,BLACK);
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glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
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glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
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glLightfv(GL_LIGHT0,GL_POSITION,pos.data());
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}
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void update_meshes()
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{
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using namespace Eigen;
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for(auto & mesh : meshes)
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{
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//mesh.da.translate(Vector3d::Random()*0.001);
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mesh.a = mesh.a * mesh.da;
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Vector3d o = mesh.a.translation();
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const Vector3d xo(5,5,5);
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const Vector3d no(5,0,5);
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for(int d = 0;d<3;d++)
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{
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if(o(d) > xo(d))
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{
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o(d) = xo(d);
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mesh.da.translation()(d) *= -1.;
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}
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if(o(d) < -no(d))
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{
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o(d) = -no(d);
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mesh.da.translation()(d) *= -1.;
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}
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}
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mesh.a.translation() = o;
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mesh.da.translation() = MAX_SPEED*mesh.da.translation().normalized();
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}
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}
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void draw_objects()
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{
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using namespace igl;
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using namespace std;
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using namespace Eigen;
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for(int m = 0;m<(int)meshes.size();m++)
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{
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Mesh & mesh = meshes[m];
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Vector4f color(0,0,0,1);
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jet(1.f-(float)m/(float)meshes.size(),color.data());
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// Set material properties
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glDisable(GL_COLOR_MATERIAL);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, SILVER_AMBIENT);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color.data());
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
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glPushMatrix();
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glMultMatrixd(mesh.a.matrix().data());
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draw_mesh(mesh.V,mesh.F,mesh.N);
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glPopMatrix();
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}
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// Draw a nice floor
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glPushMatrix();
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{
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const float GREY[4] = {0.5,0.5,0.6,1.0};
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const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
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//draw_floor(GREY,DARK_GREY);
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glTranslatef(0,0.3,0);
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glScaled(10,0.1,10);
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glDisable(GL_COLOR_MATERIAL);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, DARK_GREY);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GREY);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
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glutSolidCube(1.0);
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}
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glPopMatrix();
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}
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void draw_scene()
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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push_scene(width,height,s.camera.angle,1e-2,100,true);
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if(is_view_from_light)
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{
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push_lightview_camera(light_pos);
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}else
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{
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push_camera(s.camera);
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}
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lights(light_pos);
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draw_objects();
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glPushMatrix();
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glTranslatef(light_pos(0),light_pos(1),light_pos(2));
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glutWireSphere(1,20,20);
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glPopMatrix();
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pop_camera();
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pop_scene();
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////First pass - from light's point of view
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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//glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, cfbo);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glMatrixMode(GL_PROJECTION);
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//glLoadMatrixf(lightProjectionMatrix);
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//glMatrixMode(GL_MODELVIEW);
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//glLoadMatrixf(lightViewMatrix);
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////Use viewport the same size as the shadow map
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//glViewport(0, 0, factor*windowWidth, factor*windowHeight);
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////Draw back faces into the shadow map
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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_FRONT);
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////Disable color writes, and use flat shading for speed
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//glShadeModel(GL_FLAT);
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//glColorMask(0, 0, 0, 0);
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////Draw the scene
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//draw_objects();
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//////Read the depth buffer into the shadow map texture
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////glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
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////glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, factor*windowWidth, factor*windowHeight);
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//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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//glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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}
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void display()
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{
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using namespace igl;
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using namespace std;
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using namespace Eigen;
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glClearColor(1,1,1,0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(is_animating)
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{
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double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
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if(t > 1)
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{
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t = 1;
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is_animating = false;
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}
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Quaterniond q;
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q.coeffs() =
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animation_to_quat.coeffs()*t + animation_from_quat.coeffs()*(1.-t);
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q.normalize();
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s.camera.rotation = q;
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}
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update_meshes();
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draw_scene();
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report_gl_error();
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TwDraw();
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glutSwapBuffers();
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glutPostRedisplay();
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}
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void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
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{
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using namespace std;
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if(wheel == 0)
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{
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static double mouse_scroll_y = 0;
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const double delta_y = 0.125*direction;
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mouse_scroll_y += delta_y;
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// absolute scale difference when changing zooms (+1)
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const double z_diff = 0.01;
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT,viewport);
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if(TwMouseMotion(mouse_x, viewport[3] - mouse_y))
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{
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TwMouseWheel(mouse_scroll_y);
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}else
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{
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s.camera.zoom *= (1.0+double(direction)*z_diff);
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const double min_zoom = 0.01;
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const double max_zoom = 10.0;
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s.camera.zoom = min(max_zoom,max(min_zoom,s.camera.zoom));
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}
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}else
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{
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if(!is_rotating)
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{
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// Change viewing angle (reshape will take care of adjust zoom)
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const double a_diff = 1.0;
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s.camera.angle += double(direction)*a_diff;
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const double min_angle = 15.0;
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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(
|
|
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 = down_camera.rotation;
|
|
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();
|
|
}
|
|
}
|
|
s.camera.rotation = q;
|
|
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(
|
|
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();
|
|
animation_from_quat = s.camera.rotation;
|
|
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.coeffs().data(),"");
|
|
TwType RotationTypeTW = igl::anttweakbar::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);
|
|
animation_from_quat = s.camera.rotation;
|
|
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;
|
|
}
|