vcglib/apps/shadevis/shadevis.cpp

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
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Revision 1.4 2004/09/09 22:34:38 cignoni
Integrated lost modifications...
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Revision 1.3 2004/09/09 14:35:54 ponchio
Various changes for gcc compatibility
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Revision 1.2 2004/07/11 22:13:30 cignoni
Added GPL comments
2004-07-12 00:13:30 +02:00
****************************************************************************/
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#include <stdlib.h>
#include <stdio.h>
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#include <stdarg.h>
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#include <time.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include <wrap/gl/space.h>
#include <wrap/callback.h>
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#include <vcg/math/base.h>
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#include <wrap/gui/trackball.h>
#include <vcg/simplex/vertex/with/vcvn.h>
#include <vcg/simplex/vertex/with/vcvn.h>
#include <vcg/simplex/face/with/fcfn.h>
#include <vcg/space/index/grid_static_ptr.h>
#include <vcg/complex/trimesh/base.h>
#include<wrap/io_trimesh/export_ply.h>
#include<wrap/io_trimesh/import_ply.h>
#include<vcg/complex/trimesh/update/normal.h>
#include<vcg/complex/trimesh/update/bounding.h>
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#include<vcg/complex/trimesh/update/color.h>
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#include "visshader.h"
using namespace vcg;
using namespace std;
// Vertex, Face, Mesh and Grid definitions.
class MyEdge;
class AFace;
class AVertex : public VertexVCVN< float ,MyEdge,AFace > {};
class AFace : public FaceFCFN< AVertex,MyEdge,AFace > {};
class AMesh : public tri::TriMesh< vector<AVertex>, vector<AFace> > {};
///////// Global ////////
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int SampleNum=64;
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int WindowRes=800;
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unsigned int TexInd=0;
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bool SwapFlag=false;
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bool CullFlag=false;
bool ClosedFlag=false;
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Point3f ConeDir(0,1,0);
float ConeAngleRad = math::ToRad(180.0f);
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float lopass=0,hipass=1,gamma=1;
float diff=.8;
float ambi=.2;
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bool LightFlag=true;
bool ColorFlag=true;
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bool ShowDirFlag=false;
int imgcnt=0;
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Color4b BaseColor=Color4b::White;
Trackball QV;
Trackball QL;
Trackball *Q=&QV;
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int ScreenH,ScreenW;
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float ViewAngle=33;
vector<Point3f> ViewVector;
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bool cb(const char *buf)
{
printf(buf);
return true;
}
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void BuildOnePixelTexture(Color4b c, unsigned int &TexInd)
{
if(TexInd==0) glGenTextures(1,&TexInd);
glBindTexture(GL_TEXTURE_1D,TexInd);
glTexImage1D(GL_TEXTURE_1D,0,GL_RGBA,1,0,GL_RGBA,GL_UNSIGNED_BYTE,&c);
glEnable(GL_TEXTURE_1D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
}
void glutPrintf(int x, int y, const char * f, ... )
{
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glOrtho(0,ScreenW,0,ScreenH,-1,1);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
int len, i;
char buf[4096];
va_list marker;
va_start( marker, f );
int n = vsprintf(buf,f,marker);
va_end( marker );
glColor3f(0,0,0);
glRasterPos2f(x, y);
len = (int) strlen(buf);
for (i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, buf[i]);
}
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
}
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// prototypes
void SaveTexturedGround();
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void DrawViewVector()
{
glDisable(GL_LIGHTING);
glColor3f(0,0,1);
glBegin(GL_LINES);
for(unsigned int i=0;i<ViewVector.size();++i)
{
glVertex3f(0,0,0);glVertex(ViewVector[i]);
}
glEnd();
}
void DrawLightVector()
{
const int sz=5;
glPushMatrix();
QL.Apply();
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(1,1,0);
for(unsigned int i=0;i<=sz;++i)
for(unsigned int j=0;j<=sz;++j)
{
glColor3f(1,1,0);
glVertex3f(-1.0f+i*2.0/sz,-1.0f+j*2.0/sz,-1);
glVertex3f(-1.0f+i*2.0/sz,-1.0f+j*2.0/sz, 1);
}
glEnd();
glPopMatrix();
}
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void Draw(AMesh &mm)
{
AMesh::FaceIterator fi;
glBegin(GL_TRIANGLES);
for(fi=mm.face.begin();fi!=mm.face.end();++fi)
{
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glNormal((*fi).V(0)->N()); if(ColorFlag) glColor((*fi).V(0)->C()); glVertex((*fi).V(0)->P());
glNormal((*fi).V(1)->N()); if(ColorFlag) glColor((*fi).V(1)->C()); glVertex((*fi).V(1)->P());
glNormal((*fi).V(2)->N()); if(ColorFlag) glColor((*fi).V(2)->C()); glVertex((*fi).V(2)->P());
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}
glEnd();
}
AMesh m;
VertexVisShader<AMesh> Vis(m);
string OutNameMsh;
/* Called when the window is first opened and whenever
* the window is reconfigured (moved or resized).
*/
void ViewReshape(GLsizei w, GLsizei h)
{
ScreenW=w; ScreenH=h;
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glViewport(0,0,w,h);
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}
void ViewDisplay (void)
{
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
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gluPerspective(ViewAngle,(float)ScreenW/ScreenH,1,7);
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glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
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glPushMatrix();
QL.Apply();
glutPrintf(5,5,"Diffuse %04.2f Ambient %04.2f LowPass %04.2f HiPass %04.2f Gamma %04.2f ",diff,ambi,lopass,hipass,gamma);
GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glPopMatrix();
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glTranslatef(0,0,-4);
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if(Q==&QL) DrawLightVector();
QL.GetView();
QV.GetView();
QV.Apply();
if(ShowDirFlag) DrawViewVector();
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float d = 2.0/m.bbox.Diag();
glScalef(d, d, d);
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glColor3f(diff,diff,diff);
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glTranslate(-m.bbox.Center());
if(LightFlag) glEnable(GL_LIGHTING);
else glDisable(GL_LIGHTING);
if(ColorFlag) glEnable(GL_COLOR_MATERIAL);
else glDisable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT,GL_AMBIENT);
glMateriali(GL_FRONT,GL_SHININESS,0);
float spec[4]={0,0,0,1};
float ambientV[4]={ambi,ambi,ambi,1};
float diffuseV[4]={diff,diff,diff,1};
glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
glMaterialfv(GL_FRONT,GL_AMBIENT, ambientV);
glMaterialfv(GL_FRONT,GL_DIFFUSE, diffuseV);
glCullFace(GL_BACK);
if(CullFlag) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
BuildOnePixelTexture(BaseColor,TexInd);
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Draw(m);
glutSwapBuffers();
}
void ViewSpecialKey(int , int , int )
{
glutPostRedisplay();
}
void Toggle(bool &flag) {flag = !flag;}
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void UpdateVis()
{
if(LightFlag) Vis.MapVisibility(gamma,lopass,hipass,ambi);
if(!LightFlag) Vis.MapVisibility(gamma,lopass,hipass,1.0);
}
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/*********************************************************************/
/*********************************************************************/
/*********************************************************************/
void ViewKey(unsigned char key, int , int )
{
Point3f dir;
switch (key) {
case 27: exit(0); break;
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case 9: if(Q==&QV) Q=&QL;else Q=&QV; break;
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case 'l' :
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lopass=lopass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis();
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break;
case 'L' :
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lopass=lopass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
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case 'h' :
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hipass=hipass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
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case 'H' :
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hipass=hipass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
case 'd' : diff+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'D' : diff-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'a' : ambi+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'A' : ambi-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'e' : ambi+=.05; diff-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'E' : ambi-=.05; diff+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'p' :
gamma=gamma-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
case 'P' :
gamma=gamma+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
case 13 :
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//Vis.ComputeUniform(SampleNum,ViewVector,cb);
Vis.ComputeUniformCone(SampleNum,ViewVector, ConeAngleRad,ConeDir,cb);
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UpdateVis(); break;
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case ' ' : {
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Point3f dir = Q->camera.ViewPoint();
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printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]);
dir.Normalize();
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dir=Inverse(Q->track.Matrix())*dir;
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printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]);
dir.Normalize();
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Vis.ComputeSingle(dir,ViewVector,cb);
UpdateVis();
} break;
case 'r' : BaseColor[0]=min(255,BaseColor[0]+2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'R' : BaseColor[0]=max( 0,BaseColor[0]-2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'g' : BaseColor[1]=min(255,BaseColor[1]+2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'G' : BaseColor[1]=max( 0,BaseColor[1]-2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'b' : BaseColor[2]=min(255,BaseColor[2]+2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'B' : BaseColor[2]=max( 0,BaseColor[2]-2); printf("BaseColor %3i %3i %3i \n",BaseColor[0],BaseColor[1],BaseColor[2]); break;
case 'v' : Toggle(ShowDirFlag); break;
case 'V' :
{
SimplePic<Color4b> snapC;
snapC.OpenGLSnap();
char buf[128];
sprintf(buf,"Snap%03i.ppm",imgcnt++);
snapC.SavePPM(buf);
}
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case 's' :
Vis.SmoothVisibility();
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UpdateVis(); break;
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case 'S' :
{
vcg::tri::io::PlyInfo p;
p.mask|=vcg::ply::PLYMask::PM_VERTCOLOR /* | vcg::ply::PLYMask::PM_VERTQUALITY*/ ;
tri::io::ExporterPLY<AMesh>::Save(m,OutNameMsh.c_str(),false,p);
}
break;
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case 'C' : LightFlag = !LightFlag; printf("Toggled Light %s\n",LightFlag?"on":"off"); UpdateVis(); break;
case 'c' : ColorFlag = !ColorFlag; printf("Toggled Color %s\n",ColorFlag?"on":"off"); break;
case '1' : diff=0.80f; ambi=0.10f; gamma=1.0; lopass=0.00f; hipass=1.00f; ColorFlag=false; UpdateVis(); break;
case '2' : diff=0.65f; ambi=0.30f; gamma=1.0; lopass=0.15f; hipass=0.80f; ColorFlag=true; UpdateVis(); break;
case '3' : diff=0.45f; ambi=0.50f; gamma=1.0; lopass=0.20f; hipass=0.75f; ColorFlag=true; UpdateVis(); break;
case '4' : diff=0.35f; ambi=0.60f; gamma=1.0; lopass=0.25f; hipass=0.70f; ColorFlag=true; UpdateVis(); break;
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}
glutPostRedisplay(); ;
}
void ViewMenu(int val)
{
ViewKey(val, 0, 0);
}
/*********************************************************************/
// TrackBall Functions
/*********************************************************************/
int GW,GH; // Grandezza della finestra
void ViewMouse(int button, int state, int x, int y)
{
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static int KeyMod=0;
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static int glut_buttons=0;
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//printf("ViewMouse %i %i %i %i\n",x,y,button,state);
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int m_mask = 0;
if(state == GLUT_DOWN) {
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KeyMod=glutGetModifiers();
if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT;
if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT;
if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL;
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glut_buttons |= (1<<button);
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Q->MouseDown(x, ScreenH-y, glut_buttons | m_mask);
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} else {
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if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT;
if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT;
if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL;
glut_buttons |= (1<<button);
Q->MouseUp(x, ScreenH-y, glut_buttons | m_mask);
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}
}
void ViewMouseMotion(int x, int y)
{
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Q->MouseMove(x,ScreenH-y);
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glutPostRedisplay();
}
void SetLight()
{
GLfloat light_ambient0[] = {0.0, 0.0, 0.0, 1.0};
GLfloat light_diffuse0[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_diffuse0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
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glEnable(GL_LIGHT0);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_ambient0);
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}
void ViewInit (void) {
SetLight();
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Q->Reset();
Q->radius= 1;
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor (0.8, 0.8, 0.8, 0.0);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
// glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
int main(int argc, char** argv)
{
if(argc<2) {
printf(
"shadevis 1.0 \n"__DATE__"\n"
"Copyright 2003-2004 Visual Computing Lab I.S.T.I. C.N.R.\n"
"Paolo Cignoni (cignoni@isti.cnr.it)\n\n"
"Usage: shadevis file.ply [options]\n"
"Options:\n"
" -w# WindowResolution (default 600)\n"
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" -n# Sample Directions (default 64)\n"
" -z# z offset (default 1e-3)\n"
" -c assume that the mesh is closed (slightly faster, default false)\n"
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" -f Flip normal of the model\n"
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" -da # Cone Direction Angle in degree (default 180)\n"
" -dv # # # Cone Direction vector (default 0 0 1)\n"
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);
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return 1;
}
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srand(time(0));
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int i=1;
while(i<argc && (argv[i][0]=='-'))
{
switch(argv[i][1])
{
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case 'd' : if(argv[i][2] == 'a') { ConeAngleRad = math::ToRad(atof(argv[i+1])); ++i; break; }
if(argv[i][2] == 'v') { ConeDir = Point3f(atof(argv[i+1]),atof(argv[i+2]),atof(argv[i+3])); i+=3; break; }
break;
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case 'n' : SampleNum = atoi(argv[i]+2); break;
case 'f' : SwapFlag=false; break;
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case 'c' : ClosedFlag=true; break;
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case 'w' : WindowRes= atoi(argv[i]+2); printf("Set WindowRes to %i\n",WindowRes ); break;
case 's' : Vis.SplitNum= atoi(argv[i]+2); printf("Set SplitNum to %i\n",Vis.SplitNum ); break;
case 'z' : Vis.ZTWIST = atof(argv[i]+2); printf("Set ZTWIST to %f\n",Vis.ZTWIST ); break;
default: {printf("Error unable to parse option '%s'\n",argv[i]); exit(0);}
}
++i;
}
string basename = argv[i];
if(!(basename.substr(basename.length()-4)==".ply")) {
printf("Error: Unknown file extension %s\n",basename.c_str());
return 1;
}
// loading original mesh
int ret=tri::io::ImporterPLY<AMesh>::Open(m,argv[i]);
if(ret) {printf("Error unable to open mesh %s\n",argv[i]);exit(-1);}
tri::UpdateNormals<AMesh>::PerVertexNormalized(m);
tri::UpdateBounding<AMesh>::Box(m);
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tri::UpdateColor<AMesh>::VertexConstant(m,Color4b::White);
Vis.IsClosedFlag=ClosedFlag;
Vis.Init();
UpdateVis();
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printf("Mesh bbox (%f %f %f)-(%f %f %f)\n\n",m.bbox.min[0],m.bbox.min[1],m.bbox.min[2],m.bbox.max[0],m.bbox.max[1],m.bbox.max[2]);
OutNameMsh=(string(argv[i]).substr(0,strlen(argv[i])-4));
OutNameMsh+="_vis.ply";
printf("Mesh Output filename %s\n",OutNameMsh.c_str());
printf("Mesh %iv %if bbox Diag %g\n",m.vn,m.fn,m.bbox.Diag());
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(WindowRes, WindowRes);
glutInitWindowPosition (10,10);
glutCreateWindow ("shadevis - Visual Computing Lab - vcg.isti.cnr.it ");
glutDisplayFunc(ViewDisplay);
glutReshapeFunc(ViewReshape);
glutKeyboardFunc(ViewKey);
glutSpecialFunc(ViewSpecialKey);
glutMouseFunc(ViewMouse);
glutMotionFunc(ViewMouseMotion);
ViewInit();
glewInit();
glutMainLoop();
return(0);
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}