vcglib/apps/shadevis/visshader.h

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2004-06-09 19:01:29 +02:00
/*#***************************************************************************
* Visibility.h o o *
* o o *
* Visual Computing Group _ O _ *
* IEI Institute, CNUCE Institute, CNR Pisa \/)\/ *
* /\/| *
* Copyright(C) 1999 by Paolo Cignoni, Paolo Pingi, Claudio Rocchini | *
* All rights reserved. \ *
* *
* Permission to use, copy, modify, distribute and sell this software and *
* its documentation for any purpose is hereby granted without fee, provided *
* that the above copyright notice appear in all copies and that both that *
* copyright notice and this permission notice appear in supporting *
* documentation. the author makes no representations about the suitability *
* of this software for any purpose. It is provided "as is" without express *
* or implied warranty. *
* *
*****************************************************************************/
/*#**************************************************************************
History
2003 Aug 26 First Working version
****************************************************************************/
#ifndef __VCG_MESH_VISIBILITY
#define __VCG_MESH_VISIBILITY
#include <bitset>
#include <vcg/math/matrix44.h>
#include "simplepic.h"
namespace vcg {
template <class ScalarType>
void GenNormal(int vn, std::vector<Point3<ScalarType > > &NN)
{
typedef Point3<ScalarType> Point3x;
NN.clear();
while(NN.size()<vn)
{
Point3x pp(float(rand())/RAND_MAX,float(rand())/RAND_MAX,float(rand())/RAND_MAX);
pp=pp*2.0-Point3x(1,1,1);
if(pp.SquaredNorm()<1)
{
Normalize(pp);
NN.push_back(pp);
}
}
}
// Base Class che definisce le varie interfaccie;
template <class MESH_TYPE, int MAXVIS=2048> class VisShader
{
public :
enum {VisMax=MAXVIS};
VisShader(MESH_TYPE &me):m(me)
{
CullFlag= false;
IsClosed = false;
ZTWIST=1e-3;
SplitNum=1;
CameraViewing=false;
}
typedef Point3<typename MESH_TYPE::ScalarType> Point3x;
typedef typename MESH_TYPE::CoordType CoordType;
typedef typename MESH_TYPE::ScalarType ScalarType;
typedef typename MESH_TYPE::VertexType VertexType;
typedef typename MESH_TYPE::VertexPointer VertexPointer;
typedef typename MESH_TYPE::VertexIterator VertexIterator;
typedef typename MESH_TYPE::FaceIterator FaceIterator;
typedef typename MESH_TYPE::FaceType FaceType;
typedef Matrix44<ScalarType> Matrix44x;
typedef Box3<ScalarType> Box3x;
// The Basic Data the mesh and its wrapper;
MESH_TYPE &m;
std::vector<MESH_TYPE *> OMV; // Occluder Mesh Vector;
// la visibilita' e' in float, per ogni entita'
// 1 significa che e' totalmente visibile per una data direzione.
std::vector<float> VV;
std::vector< Point3x > VN; // Vettore delle normali che ho usato per calcolare la mask e i float in W;
// User defined parameters and flags
bool IsClosed;
float ZTWIST;
bool CullFlag; // Enable the frustum culling. Useful when the splitting value is larger than 2
int SplitNum;
protected:
bool CameraViewing;
//Camera<ScalarType> Cam;
public:
/********************************************************/
// Generic functions with Specialized code for every subclass
virtual void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1,bool FalseColor=false)=0;
//virtual void ApplyLightingEnvironment(std::vector<float> &W, float Gamma);
virtual int GLAccumPixel( std::vector<int> &PixSeen)=0;
virtual bool ReadVisibility(const char * /*filename*/){assert( 0); return false;}
virtual bool WriteVisibility(const char * /*filename*/){assert( 0); return false;}
/********************************************************/
// Generic functions with same code for every subclass
void Clear() { fill(VV.begin(),VV.end(),0); }
void InitGL()
{
glPushAttrib(GL_COLOR_BUFFER_BIT );
::glClearColor (1.0, 1.0, 1.0, 0.0);
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
}
void RestoreGL()
{
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
/*
Funzione principale di conversione in visibilita'
Dati i due vettori PixSeen e PixNotSeen che indicano per ogni entita' (vertice o faccia)
quanti sono, rispettivamente, i pixel visibili e occlusi,
questa funzione calcola un valore float per ogni entita' che indica quanto e' visibile lungo una data direzione camera
== 1 significa completamente visibile
== 0 significa completamente occluso.
*/
void AddPixelCount(std::vector<float> &_VV, const std::vector<int> &PixSeen)
{
assert(_VV.size()==PixSeen.size());
for(int i=0;i<PixSeen.size();++i)
if(PixSeen[i]>0) _VV[i]+= 1;
}
//void SetVisibilityMask(std::vector< std::bitset<MAXVIS> > &_VM, const std::vector<int> &PixSeen, const int dir)
// {
// assert(_VM.size()==PixSeen.size());
// for(int i=0;i<PixSeen.size();++i)
// if(PixSeen[i]>0) _VM[i][dir]=true;
// }
/*******************************
Funzioni ad alto livello che computano le Visibility Mask per varie distribuzioni di direzioni
*******************************/
// Funzione Generica chiamata da tutte le seguenti
void Compute( CallBack *cb)
{
//cb(buf.format("Start to compute %i dir\n",VN.size()));
InitGL();
VV.resize(m.vert.size());
vector<int> PixSeen(VV.size(),0);
for(int i=0;i<VN.size();++i)
{
int t0=clock();
fill(PixSeen.begin(),PixSeen.end(),0);
int added=SplittedRendering(VN[i], PixSeen,cb);
AddPixelCount(VV,PixSeen);
int t1=clock();
printf("ComputeSingleDir %i on %i : %i msec\n",i,VN.size(),t1-t0);
}
RestoreGL();
}
void ComputeCone(int nn, Point3x &dir, ScalarType ConeAngleDeg, CallBack *cb)
{
string buf;
ScalarType ConeAngleRad=ToRad(ConeAngleDeg);
ScalarType SolidAngleSter = (1.0 - Cos(ConeAngleRad))*2*M_PI;
int Frac=(4.0*M_PI)/SolidAngleSter;
printf("ComputeCone for an angle of %f , solidAngle =%f pi asked %i normals, forecasted we need to ask %i normals\n",
ConeAngleDeg,SolidAngleSter/M_PI,nn,nn*Frac);
VN.clear();
vector<Point3x> nvt;
GenNormal(nn*Frac,nvt);
ScalarType CosConeAngle=Cos(ConeAngleRad);
for(int i=0;i<nvt.size();++i)
if(dir*nvt[i]>=CosConeAngle) VN.push_back(nvt[i]);
printf("Asked %i normal, got %i normals\n",nn,VN.size());
Compute(cb);
}
void ComputeHalf(int nn, Point3x &dir, CallBack *cb)
{
string buf;
VN.clear();
vector<Point3x> nvt;
GenNormal(nn*2,nvt);
for(int i=0;i<nvt.size();++i)
if(dir*nvt[i]>0) VN.push_back(nvt[i]);
printf("Asked %i normal, got %i normals\n",nn,VN.size());
Compute(cb);
}
void ComputeUniform(int nn, CallBack *cb)
{
VN.clear();
GenNormal(nn,VN);
char buf[256];
sprintf(buf,"Asked %i normal, got %i normals\n",nn,VN.size());
cb(buf);
Compute(cb);
}
void ComputeSingle(Point3x &dir, CallBack *cb)
{
VN.clear();
VN.push_back(dir);
printf("Computing one direction (%f %f %f)\n",dir[0],dir[1],dir[2]);
Compute(cb);
}
/**********************************************************/
int SplittedRendering(Point3x &ViewDir, std::vector<int> &PixSeen, CallBack *cb=DummyCallBack)
{
int tt=0;
int i,j;
for(i=0;i<SplitNum;++i)
for(j=0;j<SplitNum;++j){
SetupOrthoViewMatrix(ViewDir, i,j,SplitNum);
tt+=GLAccumPixel(PixSeen);
}
return tt;
}
// Compute a rotation matrix that bring Axis parallel to Z.
void GenMatrix(Matrix44d &a, Point3d Axis, double angle)
{
const double eps=1e-5;
Point3d RotAx = Axis ^ Point3d(0,0,1);
double RotAngle = Angle(Axis,Point3d(0,0,1));
if(math::Abs(RotAx.Norm())<eps) { // in questo caso Axis e' collineare con l'asse z
RotAx=Point3d(0,1,0);
double RotAngle = Angle(Axis,Point3d(0,1,0));
}
//printf("Rotating around (%5.3f %5.3f %5.3f) %5.3f\n",RotAx[0],RotAx[1],RotAx[2],RotAngle);
a.SetRotate(-RotAngle,RotAx);
//Matrix44d rr;
//rr.SetRotate(-angle, Point3d(0,0,1));
//a=rr*a;
}
// Genera la matrice di proj e model nel caso di un rendering ortogonale.
// subx e suby indicano la sottoparte che si vuole
void SetupOrthoViewMatrix(Point3x &ViewDir, int subx, int suby,int LocSplit)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
float dlt=2.0f/LocSplit;
glOrtho(-1+subx*dlt, -1+(subx+1)*dlt, -1+suby*dlt, -1+(suby+1)*dlt,-2,2);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
Matrix44d rot;
Point3d qq; qq.Import(ViewDir);
GenMatrix(rot,qq,0);
glMultMatrixd((const double *)&rot);
double d=2.0/m.bbox.Diag();
glScalef(d,d,d);
glTranslate(-m.bbox.Center());
}
void ComputeSingleDirection(Point3x BaseDir, std::vector<int> &PixSeen, CallBack *cb=DummyCallBack)
{
int t0=clock();
string buf;
int added=SplittedRendering(BaseDir, PixSeen,cb);
int t1=clock();
printf("ComputeSingleDir %i msec\n",t1-t0);
}
void ComputeAverageVisibilityDirection()
{
int i,j;
VD.resize(VM.size());
for(j=0;j<VM.size();++j)
{
Point3x &nn=VD[j];
nn=Point3x(0,0,0);
bitset<VisMax> &msk=VM[j];
for(i=0;i<VN.size();++i)
if(msk[i]) nn+=VN[i];
}
for(j=0;j<VM.size();++j)
VD[j].Normalize();
}
// calcola un LightingEnvironment direzionale, cioe'un vettore di pesi per l'insieme di normali
// corrente tale che
// mette a 1 tutti i vettori che sono entro un angolo DegAngle1
// a 0 tutti quelli oltre DegAngle2 e
// sfuma linearmente nel mezzo.
void DirectionalLightingEnvironment(std::vector<float> &LE, Point3x dir, ScalarType DegAngle1, ScalarType DegAngle2)
{
LE.clear();
LE.resize(VN.size(),0);
int i;
for(i=0;i<VN.size();++i)
{
ScalarType a=ToDeg(Angle(dir,VN[i]));
if(a<DegAngle1) { LE[i]=1; continue; }
if(a>DegAngle2) { LE[i]=0; continue; }
LE[i] = 1.0-(a-DegAngle1)/(DegAngle2-DegAngle1);
}
// last step normalize the weights;
ScalarType sum=0;
for(i=0;i<VN.size();++i)
sum+=LE[i];
for(i=0;i<VN.size();++i)
LE[i]/=sum;
}
};
/***************************************************************************/
/***************************************************************************/
/***************************************************************************/
template <class MESH_TYPE> class VertexVisShader : public VisShader<MESH_TYPE>
{
public :
// Function Members
VertexVisShader(MESH_TYPE &me):VisShader<MESH_TYPE>(me)
{
// la mesh DEVE avere colore per vertice
if(! m.HasPerVertexColor()) assert(0);
}
void Init() { VV.resize(m.vert.size()); AssignColorId(); }
// Vis::VisMode Id() {return Vis::VMPerVert;};
void Compute(int nn);
void AddPixelCount(std::vector<float> &_VV, std::vector<int> &PixSeen, std::vector<int> &PixNotSeen )
{
for(int i=0;i<m.vert.size();++i)
_VV[i]+= float(PixSeen[i])/float(PixSeen[i]-PixNotSeen[i]);
}
void DrawFill(MESH_TYPE &mm)
{
glBegin(GL_TRIANGLES);
MESH_TYPE::FaceIterator fi;
for(fi=mm.face.begin();fi!=mm.face.end();++fi)
{
glVertex((*fi).V(0)->P());
glVertex((*fi).V(1)->P());
glVertex((*fi).V(2)->P());
}
glEnd();
}
/***************************************************************************/
//VertexVisibility
// Funzione Principale restituisce per ogni entita' quanti px si vedono o no.
int GLAccumPixel( std::vector<int> &PixSeen)
{
SimplePic<float> snapZ;
SimplePic<Color4b> snapC;
glClearColor(Color4b::White);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT );
glDisable(GL_LIGHTING);
glDepthRange(0.0f,1.0f);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glDepthMask(GL_TRUE);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
/////** Si disegnano le front face **/////
glDepthRange(2.0*ZTWIST,1.0f);
// glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glColor(Color4b::Red);
DrawFill(m);
snapC.OpenGLSnap();
// if(!IsClosed) // sono necessarie due passate in piu!
//{
// /////** Si disegnano le back face shiftate in avanti di 2 epsilon **/////
// glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
// glColor(Color4b::Black);
// glCullFace(GL_FRONT);
// glDepthRange(0.0f,1.0f-2.0*ZTWIST);
// DrawFill(m);
// //glw.DrawFill<GLW::NMNone, GLW::CMNone,GLW::TMNone>();
//}
//if(OMV.size()>0)
//{
// /////** Si disegnano le back face shiftate in avanti di 2 epsilon **/////
// glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
// glColor(Color4b::Black);
// glDisable(GL_CULL_FACE);
// glDepthRange(0.0f,1.0f-2.0*ZTWIST);
// for(unsigned int i=0;i<OMV.size();++i)
// DrawFill(*(OMV[i]));
// //OGV[i]->DrawFill<GLW::NMNone, GLW::CMNone,GLW::TMNone>();
//}
int cnt=0;
snapZ.OpenGLSnap(GL_DEPTH_COMPONENT);
snapC.OpenGLSnap();
double MM[16];
glGetDoublev(GL_MODELVIEW_MATRIX,MM);
double MP[16];
glGetDoublev(GL_PROJECTION_MATRIX,MP);
int VP[4];
glGetIntegerv(GL_VIEWPORT,VP);
double tx,ty,tz;
for(int i=0;i<m.vert.size();++i)
{
gluProject(m.vert[i].P()[0],m.vert[i].P()[1],m.vert[i].P()[2],
MM,MP,VP,
&tx,&ty,&tz);
if(tx>=0 && tx<snapZ.sx && ty>=0 && ty<snapZ.sy)
{
int txi=floor(tx),tyi=floor(ty);
float sd=snapZ.Pix(tx,ty);
int col = min( min(snapC.Pix(txi+0,tyi+0)[0],snapC.Pix(txi+1,tyi+0)[0]),
min(snapC.Pix(txi+0,tyi+1)[0],snapC.Pix(txi+1,tyi+1)[0]));
if(col!=0)
if(tz<sd+ZTWIST) {
PixSeen[i]++;
cnt++;
}
}
}
glPopAttrib();
printf("Seen %i vertexes on %i\n",cnt,m.vert.size());
return cnt;
}
void SmoothVisibility()
{
MESH_TYPE::FaceIterator fi;
vector<float> VV2;
vector<int> VC(VV.size(),1);
VV2=VV;
for(fi=m.face.begin();fi!=m.face.end();++fi)
for(int i=0;i<3;++i)
{
VV2[(*fi).V(i)-&*m.vert.begin()] += VV[(*fi).V1(i)-&*m.vert.begin()];
++VC[(*fi).V(i)-&*m.vert.begin()];
}
for(unsigned int i=0;i<VV2.size();++i)
VV[i]=VV2[i]/VC[i];
}
void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, bool FalseColor = false)
{
float minv=*min_element(VV.begin(),VV.end());
float maxv=*max_element(VV.begin(),VV.end());
printf("Visibility Range %f %f\n", minv,maxv);
MESH_TYPE::VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi){
float gval=(VV[vi-m.vert.begin()]-minv)/(maxv-minv);
if(gval<LowPass) gval=LowPass;
if(gval>HighPass) gval=HighPass;
(*vi).C().SetGrayShade(pow((gval-LowPass)/(HighPass-LowPass),Gamma));
}
}
//void ApplyLightingEnvironment(std::vector<float> &W, float Gamma=1)
// {
// assert(W.size()==VN.size());
// MESH_TYPE::VertexIterator vi;
//
// for(vi=m.vert.begin();vi!=m.vert.end();++vi)
// {
// float gray=0;
// bitset<VisMax> &msk=VM[vi-m.vert.begin()];
// for(int i=0;i<VN.size();++i)
// if(msk[i]) gray+=W[i];
//
// (*vi).C().SetGrayShade(gray);
// }
// }
};
}
#endif // __VCG_MESH_VISIBILITY