Integrated lost modifications...

This commit is contained in:
Paolo Cignoni 2004-09-09 22:37:48 +00:00
parent dedf484388
commit 0cceae697e
2 changed files with 279 additions and 160 deletions

View File

@ -24,6 +24,9 @@
History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.3 2004/09/09 14:35:54 ponchio
Various changes for gcc compatibility
Revision 1.2 2004/07/11 22:13:30 cignoni Revision 1.2 2004/07/11 22:13:30 cignoni
Added GPL comments Added GPL comments
@ -31,6 +34,7 @@ Added GPL comments
****************************************************************************/ ****************************************************************************/
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
#include <stdarg.h>
#include <time.h> #include <time.h>
#include <GL/glew.h> #include <GL/glew.h>
#include <GL/glut.h> #include <GL/glut.h>
@ -48,6 +52,7 @@ Added GPL comments
#include<wrap/io_trimesh/import_ply.h> #include<wrap/io_trimesh/import_ply.h>
#include<vcg/complex/trimesh/update/normal.h> #include<vcg/complex/trimesh/update/normal.h>
#include<vcg/complex/trimesh/update/bounding.h> #include<vcg/complex/trimesh/update/bounding.h>
#include<vcg/complex/trimesh/update/color.h>
#include "visshader.h" #include "visshader.h"
using namespace vcg; using namespace vcg;
@ -65,43 +70,30 @@ class AMesh : public tri::TriMesh< vector<AVertex>, vector<AFace> > {};
///////// Global //////// ///////// Global ////////
int SampleNum=32; int SampleNum=64;
int WindowRes=800; int WindowRes=800;
unsigned int TexInd=0;
bool SwapFlag=false; bool SwapFlag=false;
bool CullFlag=false;
bool ClosedFlag=false;
float lopass=0,hipass=1,gamma=1;
float diff=.8;
float ambi=.2;
float lopass=0,hipass=1,Gamma=1;
bool LightFlag=true; bool LightFlag=true;
bool ColorFlag=true; bool ColorFlag=true;
bool ShowDirFlag=false;
int imgcnt=0;
Trackball Q; Color4b BaseColor=Color4b::White;
Trackball QV;
Trackball QL;
Trackball *Q=&QV;
int ScreenH,ScreenW; int ScreenH,ScreenW;
float ViewAngle=45; float ViewAngle=33;
vector<Point3f> ViewVector;
class TimeOracle
{
public:
time_t start;
time_t cur;
char buf[128];
char const *TimeToEndStr(double perc)
{
time(&cur);
double diff=difftime(cur,start);
diff= diff/perc - diff;
int hh=diff/3600;
int mm=(diff-hh*3600)/60;
int ss=diff-hh*3600-mm*60;
sprintf(buf,"%02i:%02i:%02i",hh,mm,ss);
return buf;
}
void Start(){time(&start);};
};
bool cb(const char *buf) bool cb(const char *buf)
{ {
@ -109,19 +101,88 @@ bool cb(const char *buf)
return true; return true;
} }
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();
}
// prototypes // prototypes
void SaveTexturedGround(); void SaveTexturedGround();
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();
}
void Draw(AMesh &mm) void Draw(AMesh &mm)
{ {
AMesh::FaceIterator fi; AMesh::FaceIterator fi;
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
for(fi=mm.face.begin();fi!=mm.face.end();++fi) for(fi=mm.face.begin();fi!=mm.face.end();++fi)
{ {
glNormal((*fi).V(0)->N()); if(ColorFlag) glColor((*fi).V(0)->C()); glVertex((*fi).V(0)->P());
glNormal((*fi).V(0)->N()); 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(1)->N()); 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());
glNormal((*fi).V(2)->N()); glColor((*fi).V(2)->C()); glVertex((*fi).V(2)->P());
} }
glEnd(); glEnd();
} }
@ -138,31 +199,52 @@ string OutNameMsh;
void ViewReshape(GLsizei w, GLsizei h) void ViewReshape(GLsizei w, GLsizei h)
{ {
ScreenW=w; ScreenH=h; ScreenW=w; ScreenH=h;
glMatrixMode (GL_PROJECTION); glViewport(0,0,w,h);
glLoadIdentity ();
gluPerspective(ViewAngle,(float)w/(float)h,.1,10000);
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
} }
void ViewDisplay (void) void ViewDisplay (void)
{ {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION); glMatrixMode (GL_PROJECTION);
glLoadIdentity (); glLoadIdentity ();
gluPerspective(ViewAngle,1,.1,10); gluPerspective(ViewAngle,(float)ScreenW/ScreenH,1,7);
glMatrixMode (GL_MODELVIEW); glMatrixMode (GL_MODELVIEW);
glLoadIdentity (); glLoadIdentity ();
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();
glTranslatef(0,0,-4); glTranslatef(0,0,-4);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(Q==&QL) DrawLightVector();
Q.GetView(); QL.GetView();
Q.Apply(); QV.GetView();
Q.Draw(); QV.Apply();
if(ShowDirFlag) DrawViewVector();
float d = 2.0/m.bbox.Diag(); float d = 2.0/m.bbox.Diag();
glScalef(d, d, d); glScalef(d, d, d);
glColor3f(diff,diff,diff);
glTranslate(-m.bbox.Center()); glTranslate(-m.bbox.Center());
if(LightFlag) glEnable(GL_LIGHTING); if(LightFlag) glEnable(GL_LIGHTING);
else glDisable(GL_LIGHTING); else glDisable(GL_LIGHTING);
if(ColorFlag) glEnable(GL_COLOR_MATERIAL); if(ColorFlag) glEnable(GL_COLOR_MATERIAL);
else glDisable(GL_COLOR_MATERIAL); else glDisable(GL_COLOR_MATERIAL);
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);
Draw(m); Draw(m);
glutSwapBuffers(); glutSwapBuffers();
} }
@ -172,6 +254,11 @@ void ViewSpecialKey(int , int , int )
glutPostRedisplay(); glutPostRedisplay();
} }
void Toggle(bool &flag) {flag = !flag;} void Toggle(bool &flag) {flag = !flag;}
void UpdateVis()
{
if(LightFlag) Vis.MapVisibility(gamma,lopass,hipass,ambi);
if(!LightFlag) Vis.MapVisibility(gamma,lopass,hipass,1.0);
}
/*********************************************************************/ /*********************************************************************/
/*********************************************************************/ /*********************************************************************/
/*********************************************************************/ /*********************************************************************/
@ -180,48 +267,66 @@ void ViewKey(unsigned char key, int , int )
Point3f dir; Point3f dir;
switch (key) { switch (key) {
case 27: exit(0); break; case 27: exit(0); break;
case 9: if(Q==&QV) Q=&QL;else Q=&QV; break;
case 'l' : case 'l' :
lopass=lopass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); lopass=lopass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
Vis.MapVisibility(Gamma,lopass,hipass); UpdateVis();
break; break;
case 'L' : case 'L' :
lopass=lopass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); lopass=lopass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
Vis.MapVisibility(Gamma,lopass,hipass); UpdateVis(); break;
break;
case 'h' : case 'h' :
hipass=hipass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); hipass=hipass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
Vis.MapVisibility(Gamma,lopass,hipass); UpdateVis(); break;
break;
case 'H' : case 'H' :
hipass=hipass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); hipass=hipass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
Vis.MapVisibility(Gamma,lopass,hipass); UpdateVis(); break;
break; case 'd' : diff+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
case 'g' : case 'D' : diff-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
Gamma=Gamma-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); case 'a' : ambi+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
Vis.MapVisibility(Gamma,lopass,hipass); case 'A' : ambi-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
break;
case 'G' : case 'e' : ambi+=.05; diff-=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
Gamma=Gamma+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,Gamma); case 'E' : ambi-=.05; diff+=.05; printf("Ambient %f Diffuse %f, \n",ambi,diff); UpdateVis(); break;
Vis.MapVisibility(Gamma,lopass,hipass);
break; case 'p' :
case 'c' : gamma=gamma-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
Vis.ComputeUniform(SampleNum,cb); UpdateVis(); break;
Vis.MapVisibility(Gamma,lopass,hipass); case 'P' :
break; gamma=gamma+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
UpdateVis(); break;
case 13 :
Vis.ComputeUniform(SampleNum,ViewVector,cb);
UpdateVis(); break;
case ' ' : { case ' ' : {
Point3f dir = Q.camera.ViewPoint(); Point3f dir = Q->camera.ViewPoint();
printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]); printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]);
dir.Normalize(); dir.Normalize();
dir=Inverse(Q.track.Matrix())*dir; dir=Inverse(Q->track.Matrix())*dir;
printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]); printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]);
dir.Normalize(); dir.Normalize();
Vis.ComputeSingle(dir,cb); Vis.ComputeSingle(dir,ViewVector,cb);
Vis.MapVisibility(Gamma,lopass,hipass); } UpdateVis();
break; } 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);
}
case 's' : case 's' :
Vis.SmoothVisibility(); Vis.SmoothVisibility();
Vis.MapVisibility(Gamma,lopass,hipass); UpdateVis(); break;
break;
case 'S' : case 'S' :
{ {
vcg::tri::io::PlyInfo p; vcg::tri::io::PlyInfo p;
@ -229,8 +334,12 @@ void ViewKey(unsigned char key, int , int )
tri::io::ExporterPLY<AMesh>::Save(m,OutNameMsh.c_str(),false,p); tri::io::ExporterPLY<AMesh>::Save(m,OutNameMsh.c_str(),false,p);
} }
break; break;
case 'a' : LightFlag = !LightFlag; printf("Toggled Light\n"); break; case 'C' : LightFlag = !LightFlag; printf("Toggled Light %s\n",LightFlag?"on":"off"); UpdateVis(); break;
case 'A' : ColorFlag = !ColorFlag; printf("Toggled Color\n"); 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;
} }
glutPostRedisplay(); ; glutPostRedisplay(); ;
} }
@ -242,36 +351,34 @@ void ViewMenu(int val)
// TrackBall Functions // TrackBall Functions
/*********************************************************************/ /*********************************************************************/
int PressedButton; // What is the button actually pressed?
int KeyMod;
int GW,GH; // Grandezza della finestra int GW,GH; // Grandezza della finestra
int B[3]={0,0,0}; // Variabile globale che tiene lo stato dei tre bottoni;
void ViewMouse(int button, int state, int x, int y) void ViewMouse(int button, int state, int x, int y)
{ {
static int KeyMod=0;
static int glut_buttons=0; static int glut_buttons=0;
//printf("ViewMouse %i %i %i %i\n",x,y,button,state);
int m_mask = 0; int m_mask = 0;
if(state == GLUT_DOWN) {
KeyMod=glutGetModifiers(); KeyMod=glutGetModifiers();
if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT; if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT;
if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT; if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT;
if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL; if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL;
if(state == GLUT_DOWN) {
glut_buttons |= (1<<button); glut_buttons |= (1<<button);
Q.MouseDown(x, ScreenH-y, glut_buttons | m_mask); Q->MouseDown(x, ScreenH-y, glut_buttons | m_mask);
} else { } else {
//glut_buttons &= ~(1<<button); if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT;
glut_buttons = 0; if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT;
m_mask = 0; if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL;
Q.MouseUp(x, ScreenH-y, glut_buttons); glut_buttons |= (1<<button);
Q->MouseUp(x, ScreenH-y, glut_buttons | m_mask);
} }
} }
void ViewMouseMotion(int x, int y) void ViewMouseMotion(int x, int y)
{ {
Q.MouseMove(x,ScreenH-y); Q->MouseMove(x,ScreenH-y);
glutPostRedisplay(); glutPostRedisplay();
} }
@ -280,16 +387,18 @@ void SetLight()
GLfloat light_ambient0[] = {0.0, 0.0, 0.0, 1.0}; GLfloat light_ambient0[] = {0.0, 0.0, 0.0, 1.0};
GLfloat light_diffuse0[] = {1.0, 1.0, 1.0, 1.0}; GLfloat light_diffuse0[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0}; GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position0); glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_diffuse0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_ambient0);
} }
void ViewInit (void) { void ViewInit (void) {
SetLight(); SetLight();
Q.Reset(); Q->Reset();
Q.radius= 1; Q->radius= 1;
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
glClearColor (0.8, 0.8, 0.8, 0.0); glClearColor (0.8, 0.8, 0.8, 0.0);
@ -300,16 +409,8 @@ void ViewInit (void) {
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT,GL_DIFFUSE);
//glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
//glColorMaterial(GL_FRONT,GL_AMBIENT);
glMateriali(GL_FRONT,GL_SHININESS,0);
float spec[4]={0,0,0,1};
glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
} }
@ -324,18 +425,18 @@ int main(int argc, char** argv)
"Usage: shadevis file.ply [options]\n" "Usage: shadevis file.ply [options]\n"
"Options:\n" "Options:\n"
" -w# WindowResolution (default 600)\n" " -w# WindowResolution (default 600)\n"
" -n# Sample Directions (default 32)\n" " -n# Sample Directions (default 64)\n"
" -z# z offset (default 1e-4)\n" " -z# z offset (default 1e-3)\n"
" -da # Cone Direction Angle in degree (default 45)\n" " -c assume that the mesh is closed (slightly faster, default false)\n"
" -dv # # # Cone Direction vector (default 0 0 1)\n"
" -c Set IsClosed Flag\n"
" -f Flip normal of the model\n" " -f Flip normal of the model\n"
//" -da # Cone Direction Angle in degree (default 45)\n"
//" -dv # # # Cone Direction vector (default 0 0 1)\n"
); );
return 1; return 1;
} }
srand(time(0));
int i=1; int i=1;
while(i<argc && (argv[i][0]=='-')) while(i<argc && (argv[i][0]=='-'))
{ {
@ -343,6 +444,7 @@ int main(int argc, char** argv)
{ {
case 'n' : SampleNum = atoi(argv[i]+2); break; case 'n' : SampleNum = atoi(argv[i]+2); break;
case 'f' : SwapFlag=false; break; case 'f' : SwapFlag=false; break;
case 'c' : ClosedFlag=true; break;
case 'w' : WindowRes= atoi(argv[i]+2); printf("Set WindowRes to %i\n",WindowRes ); break; 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 '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; case 'z' : Vis.ZTWIST = atof(argv[i]+2); printf("Set ZTWIST to %f\n",Vis.ZTWIST ); break;
@ -364,6 +466,10 @@ int main(int argc, char** argv)
if(ret) {printf("Error unable to open mesh %s\n",argv[i]);exit(-1);} if(ret) {printf("Error unable to open mesh %s\n",argv[i]);exit(-1);}
tri::UpdateNormals<AMesh>::PerVertexNormalized(m); tri::UpdateNormals<AMesh>::PerVertexNormalized(m);
tri::UpdateBounding<AMesh>::Box(m); tri::UpdateBounding<AMesh>::Box(m);
tri::UpdateColor<AMesh>::VertexConstant(m,Color4b::White);
Vis.IsClosedFlag=ClosedFlag;
Vis.Init();
UpdateVis();
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]); 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=(string(argv[i]).substr(0,strlen(argv[i])-4));

View File

@ -24,6 +24,9 @@
History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.3 2004/09/09 14:35:54 ponchio
Various changes for gcc compatibility
Revision 1.2 2004/07/11 22:13:30 cignoni Revision 1.2 2004/07/11 22:13:30 cignoni
Added GPL comments Added GPL comments
@ -37,7 +40,10 @@ Added GPL comments
#include <bitset> #include <bitset>
#include <vcg/math/matrix44.h> #include <vcg/math/matrix44.h>
#include <wrap/gl/math.h>
#include "simplepic.h" #include "simplepic.h"
#include "gen_normal.h"
namespace vcg { namespace vcg {
template <class ScalarType> template <class ScalarType>
@ -66,7 +72,7 @@ template <class MESH_TYPE, int MAXVIS=2048> class VisShader
VisShader(MESH_TYPE &me):m(me) VisShader(MESH_TYPE &me):m(me)
{ {
CullFlag= false; CullFlag= false;
IsClosed = false; IsClosedFlag = false;
ZTWIST=1e-3; ZTWIST=1e-3;
SplitNum=1; SplitNum=1;
@ -97,7 +103,7 @@ template <class MESH_TYPE, int MAXVIS=2048> class VisShader
std::vector< Point3x > VN; // Vettore delle normali che ho usato per calcolare la mask e i float in W; std::vector< Point3x > VN; // Vettore delle normali che ho usato per calcolare la mask e i float in W;
// User defined parameters and flags // User defined parameters and flags
bool IsClosed; bool IsClosedFlag;
float ZTWIST; float ZTWIST;
bool CullFlag; // Enable the frustum culling. Useful when the splitting value is larger than 2 bool CullFlag; // Enable the frustum culling. Useful when the splitting value is larger than 2
int SplitNum; int SplitNum;
@ -108,7 +114,7 @@ template <class MESH_TYPE, int MAXVIS=2048> class VisShader
/********************************************************/ /********************************************************/
// Generic functions with Specialized code for every subclass // 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 MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1,float Scale=1.0)=0;
//virtual void ApplyLightingEnvironment(std::vector<float> &W, float Gamma); //virtual void ApplyLightingEnvironment(std::vector<float> &W, float Gamma);
virtual int GLAccumPixel( std::vector<int> &PixSeen)=0; virtual int GLAccumPixel( std::vector<int> &PixSeen)=0;
@ -119,7 +125,8 @@ template <class MESH_TYPE, int MAXVIS=2048> class VisShader
/********************************************************/ /********************************************************/
// Generic functions with same code for every subclass // Generic functions with same code for every subclass
void Clear() { fill(VV.begin(),VV.end(),0); } void Clear() {
fill(VV.begin(),VV.end(),0); }
void InitGL() void InitGL()
{ {
@ -176,9 +183,10 @@ void Compute( CallBack *cb)
{ {
//cb(buf.format("Start to compute %i dir\n",VN.size())); //cb(buf.format("Start to compute %i dir\n",VN.size()));
InitGL(); InitGL();
int t00=clock();
VV.resize(m.vert.size()); VV.resize(m.vert.size());
std::vector<int> PixSeen(VV.size(),0); std::vector<int> PixSeen(VV.size(),0);
int TotRay=0,HitRay=0;
for(int i=0;i<VN.size();++i) for(int i=0;i<VN.size();++i)
{ {
int t0=clock(); int t0=clock();
@ -186,7 +194,9 @@ void Compute( CallBack *cb)
int added=SplittedRendering(VN[i], PixSeen,cb); int added=SplittedRendering(VN[i], PixSeen,cb);
AddPixelCount(VV,PixSeen); AddPixelCount(VV,PixSeen);
int t1=clock(); int t1=clock();
printf("ComputeSingleDir %i on %i : %i msec\n",i,VN.size(),t1-t0); HitRay+=added;
TotRay+=VV.size();
printf("%3i/%i : %i msec -- TotRays %i, HitRays %i, ray/sec %3.1fk \n ",i,VN.size(),t1-t0,TotRay,HitRay,float(TotRay)/(clock()-t00));
} }
RestoreGL(); RestoreGL();
@ -226,20 +236,24 @@ void ComputeHalf(int nn, Point3x &dir, CallBack *cb)
Compute(cb); Compute(cb);
} }
void ComputeUniform(int nn, CallBack *cb) void ComputeUniform(int nn, std::vector<Point3x> &vv, CallBack *cb)
{ {
VN.clear(); VN.clear();
GenNormal(nn,VN); GenNormal<ScalarType>::Uniform(nn,VN);
for(vector<Point3x>::iterator vi=VN.begin();vi!=VN.end();++vi)
vv.push_back(*vi);
char buf[256]; char buf[256];
sprintf(buf,"Asked %i normal, got %i normals\n",nn,VN.size()); sprintf(buf,"Asked %i normal, got %i normals\n",nn,VN.size());
cb(buf); cb(buf);
Compute(cb); Compute(cb);
} }
void ComputeSingle(Point3x &dir, CallBack *cb) void ComputeSingle(Point3x &dir, std::vector<Point3x> &vv,CallBack *cb)
{ {
VN.clear(); VN.clear();
VN.push_back(dir); VN.push_back(dir);
vv.push_back(dir);
printf("Computing one direction (%f %f %f)\n",dir[0],dir[1],dir[2]); printf("Computing one direction (%f %f %f)\n",dir[0],dir[1],dir[2]);
Compute(cb); Compute(cb);
} }
@ -261,16 +275,18 @@ int SplittedRendering(Point3x &ViewDir, std::vector<int> &PixSeen, CallBack *cb=
// Compute a rotation matrix that bring Axis parallel to Z. // Compute a rotation matrix that bring Axis parallel to Z.
void GenMatrix(Matrix44d &a, Point3d Axis, double angle) void GenMatrix(Matrix44d &a, Point3d Axis, double angle)
{ {
const double eps=1e-5; const double eps=1e-3;
Point3d RotAx = Axis ^ Point3d(0,0,1); Point3d RotAx = Axis ^ Point3d(0,0,1);
double RotAngle = Angle(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 if(math::Abs(RotAx.Norm())<eps) { // in questo caso Axis e' collineare con l'asse z
RotAx=Point3d(0,1,0); RotAx=Axis ^ Point3d(0,1,0);
double RotAngle = Angle(Axis,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); //printf("Rotating around (%5.3f %5.3f %5.3f) %5.3f\n",RotAx[0],RotAx[1],RotAx[2],RotAngle);
a.SetRotate(-RotAngle,RotAx); RotAx.Normalize();
a.SetRotate(RotAngle,RotAx);
//Matrix44d rr; //Matrix44d rr;
//rr.SetRotate(-angle, Point3d(0,0,1)); //rr.SetRotate(-angle, Point3d(0,0,1));
//a=rr*a; //a=rr*a;
@ -291,7 +307,7 @@ void SetupOrthoViewMatrix(Point3x &ViewDir, int subx, int suby,int LocSplit)
Matrix44d rot; Matrix44d rot;
Point3d qq; qq.Import(ViewDir); Point3d qq; qq.Import(ViewDir);
GenMatrix(rot,qq,0); GenMatrix(rot,qq,0);
glMultMatrixd((const double *)&rot); glMultMatrix(rot);
double d=2.0/m.bbox.Diag(); double d=2.0/m.bbox.Diag();
glScalef(d,d,d); glScalef(d,d,d);
glTranslate(-m.bbox.Center()); glTranslate(-m.bbox.Center());
@ -367,7 +383,7 @@ template <class MESH_TYPE> class VertexVisShader : public VisShader<MESH_TYPE>
if(! m.HasPerVertexColor()) assert(0); if(! m.HasPerVertexColor()) assert(0);
} }
void Init() { VV.resize(m.vert.size()); AssignColorId(); } void Init() { VV.resize(m.vert.size()); }
// Vis::VisMode Id() {return Vis::VMPerVert;}; // Vis::VisMode Id() {return Vis::VMPerVert;};
void Compute(int nn); void Compute(int nn);
@ -399,7 +415,7 @@ int GLAccumPixel( std::vector<int> &PixSeen)
SimplePic<float> snapZ; SimplePic<float> snapZ;
SimplePic<Color4b> snapC; SimplePic<Color4b> snapC;
glClearColor(Color4b::White); glClearColor(Color4b::Black);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT ); glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT );
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
@ -411,37 +427,23 @@ int GLAccumPixel( std::vector<int> &PixSeen)
/////** Si disegnano le front face **///// /////** Si disegnano le front face **/////
glDepthRange(2.0*ZTWIST,1.0f); glDepthRange(2.0*ZTWIST,1.0f);
// glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE); if(IsClosedFlag) glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glColor(Color4b::Red); glColor(Color4b::Red);
DrawFill(m); DrawFill(m);
snapC.OpenGLSnap();
// if(!IsClosed) // sono necessarie due passate in piu! if(!IsClosedFlag) {
//{ glCullFace(GL_FRONT);
// /////** Si disegnano le back face shiftate in avanti di 2 epsilon **///// glColor(Color4b::Black);
// glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); DrawFill(m);
// glColor(Color4b::Black); snapC.OpenGLSnap();
// 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; int cnt=0;
snapZ.OpenGLSnap(GL_DEPTH_COMPONENT); snapZ.OpenGLSnap(GL_DEPTH_COMPONENT);
snapC.OpenGLSnap();
glDepthRange(0,1.0f-2.0*ZTWIST);
double MM[16]; double MM[16];
glGetDoublev(GL_MODELVIEW_MATRIX,MM); glGetDoublev(GL_MODELVIEW_MATRIX,MM);
double MP[16]; double MP[16];
@ -449,27 +451,32 @@ int GLAccumPixel( std::vector<int> &PixSeen)
int VP[4]; int VP[4];
glGetIntegerv(GL_VIEWPORT,VP); glGetIntegerv(GL_VIEWPORT,VP);
double tx,ty,tz; double tx,ty,tz;
for(int i=0;i<m.vert.size();++i) 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], gluProject(m.vert[i].P()[0],m.vert[i].P()[1],m.vert[i].P()[2],
MM,MP,VP, MM,MP,VP,
&tx,&ty,&tz); &tx,&ty,&tz);
int col=1;
if(tx>=0 && tx<snapZ.sx && ty>=0 && ty<snapZ.sy) if(tx>=0 && tx<snapZ.sx && ty>=0 && ty<snapZ.sy)
{ {
int txi=floor(tx),tyi=floor(ty); int txi=floor(tx),tyi=floor(ty);
float sd=snapZ.Pix(tx,ty); float sd=snapZ.Pix(tx,ty);
if(!IsClosedFlag) {
col = max( max(snapC.Pix(txi+0,tyi+0)[0],snapC.Pix(txi+1,tyi+0)[0]),
max(snapC.Pix(txi+0,tyi+1)[0],snapC.Pix(txi+1,tyi+1)[0]));
int col = min( min(snapC.Pix(txi+0,tyi+0)[0],snapC.Pix(txi+1,tyi+0)[0]), // col=snapC.Pix(txi+0,tyi+0)[0];
min(snapC.Pix(txi+0,tyi+1)[0],snapC.Pix(txi+1,tyi+1)[0])); }
if(col!=0) if(col!=0 && tz<sd) {
if(tz<sd+ZTWIST) {
PixSeen[i]++; PixSeen[i]++;
cnt++; cnt++;
} }
} }
} }
glPopAttrib(); glPopAttrib();
printf("Seen %i vertexes on %i\n",cnt,m.vert.size()); //printf("Seen %i vertexes on %i\n",cnt,m.vert.size());
return cnt; return cnt;
} }
@ -489,8 +496,14 @@ void SmoothVisibility()
for(unsigned int i=0;i<VV2.size();++i) for(unsigned int i=0;i<VV2.size();++i)
VV[i]=VV2[i]/VC[i]; VV[i]=VV2[i]/VC[i];
} }
/*
The visibility is mapped in [0..1]
then clamped to [low,high]
this value is mapped again in [0.1] and gamma corrected;
and at the end is scaled for 'Scale'
void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, bool FalseColor = false) */
void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, float Scale= 1.0)
{ {
float minv=*min_element(VV.begin(),VV.end()); float minv=*min_element(VV.begin(),VV.end());
float maxv=*max_element(VV.begin(),VV.end()); float maxv=*max_element(VV.begin(),VV.end());
@ -501,7 +514,7 @@ void MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, bool FalseC
float gval=(VV[vi-m.vert.begin()]-minv)/(maxv-minv); float gval=(VV[vi-m.vert.begin()]-minv)/(maxv-minv);
if(gval<LowPass) gval=LowPass; if(gval<LowPass) gval=LowPass;
if(gval>HighPass) gval=HighPass; if(gval>HighPass) gval=HighPass;
(*vi).C().SetGrayShade(pow((gval-LowPass)/(HighPass-LowPass),Gamma)); (*vi).C().SetGrayShade(Scale*pow((gval-LowPass)/(HighPass-LowPass),Gamma));
} }
} }