/**************************************************************************** * 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 $ Revision 1.8 2004/09/30 00:57:42 ponchio Reference to temporary fixed and indented. Revision 1.7 2004/09/28 09:46:51 cignoni Added MapFalseColor Revision 1.6 2004/09/16 14:08:35 ponchio gamma is a math function. Revision 1.5 2004/09/10 14:02:20 cignoni Added Cone directions Revision 1.4 2004/09/09 22:34:38 cignoni Integrated lost modifications... 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 Added GPL comments ****************************************************************************/ #include #include #include #include // this define is mandatory to avoid the conflicts due to the silly definition of // min and max macros in windows.h (included by glut...) #define NOMINMAX #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #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 FaceFN< AVertex,MyEdge,AFace > {}; class AMesh : public tri::TriMesh< vector, vector > {}; ///////// Global //////// int SampleNum=64; int WindowRes=800; unsigned int TexInd=0; bool SwapFlag=false; bool CullFlag=false; bool ClosedFlag=false; Point3f ConeDir(0,1,0); float ConeAngleRad = math::ToRad(180.0f); float lopass=0,hipass=1,gamma_correction=1; float diff=.8; float ambi=.2; bool LightFlag=true; bool ColorFlag=true; bool FalseColorFlag=false; bool ShowDirFlag=false; int imgcnt=0; Color4b BaseColor=Color4b::White; Trackball QV; Trackball QL; Trackball *Q=&QV; int ScreenH,ScreenW; float ViewAngle=33; vector ViewVector; bool cb(const char *buf) { printf(buf); 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 void SaveTexturedGround(); void DrawViewVector() { glDisable(GL_LIGHTING); glColor3f(0,0,1); glBegin(GL_LINES); for(unsigned int i=0;iN()); 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()); } glEnd(); } AMesh m; VertexVisShader 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; glViewport(0,0,w,h); } void ViewDisplay (void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective(ViewAngle,(float)ScreenW/ScreenH,1,7); glMatrixMode (GL_MODELVIEW); 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_correction); GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0}; glLightfv(GL_LIGHT0, GL_POSITION, light_position0); glPopMatrix(); glTranslatef(0,0,-4); if(Q==&QL) DrawLightVector(); QL.GetView(); QV.GetView(); QV.Apply(); if(ShowDirFlag) DrawViewVector(); float d = 2.0/m.bbox.Diag(); glScalef(d, d, d); glColor3f(diff,diff,diff); glTranslate(-m.bbox.Center()); if(LightFlag) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); if(ColorFlag) glEnable(GL_COLOR_MATERIAL); else glDisable(GL_COLOR_MATERIAL); if(FalseColorFlag) glColorMaterial(GL_FRONT,GL_DIFFUSE); else 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); glutSwapBuffers(); } void ViewSpecialKey(int , int , int ) { glutPostRedisplay(); } void Toggle(bool &flag) {flag = !flag;} void UpdateVis() { if( LightFlag && !FalseColorFlag) Vis.MapVisibility(gamma_correction,lopass,hipass,ambi); if(!LightFlag && !FalseColorFlag) Vis.MapVisibility(gamma_correction,lopass,hipass,1.0); if(FalseColorFlag) Vis.MapFalseColor(); } /*********************************************************************/ /*********************************************************************/ /*********************************************************************/ void ViewKey(unsigned char key, int , int ) { Point3f dir; switch (key) { case 27: exit(0); break; case 9: if(Q==&QV) Q=&QL;else Q=&QV; break; case 'l' : lopass=lopass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); UpdateVis(); break; case 'L' : lopass=lopass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); UpdateVis(); break; case 'h' : hipass=hipass-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); UpdateVis(); break; case 'H' : hipass=hipass+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); 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_correction=gamma_correction-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); UpdateVis(); break; case 'P' : gamma_correction=gamma_correction+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma_correction); UpdateVis(); break; case 13 : //Vis.ComputeUniform(SampleNum,ViewVector,cb); Vis.ComputeUniformCone(SampleNum,ViewVector, ConeAngleRad,ConeDir,cb); UpdateVis(); break; case ' ' : { Point3f dir = Q->camera.ViewPoint(); printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]); dir.Normalize(); dir=Inverse(Q->track.Matrix())*dir; printf("ViewPoint %f %f %f\n",dir[0],dir[1],dir[2]); dir.Normalize(); 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 snapC; snapC.OpenGLSnap(); char buf[128]; sprintf(buf,"Snap%03i.ppm",imgcnt++); snapC.SavePPM(buf); } case 's' : Vis.SmoothVisibility(); UpdateVis(); break; case 'S' : { vcg::tri::io::PlyInfo p; p.mask|=vcg::ply::PLYMask::PM_VERTCOLOR /* | vcg::ply::PLYMask::PM_VERTQUALITY*/ ; tri::io::ExporterPLY::Save(m,OutNameMsh.c_str(),false,p); } break; 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 'f' : FalseColorFlag = !FalseColorFlag; printf("Toggled FalseColor %s\n",ColorFlag?"on":"off"); UpdateVis(); break; case '1' : diff=0.80f; ambi=0.10f; gamma_correction=1.0; lopass=0.00f; hipass=1.00f; ColorFlag=false; UpdateVis(); break; case '2' : diff=0.65f; ambi=0.30f; gamma_correction=1.0; lopass=0.15f; hipass=0.80f; ColorFlag=true; UpdateVis(); break; case '3' : diff=0.45f; ambi=0.50f; gamma_correction=1.0; lopass=0.20f; hipass=0.75f; ColorFlag=true; UpdateVis(); break; case '4' : diff=0.35f; ambi=0.60f; gamma_correction=1.0; lopass=0.25f; hipass=0.70f; ColorFlag=true; UpdateVis(); break; } 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) { static int KeyMod=0; static int glut_buttons=0; //printf("ViewMouse %i %i %i %i\n",x,y,button,state); int m_mask = 0; if(state == GLUT_DOWN) { 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; glut_buttons |= (1<MouseDown(x, ScreenH-y, glut_buttons | m_mask); } else { 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<MouseUp(x, ScreenH-y, glut_buttons | m_mask); } } void ViewMouseMotion(int x, int y) { Q->MouseMove(x,ScreenH-y); 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); glLightfv(GL_LIGHT0, GL_AMBIENT, light_diffuse0); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0); glEnable(GL_LIGHT0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,light_ambient0); } void ViewInit (void) { SetLight(); Q->Reset(); Q->radius= 1; 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); glCullFace(GL_BACK); } 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" " -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" " -f Flip normal of the model\n" " -da # Cone Direction Angle in degree (default 180)\n" " -dv # # # Cone Direction vector (default 0 0 1)\n" ); return 1; } srand(time(0)); int i=1; while(i::Open(m,argv[i]); if(ret) {printf("Error unable to open mesh %s : '%s' \n",argv[i],tri::io::ImporterPLY::ErrorMsg(ret));exit(-1);} tri::UpdateNormals::PerVertexNormalized(m); tri::UpdateBounding::Box(m); tri::UpdateColor::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]); 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); }