391 lines
11 KiB
C++
391 lines
11 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include <wrap/gl/space.h>
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#include <wrap/callback.h>
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#include <wrap/gui/trackball.h>
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#include <vcg/simplex/vertex/with/vcvn.h>
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#include <vcg/simplex/vertex/with/vcvn.h>
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#include <vcg/simplex/face/with/fcfn.h>
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#include <vcg/space/index/grid_static_ptr.h>
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#include <vcg/complex/trimesh/base.h>
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#include<wrap/io_trimesh/export_ply.h>
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#include<wrap/io_trimesh/import_ply.h>
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#include<vcg/complex/trimesh/update/normal.h>
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#include<vcg/complex/trimesh/update/bounding.h>
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#include "visshader.h"
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using namespace vcg;
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using namespace std;
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// Vertex, Face, Mesh and Grid definitions.
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class MyEdge;
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class AFace;
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class AVertex : public VertexVCVN< float ,MyEdge,AFace > {};
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class AFace : public FaceFCFN< AVertex,MyEdge,AFace > {};
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class AMesh : public tri::TriMesh< vector<AVertex>, vector<AFace> > {};
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///////// Global ////////
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int SampleNum=32;
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int WindowRes=800;
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bool SwapFlag=false;
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float lopass=0,hipass=1,gamma=1;
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bool LightFlag=true;
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bool ColorFlag=true;
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Trackball Q;
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int ScreenH,ScreenW;
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float ViewAngle=45;
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class TimeOracle
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{
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public:
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time_t start;
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time_t cur;
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char buf[128];
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char const *TimeToEndStr(double perc)
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{
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time(&cur);
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double diff=difftime(cur,start);
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diff= diff/perc - diff;
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int hh=diff/3600;
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int mm=(diff-hh*3600)/60;
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int ss=diff-hh*3600-mm*60;
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sprintf(buf,"%02i:%02i:%02i",hh,mm,ss);
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return buf;
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}
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void Start(){time(&start);};
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};
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bool cb(const char *buf)
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{
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printf(buf);
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return true;
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}
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// prototypes
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void SaveTexturedGround();
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void Draw(AMesh &mm)
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{
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AMesh::FaceIterator fi;
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glBegin(GL_TRIANGLES);
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for(fi=mm.face.begin();fi!=mm.face.end();++fi)
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{
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glNormal((*fi).V(0)->N()); glColor((*fi).V(0)->C()); glVertex((*fi).V(0)->P());
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glNormal((*fi).V(1)->N()); glColor((*fi).V(1)->C()); glVertex((*fi).V(1)->P());
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glNormal((*fi).V(2)->N()); glColor((*fi).V(2)->C()); glVertex((*fi).V(2)->P());
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}
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glEnd();
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}
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AMesh m;
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VertexVisShader<AMesh> Vis(m);
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string OutNameMsh;
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/* Called when the window is first opened and whenever
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* the window is reconfigured (moved or resized).
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*/
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void ViewReshape(GLsizei w, GLsizei h)
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{
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ScreenW=w; ScreenH=h;
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gluPerspective(ViewAngle,(float)w/(float)h,.1,10000);
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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}
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void ViewDisplay (void)
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{
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gluPerspective(ViewAngle,1,.1,10);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glTranslatef(0,0,-4);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Q.GetView();
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Q.Apply();
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Q.Draw();
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float d = 2.0/m.bbox.Diag();
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glScalef(d, d, d);
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glTranslate(-m.bbox.Center());
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if(LightFlag) glEnable(GL_LIGHTING);
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else glDisable(GL_LIGHTING);
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if(ColorFlag) glEnable(GL_COLOR_MATERIAL);
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else glDisable(GL_COLOR_MATERIAL);
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Draw(m);
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glutSwapBuffers();
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}
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void ViewSpecialKey(int , int , int )
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{
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glutPostRedisplay();
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}
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void Toggle(bool &flag) {flag = !flag;}
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/*********************************************************************/
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/*********************************************************************/
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/*********************************************************************/
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void ViewKey(unsigned char key, int , int )
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{
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Point3f dir;
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switch (key) {
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case 27: exit(0); 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);
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Vis.MapVisibility(gamma,lopass,hipass);
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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);
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Vis.MapVisibility(gamma,lopass,hipass);
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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);
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Vis.MapVisibility(gamma,lopass,hipass);
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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);
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Vis.MapVisibility(gamma,lopass,hipass);
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break;
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case 'g' :
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gamma=gamma-.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
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Vis.MapVisibility(gamma,lopass,hipass);
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break;
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case 'G' :
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gamma=gamma+.05; printf("Lo %f, Hi %f Gamma %f\n",lopass,hipass,gamma);
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Vis.MapVisibility(gamma,lopass,hipass);
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break;
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case 'c' :
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Vis.ComputeUniform(SampleNum,cb);
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Vis.MapVisibility(gamma,lopass,hipass);
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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]);
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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]);
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dir.Normalize();
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Vis.ComputeSingle(dir,cb);
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Vis.MapVisibility(gamma,lopass,hipass); }
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break;
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case 's' :
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Vis.SmoothVisibility();
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Vis.MapVisibility(gamma,lopass,hipass);
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break;
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case 'S' :
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{
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vcg::tri::io::PlyInfo p;
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p.mask|=vcg::ply::PLYMask::PM_VERTCOLOR /* | vcg::ply::PLYMask::PM_VERTQUALITY*/ ;
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tri::io::ExporterPLY<AMesh>::Save(m,OutNameMsh.c_str(),false,p);
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}
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break;
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case 'a' : LightFlag = !LightFlag; printf("Toggled Light\n"); break;
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case 'A' : ColorFlag = !ColorFlag; printf("Toggled Color\n"); break;
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}
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glutPostRedisplay(); ;
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}
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void ViewMenu(int val)
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{
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ViewKey(val, 0, 0);
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}
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/*********************************************************************/
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// TrackBall Functions
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/*********************************************************************/
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int PressedButton; // What is the button actually pressed?
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int KeyMod;
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int GW,GH; // Grandezza della finestra
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int B[3]={0,0,0}; // Variabile globale che tiene lo stato dei tre bottoni;
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void ViewMouse(int button, int state, int x, int y)
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{
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static int glut_buttons=0;
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int m_mask = 0;
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KeyMod=glutGetModifiers();
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if(GLUT_ACTIVE_SHIFT & KeyMod) m_mask |= Trackball::KEY_SHIFT;
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if(GLUT_ACTIVE_ALT & KeyMod) m_mask |= Trackball::KEY_ALT;
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if(GLUT_ACTIVE_CTRL & KeyMod) m_mask |= Trackball::KEY_CTRL;
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if(state == GLUT_DOWN) {
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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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//glut_buttons &= ~(1<<button);
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glut_buttons = 0;
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m_mask = 0;
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Q.MouseUp(x, ScreenH-y, glut_buttons);
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}
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}
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void ViewMouseMotion(int x, int y)
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{
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Q.MouseMove(x,ScreenH-y);
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glutPostRedisplay();
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}
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void SetLight()
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{
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GLfloat light_ambient0[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat light_diffuse0[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat light_position0[] = {0.0, 10.0, 300.0, 0.0};
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glEnable(GL_LIGHT0);
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}
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void ViewInit (void) {
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SetLight();
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Q.Reset();
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Q.radius= 1;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glClearColor (0.8, 0.8, 0.8, 0.0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_LIGHTING);
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// glEnable(GL_BLEND);
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glShadeModel(GL_SMOOTH);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT,GL_DIFFUSE);
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//glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
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//glColorMaterial(GL_FRONT,GL_AMBIENT);
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glMateriali(GL_FRONT,GL_SHININESS,0);
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float spec[4]={0,0,0,1};
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glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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int main(int argc, char** argv)
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{
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if(argc<2) {
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printf(
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"shadevis 1.0 \n"__DATE__"\n"
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"Copyright 2003-2004 Visual Computing Lab I.S.T.I. C.N.R.\n"
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"Paolo Cignoni (cignoni@isti.cnr.it)\n\n"
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"Usage: shadevis file.ply [options]\n"
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"Options:\n"
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" -w# WindowResolution (default 600)\n"
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" -n# Sample Directions (default 32)\n"
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" -z# z offset (default 1e-4)\n"
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" -da # Cone Direction Angle in degree (default 45)\n"
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" -dv # # # Cone Direction vector (default 0 0 1)\n"
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" -c Set IsClosed Flag\n"
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" -f Flip normal of the model\n"
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);
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return 1;
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}
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int i=1;
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while(i<argc && (argv[i][0]=='-'))
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{
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switch(argv[i][1])
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{
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case 'n' : SampleNum = atoi(argv[i]+2); break;
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case 'f' : SwapFlag=false; break;
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case 'w' : WindowRes= atoi(argv[i]+2); printf("Set WindowRes to %i\n",WindowRes ); break;
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case 's' : Vis.SplitNum= atoi(argv[i]+2); printf("Set SplitNum to %i\n",Vis.SplitNum ); break;
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case 'z' : Vis.ZTWIST = atof(argv[i]+2); printf("Set ZTWIST to %f\n",Vis.ZTWIST ); break;
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default: {printf("Error unable to parse option '%s'\n",argv[i]); exit(0);}
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}
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++i;
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}
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string basename = argv[i];
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if(!(basename.substr(basename.length()-4)==".ply")) {
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printf("Error: Unknown file extension %s\n",basename.c_str());
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return 1;
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}
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// loading original mesh
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int ret=tri::io::ImporterPLY<AMesh>::Open(m,argv[i]);
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if(ret) {printf("Error unable to open mesh %s\n",argv[i]);exit(-1);}
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tri::UpdateNormals<AMesh>::PerVertexNormalized(m);
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tri::UpdateBounding<AMesh>::Box(m);
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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]);
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OutNameMsh=(string(argv[i]).substr(0,strlen(argv[i])-4));
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OutNameMsh+="_vis.ply";
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printf("Mesh Output filename %s\n",OutNameMsh.c_str());
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printf("Mesh %iv %if bbox Diag %g\n",m.vn,m.fn,m.bbox.Diag());
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glutInit(&argc, argv);
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glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
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glutInitWindowSize(WindowRes, WindowRes);
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glutInitWindowPosition (10,10);
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glutCreateWindow ("shadevis - Visual Computing Lab - vcg.isti.cnr.it ");
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glutDisplayFunc(ViewDisplay);
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glutReshapeFunc(ViewReshape);
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glutKeyboardFunc(ViewKey);
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glutSpecialFunc(ViewSpecialKey);
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glutMouseFunc(ViewMouse);
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glutMotionFunc(ViewMouseMotion);
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ViewInit();
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glewInit();
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glutMainLoop();
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return(0);
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} |