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305 jab 1
#include <iostream>
2
#include <vector>
3
#include <algorithm>
4
#include <cmath>
5
 
596 jab 6
#include <GLGraphics/GLViewController.h>
653 janba 7
#include <GEL/GL/glew.h>
8
#ifdef __APPLE__
9
#include <GLUT/GLUT.h>
10
#else
11
#include <GL/glut.h>
12
#endif
305 jab 13
 
596 jab 14
#include <CGLA/Vec2f.h>
15
#include <CGLA/Vec3i.h>
16
#include <CGLA/Vec3f.h>
17
#include <CGLA/Vec3d.h>
18
#include <CGLA/Mat4x4f.h>
309 jab 19
 
596 jab 20
#include <HMesh/Manifold.h>
305 jab 21
 
596 jab 22
#include <Geometry/TriMesh.h>
23
#include <Geometry/obj_load.h>
24
#include <Geometry/Ray.h>
25
#include <Geometry/BSPTree.h>
26
#include <Geometry/build_bbtree.h>
27
#include <Geometry/AABox.h>
28
#include <Geometry/OBox.h>
29
 
30
#include <Util/Timer.h>
31
 
305 jab 32
#include "Camera.h"
33
 
643 janba 34
//#define USE_BSP
309 jab 35
 
305 jab 36
using namespace std;
37
using namespace CGLA;
38
using namespace Geometry;
309 jab 39
using namespace HMesh;
305 jab 40
using namespace GLGraphics;
41
 
309 jab 42
/*
654 janba 43
 * TODO:
309 jab 44
 * - BBOX remove HMesh dependency - that is crazy.
45
 * - BBox visit child nodes in order of how far away the intersection point on
46
 *        the bbox is. Closest nodes visited first. Cull nodes farther than
47
 *        an actual intersection point.
48
 * - BBox Smooth interpolation of triangle normals. Straightforward.
49
 */
50
 
654 janba 51
 
305 jab 52
namespace
53
{
654 janba 54
    const int MAX_OBJECTS = 4;   // Maximum number of triangles in a BSP tree node
55
    const int MAX_LEVEL = 20;    // Maximum number of BSP tree subdivisions
56
 
57
    const unsigned int TEX_SIZE = 512;
58
 
59
    bool raytrace = false;
60
    bool done = false;
61
    bool shadow = false;
62
 
63
    unsigned int winx = TEX_SIZE;     // Screen width
64
    unsigned int winy = TEX_SIZE;     // Screen height
65
 
66
    unsigned int PIXEL_SUBDIVS = 1;
67
 
68
    int mouse_state = GLUT_UP;
69
    int mouse_button = 0;
70
    int spin_timer = 20;
71
 
72
    GLViewController *vctrl;
73
 
74
    TriMesh mesh;
75
    vector<const TriMesh*> mesh_vector(1, &mesh);
76
    vector<Mat4x4f> transforms(1, identity_Mat4x4f());
77
 
78
    double light_pow = 1.0;
79
    Vec3f light_dir = normalize(Vec3f(1.0, 1.0, 1.0));
80
    Vec3d background(0.8, 0.9, 1.0);
81
 
82
    BSPTree tree;
83
    Camera* cam;
84
 
85
    Vec3f image[TEX_SIZE][TEX_SIZE];
86
    unsigned int image_tex;
87
 
88
    // Function to generate a random number between 0 and 1.
89
    // gel_rand() returns a random number ranging from 0 to GEL_RAND_MAX.
90
    inline double my_random()
91
    {
92
        return gel_rand()/static_cast<double>(GEL_RAND_MAX);
93
    }
94
 
95
    AABBTree bb_tree;
305 jab 96
}
97
 
98
void spin(int x);
99
 
100
//////////////////////////////////////////////////////////////
654 janba 101
//      I N I T I A L I Z A T I O N
305 jab 102
//////////////////////////////////////////////////////////////
103
 
104
void init_texture(unsigned int& tex)
105
{
654 janba 106
    glGenTextures(1, reinterpret_cast<GLuint*>(&tex));
107
 
108
    glBindTexture(GL_TEXTURE_2D, tex);
109
 
110
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
111
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
112
 
113
    // load the texture image
114
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
418 jrf 115
	             TEX_SIZE, TEX_SIZE,
116
	             0, GL_RGB, GL_FLOAT, image[0][0].get());
305 jab 117
}
118
 
119
void initRaytracer()
120
{
654 janba 121
    Vec3f c;
122
    float r;
123
    mesh.get_bsphere(c, r);
124
    r *= 1.5;
125
 
126
    // Initialize track ball
127
    vctrl = new GLViewController(winx, winy, c, r);
128
 
129
    // Initialize corresponding camera
130
    cam = new Camera(c - Vec3f(r), c, Vec3f(0.0f, 1.0f, 0.0f), 1.0f);
131
 
312 jrf 132
#ifdef USE_BSP
654 janba 133
    cout << "Constructing BSP tree..." << endl;
134
    tree.init(mesh_vector, transforms, MAX_OBJECTS, MAX_LEVEL);
135
    tree.build();
309 jab 136
#else
137
	// AABB TREE
138
	Manifold m;
139
	vector<int> faces(mesh.geometry.no_faces(), 3);
140
	cout << "Creating manifold" << endl;
643 janba 141
    m.build(mesh.geometry.no_vertices(),
142
            reinterpret_cast<const float*>(&mesh.geometry.vertex(0)),
143
            faces.size(),
144
            &faces[0],
145
            reinterpret_cast<const int*>(&mesh.geometry.face(0)));
309 jab 146
	cout << "Building tree" << endl;
147
	build_AABBTree(m, bb_tree);
148
#endif
305 jab 149
}
150
 
151
void initGL()
152
{
654 janba 153
    glShadeModel(GL_SMOOTH);
154
    glDisable(GL_CULL_FACE);
155
    glFrontFace(GL_CCW);
156
 
157
    glClearColor(1.0, 1.0, 1.0, 1.0);
158
    glColor3f(0.0, 0.0, 0.0);
305 jab 159
}
160
 
161
 
162
//////////////////////////////////////////////////////////////
163
//      S H A D E   F U N C T I O N S
164
//////////////////////////////////////////////////////////////
165
 
166
double shadow_shade(Ray& r)
167
{
654 janba 168
    r.compute_position();
169
    Ray shadow(r.hit_pos, light_dir);
170
    double s = tree.intersect(shadow) ? 0.0 : 1.0;
171
 
172
    r.compute_normal();
173
    return s*light_pow*dot(r.hit_normal, light_dir);
305 jab 174
}
175
 
176
double lambertian_shade(Ray& r)
177
{
312 jrf 178
#ifdef USE_BSP
418 jrf 179
	r.compute_normal();
309 jab 180
#endif
654 janba 181
    return light_pow*dot(r.hit_normal, light_dir);
305 jab 182
}
183
 
184
double (*shade_ray[2])(Ray&) = { lambertian_shade,
654 janba 185
    shadow_shade      };
305 jab 186
 
187
//////////////////////////////////////////////////////////////
188
//      D R A W   F U N C T I O N S
189
//////////////////////////////////////////////////////////////
190
 
191
/*
654 janba 192
 void enable_textures(TriMesh& tm)
193
 {
194
 for(unsigned int i=0;i<tm.materials.size(); ++i)
195
 {
196
 Material& mat = tm.materials[i];
197
 if(mat.tex_name != "")
198
 {
199
 string name = mat.tex_path + mat.tex_name;
200
 
201
 GLuint tex_id;
202
 if(load_image_into_texture(name, tex_id))
203
 mat.tex_id = tex_id;
204
 }
205
 }
206
 }
207
 */
305 jab 208
 
209
void set_perspective_proj()
210
{
654 janba 211
    glMatrixMode(GL_PROJECTION);
212
    glLoadIdentity();
213
 
214
    gluPerspective(64.0, 1.0, 0.1, 1000.0);
215
 
216
    glMatrixMode(GL_MODELVIEW);
305 jab 217
}
218
 
219
void set_ortho_proj()
220
{
654 janba 221
    glMatrixMode(GL_PROJECTION);
222
    glLoadIdentity();
305 jab 223
 
654 janba 224
    glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
225
 
226
    glMatrixMode(GL_MODELVIEW);
305 jab 227
}
228
 
229
void draw_texture(unsigned int tex)
230
{
654 janba 231
    static GLfloat verts[] = { 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0 };
232
 
233
    glColor4f(1.0, 1.0, 1.0, 1.0);
234
 
235
    glBindTexture(GL_TEXTURE_2D, tex);
236
    glEnable(GL_TEXTURE_2D);
237
 
238
    glEnableClientState(GL_VERTEX_ARRAY);
239
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
240
 
241
    glVertexPointer(2, GL_FLOAT, 0, verts);
242
    glTexCoordPointer(2, GL_FLOAT, 0, verts);
243
 
244
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
245
 
246
    glDisableClientState(GL_VERTEX_ARRAY);
247
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
248
 
249
    glDisable(GL_TEXTURE_2D);
305 jab 250
}
251
 
252
void drawOBJ()
253
{
654 janba 254
    static bool washere = false;
255
    static unsigned int disp_list;
256
 
257
    if(!washere)
418 jrf 258
    {
654 janba 259
        disp_list = glGenLists(1);
260
        glNewList(disp_list, GL_COMPILE);
261
 
262
        glBegin(GL_TRIANGLES);
263
        for(int i = 0; i < mesh.geometry.no_faces(); ++i)
418 jrf 264
        {
654 janba 265
            Vec3i n_face = mesh.normals.face(i);
266
            Vec3i g_face = mesh.geometry.face(i);
267
            for(int j=0;j<3;j++)
268
            {
269
                double shade = 0.5;
270
 
271
                if(n_face != Geometry::NULL_FACE)
272
                {
273
                    Vec3f norm = normalize(mesh.normals.vertex(n_face[j]));
274
                    glNormal3fv(norm.get());
275
                    shade = light_pow*dot(norm, light_dir);
276
                }
277
 
278
                glColor3d(shade, shade, shade);
279
                Vec3f vert = mesh.geometry.vertex(g_face[j]);
280
                glVertex3fv(vert.get());
281
            }
418 jrf 282
        }
654 janba 283
        glEnd();
284
 
285
        glEndList();
286
        washere = true;
418 jrf 287
    }
654 janba 288
    glCallList(disp_list);
305 jab 289
}
290
 
291
 
292
//////////////////////////////////////////////////////////////
654 janba 293
//      G L U T   C A L L B A C K   F U N C T I O N S
305 jab 294
//////////////////////////////////////////////////////////////
295
 
296
void display()
297
{
654 janba 298
    static bool first = true;
299
 
300
    if(first)
301
    {
302
        first = false;
303
        glutTimerFunc(spin_timer, spin, 0);
304
    }
305
 
306
    Vec3f eye, focus, up;
309 jab 307
	vctrl->get_view_param(eye, focus, up);
308
	cam->set(eye, focus, up, cam->get_focal_dist());
309
 
654 janba 310
    if(raytrace)
305 jab 311
    {
654 janba 312
        raytrace = false;
313
 
314
        cout << "Raytracing";
315
        float win_to_vp = 1.0f/static_cast<float>(TEX_SIZE);
316
        float lowerleft = 0.5 + win_to_vp*0.5;
317
        float step = win_to_vp/static_cast<float>(PIXEL_SUBDIVS);
318
 
319
        vector<Vec2f> jitter(PIXEL_SUBDIVS*PIXEL_SUBDIVS);
320
        for(unsigned int i = 0; i < PIXEL_SUBDIVS; ++i)
321
            for(unsigned int j = 0; j < PIXEL_SUBDIVS; ++j)
322
            {
323
                jitter[i*PIXEL_SUBDIVS + j][0] = (my_random() + (j%PIXEL_SUBDIVS))*step;
324
                jitter[i*PIXEL_SUBDIVS + j][1] = (my_random() + (i%PIXEL_SUBDIVS))*step;
325
            }
326
 
327
        Util::Timer tim;
328
        tim.start();
329
        for(unsigned int i = 0; i < TEX_SIZE; ++i)
330
        {
331
            for(unsigned int j = 0; j < TEX_SIZE; ++j)
332
            {
333
                Vec3d sum(0.0f);
334
                Vec2f vp_pos(j*win_to_vp - lowerleft, i*win_to_vp - lowerleft);
335
 
336
                for(unsigned int ky = 0; ky < PIXEL_SUBDIVS; ++ky)
337
                    for(unsigned int kx = 0; kx < PIXEL_SUBDIVS; ++kx)
338
                    {
339
                        Ray r = cam->get_ray(vp_pos + jitter[ky*PIXEL_SUBDIVS + kx]);
340
 
312 jrf 341
#ifdef USE_BSP
654 janba 342
                        if(tree.intersect(r))
343
                            sum += Vec3d(shade_ray[shadow](r));
344
                        else
345
                            sum += background;
309 jab 346
#else
654 janba 347
                        float t = FLT_MAX;
348
                        bb_tree.intersect(r);
349
                        if(r.has_hit)
350
                            sum += Vec3d(shade_ray[0](r));
351
                        else
352
                            sum += background;
353
#endif
354
                    }
355
                image[i][j] = Vec3f(sum/static_cast<double>(PIXEL_SUBDIVS*PIXEL_SUBDIVS));
356
            }
357
            if(((i + 1) % 50) == 0) cerr << ".";
358
        }
359
        cout << " - " << tim.get_secs() << " secs " << endl;
360
        cout << endl;
361
 
362
        init_texture(image_tex);
363
 
364
        done = true;
418 jrf 365
    }
305 jab 366
 
654 janba 367
    if(done)
368
    {
369
        set_ortho_proj();
370
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
371
        glLoadIdentity();
372
 
373
        draw_texture(image_tex);
374
    }
375
    else
376
    {
377
        glEnable(GL_DEPTH_TEST);
378
 
379
        cam->glSetPerspective(winx, winy);
380
 
381
        glClearColor(background[0], background[1], background[2], 1.0);
382
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
383
        glLoadIdentity();
384
 
385
        cam->glSetCamera();
386
 
387
        glColor3f(0.5, 0.5, 0.5);
388
        drawOBJ();
389
 
390
        glDisable(GL_DEPTH_TEST);
391
    }
392
 
393
    glutSwapBuffers();
305 jab 394
}
395
 
396
void reshape(int w, int h)
397
{
654 janba 398
    winx = w; winy = h;
399
 
400
    vctrl->reshape(winx, winy);
401
 
402
    glViewport(0, 0, winx, winy);
305 jab 403
}
404
 
405
void keyboard(unsigned char key, int x, int y)
406
{
654 janba 407
    switch(key)
408
    {
409
        case '+':
410
            ++PIXEL_SUBDIVS;
411
            cout << "Rays per pixel: " << PIXEL_SUBDIVS*PIXEL_SUBDIVS << endl;
412
            break;
413
        case '-':
414
            if(PIXEL_SUBDIVS > 1)
415
                --PIXEL_SUBDIVS;
416
            cout << "Rays per pixel: " << PIXEL_SUBDIVS*PIXEL_SUBDIVS << endl;
417
            break;
418
        case 'r':
419
            if(done) done = false;
420
            else raytrace = true;
421
            break;
422
        case 's':
423
            shadow = !shadow;
424
            cout << "Shadow " << (shadow ? "on." : "off.") << endl;
425
            break;
426
        case 27:
427
            delete vctrl;
428
            delete cam;
429
            exit(0);
430
    }
305 jab 431
}
432
 
433
void mouse(int btn, int state, int x, int y)
434
{
654 janba 435
    if(state == GLUT_DOWN)
436
    {
437
        if(btn == GLUT_LEFT_BUTTON)
438
            vctrl->grab_ball(ROTATE_ACTION, Vec2i(x, y));
439
        else if(btn == GLUT_MIDDLE_BUTTON)
440
            vctrl->grab_ball(ZOOM_ACTION, Vec2i(x, y));
441
        else if(btn == GLUT_RIGHT_BUTTON)
442
            vctrl->grab_ball(PAN_ACTION, Vec2i(x, y));
443
    }
444
    else if(state == GLUT_UP)
445
        vctrl->release_ball();
446
 
447
    mouse_state = state;
448
    mouse_button = btn;
449
 
450
    glutPostRedisplay();
305 jab 451
}
452
 
453
void move(int x, int y)
454
{
309 jab 455
    vctrl->roll_ball(Vec2i(x, y));
654 janba 456
 
457
    glutPostRedisplay();
305 jab 458
}
459
 
460
void spin(int x)
461
{
654 janba 462
    vctrl->try_spin();
463
    glutTimerFunc(spin_timer, spin, 0);
464
    glutPostRedisplay();
305 jab 465
}
466
 
467
 
468
//////////////////////////////////////////////////////////////
469
//                        M A I N
470
//////////////////////////////////////////////////////////////
471
 
472
int main(int argc, char** argv)
473
{
474
#ifdef __BORLANDC__
654 janba 475
    _control87(MCW_EM, MCW_EM);  // Borland C++ will crash OpenGL if this
476
    // magic line is not inserted
305 jab 477
#endif
654 janba 478
 
479
    glutInit(&argc, argv);
480
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
481
    glutInitWindowSize(winx, winy);
482
    glutCreateWindow("Press 'r' to raytrace");
483
    glutDisplayFunc(display);
484
    glutReshapeFunc(reshape);
485
    glutKeyboardFunc(keyboard);
486
    glutMouseFunc(mouse);
487
    glutMotionFunc(move);
488
 
489
    // LOAD OBJ
490
    string filename;
491
    if(argc > 1)
492
    {
493
        filename = argv[1];
494
        cout << "Loading " << filename << endl;
495
 
496
        obj_load(filename, mesh);
497
        //if(!mesh.has_normals())
498
        //{
499
        cout << "Computing normals" << endl;
500
        mesh.compute_normals();
501
        //}
502
 
503
        cout << "No. of triangles: " << mesh.geometry.no_faces() << endl;
504
    }
505
    else
506
    {
507
        obj_load("../../data/dolphins.obj", mesh);
508
 
509
        cout << "Computing normals" << endl;
510
        mesh.compute_normals();
511
 
512
        //cout << "Usage: raytrace any_object.obj";
513
        //exit(0);
514
    }
515
 
516
    initRaytracer();
517
    initGL();    
518
 
519
    glutMainLoop();
520
 
521
    return 0;
305 jab 522
}
523