Example #1
0
void display()
{
  using namespace Eigen;
  using namespace igl;
  using namespace std;

  if(!trackball_on && tot_num_samples < 10000)
  {
    if(S.size() == 0)
    {
      S.resize(V.rows());
      S.setZero();
    }
    VectorXd Si;
    const int num_samples = 20;
    igl::embree::ambient_occlusion(ei,V,N,num_samples,Si);
    S *= (double)tot_num_samples;
    S += Si*(double)num_samples;
    tot_num_samples += num_samples;
    S /= (double)tot_num_samples;
  }

  // Convert to 1-intensity
  C.conservativeResize(S.rows(),3);
  if(ao_on)
  {
    C<<S,S,S;
    C.array() = (1.0-ao_factor*C.array());
  }else
  {
    C.setConstant(1.0);
  }
  if(ao_normalize)
  {
    C.col(0) *= ((double)C.rows())/C.col(0).sum();
    C.col(1) *= ((double)C.rows())/C.col(1).sum();
    C.col(2) *= ((double)C.rows())/C.col(2).sum();
  }
  C.col(0) *= color(0);
  C.col(1) *= color(1);
  C.col(2) *= color(2);

  glClearColor(back[0],back[1],back[2],0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  // All smooth points
  glEnable( GL_POINT_SMOOTH );

  glDisable(GL_LIGHTING);
  if(lights_on)
  {
    lights();
  }
  push_scene();
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glEnable(GL_NORMALIZE);
  glEnable(GL_COLOR_MATERIAL);
  glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
  push_object();

  // Draw the model
  // Set material properties
  glEnable(GL_COLOR_MATERIAL);
  igl::opengl2::draw_mesh(V,F,N,C);

  pop_object();

  // Draw a nice floor
  glPushMatrix();
  const double floor_offset =
    -2./bbd*(V.col(1).maxCoeff()-mid(1));
  glTranslated(0,floor_offset,0);
  const float GREY[4] = {0.5,0.5,0.6,1.0};
  const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
  igl::opengl2::draw_floor(GREY,DARK_GREY);
  glPopMatrix();

  pop_scene();

  igl::opengl::report_gl_error();

  TwDraw();
  glutSwapBuffers();
  glutPostRedisplay();
}