1 | #include "../include/vmi_simplifier.h" |
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2 | |
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3 | namespace VMI |
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4 | { |
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5 | GLMmodel *pmodel = NULL; // The .obj model |
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6 | |
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7 | GLubyte *pixels = NULL; |
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8 | |
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9 | Camera *cameras = NULL; |
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10 | int numCameras = 0; |
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11 | |
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12 | Color *colors = NULL; |
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13 | |
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14 | int **histogram = NULL; |
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15 | GLuint *queries = NULL; |
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16 | |
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17 | Mesh *mesh = NULL; |
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18 | |
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19 | GLdouble *initialIs = NULL; |
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20 | |
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21 | GLsizei width = 256, |
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22 | height = 256; |
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23 | |
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24 | GLboolean bEnableOffScreen = GL_TRUE, |
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25 | bBeQuiet = GL_FALSE, |
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26 | bSaveLog = GL_FALSE, |
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27 | bLoadCamerasFromFile = GL_FALSE, |
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28 | bRemoveRedundantVertices = GL_TRUE; |
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29 | |
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30 | int cameraType = 0, |
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31 | numDemandedTriangles = 0; |
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32 | |
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33 | GLdouble radius = 1.3, fov = 60.0; |
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34 | |
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35 | char filename[MAX_CHAR] = {'\0'}; |
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36 | |
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37 | GLuint fb, depth_rb, color_tex; |
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38 | |
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39 | int vmiWin = 0; |
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40 | |
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41 | // For progress update. |
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42 | Geometry::TIPOFUNC mUPB; |
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43 | |
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44 | } |
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45 | |
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46 | using namespace VMI; |
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47 | |
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48 | void VMI::init(void) |
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49 | { |
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50 | // Clear color |
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51 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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52 | |
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53 | // Initialize viewing values |
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54 | glMatrixMode(GL_PROJECTION); |
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55 | glLoadIdentity(); |
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56 | gluPerspective(fov, (GLdouble)width / height, 0.1, 40.0); |
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57 | |
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58 | //glPixelStorei(GL_PACK_ALIGNMENT, 1); |
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59 | //glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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60 | |
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61 | glShadeModel(GL_FLAT); |
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62 | |
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63 | glDisable(GL_BLEND); |
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64 | |
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65 | glEnable(GL_CULL_FACE); // important |
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66 | |
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67 | glEnable(GL_DEPTH_TEST); |
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68 | |
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69 | if (GL_TRUE != glewIsSupported((const char*) "GL_EXT_framebuffer_object")) |
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70 | { |
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71 | fprintf(stderr,"GL_EXT_framebuffer_object extension is not available!\n"); |
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72 | exit(1); |
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73 | } else { |
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74 | // create objects |
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75 | glGenFramebuffersEXT(1, &fb); // frame buffer |
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76 | glGenTextures(1, &color_tex); // texture |
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77 | glGenRenderbuffersEXT(1, &depth_rb); // render buffer |
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78 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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79 | |
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80 | // initialize color texture |
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81 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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82 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
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83 | GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
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84 | // texture parameters |
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85 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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86 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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87 | |
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88 | // attach texture to framebuffer color buffer |
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89 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
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90 | GL_COLOR_ATTACHMENT0_EXT, |
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91 | GL_TEXTURE_2D, color_tex, 0); |
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92 | // initialize depth renderbuffer |
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93 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb); |
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94 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
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95 | GL_DEPTH_COMPONENT24, width, height); |
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96 | // attach renderbuffer to framebuffer depth buffer |
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97 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
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98 | GL_DEPTH_ATTACHMENT_EXT, |
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99 | GL_RENDERBUFFER_EXT, depth_rb); |
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100 | |
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101 | // Check framebuffer completeness at the end of initialization. |
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102 | CHECK_FRAMEBUFFER_STATUS(); |
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103 | } |
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104 | /*if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_fragment_shader")) |
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105 | { |
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106 | fprintf(stderr,"GL_ARB_fragment_shader extension is not available!\n"); |
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107 | } |
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108 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_vertex_shader")) |
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109 | { |
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110 | fprintf(stderr,"GL_ARB_vertex_shader extension is not available!\n"); |
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111 | } |
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112 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_shader_objects")) |
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113 | { |
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114 | fprintf(stderr,"GL_ARB_shader_objects extension is not available!\n"); |
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115 | }*/ |
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116 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_vertex_buffer_object")) |
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117 | { |
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118 | fprintf(stderr,"GL_ARB_vertex_buffer_object extension is not available!\n"); |
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119 | } else { |
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120 | #ifdef VERTEX_BUFFER_OBJECTS |
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121 | |
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122 | glGenBuffersARB(1, &vertex_buf); |
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123 | |
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124 | glGenBuffersARB(1, &color_buf); |
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125 | #endif |
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126 | } |
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127 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_occlusion_query")) |
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128 | { |
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129 | fprintf(stderr,"GL_ARB_occlusion_query extension is not available!\n"); |
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130 | } else { |
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131 | #ifdef USE_OCCLUSION_QUERY |
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132 | // Generate a list of occlusion queries |
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133 | queries = (GLuint *)malloc(mesh->currentNumTriangles * sizeof(GLuint)); |
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134 | glGenQueriesARB(mesh->currentNumTriangles, queries);y |
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135 | #endif |
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136 | } |
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137 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_imaging")) |
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138 | { |
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139 | fprintf(stderr,"GL_ARB_imaging extension is not available!\n"); |
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140 | } |
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141 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_multitexture")) |
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142 | { |
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143 | fprintf(stderr,"GL_ARB_multitexture extension is not available!\n"); |
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144 | } |
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145 | #ifdef _WIN32 |
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146 | if (GL_TRUE != wglewIsSupported((const char*) "WGL_EXT_swap_control")) |
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147 | { |
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148 | fprintf(stderr,"WGL_EXT_swap_control extension is not available!\n"); |
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149 | } |
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150 | #endif |
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151 | |
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152 | // Allocate memory for the image pixels |
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153 | pixels = (GLubyte *)malloc(width * height * 4 * sizeof(GLubyte)); |
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154 | |
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155 | // Allocate memory for colors |
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156 | colors = initColors(mesh->currentNumTriangles); |
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157 | |
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158 | // Set a different color for every triangle |
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159 | setColors4(colors, mesh->currentNumTriangles); |
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160 | } |
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161 | |
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162 | void VMI::applyHWAcceleration(void) { |
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163 | |
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164 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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165 | setupInterleave(mesh, colors); |
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166 | #endif |
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167 | #ifdef VERTEX_ARRAY |
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168 | setupVertexArray(mesh, colors); |
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169 | #endif |
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170 | #ifdef VERTEX_BUFFER_OBJECTS |
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171 | setupVertexBufferObjects(mesh, colors); |
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172 | #endif |
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173 | |
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174 | } |
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175 | |
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176 | void VMI::updateHWAcceleration(Change *c) { |
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177 | |
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178 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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179 | if (interleave != NULL) free(interleave); |
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180 | interleave = setupInterleave(mesh, colors); |
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181 | #endif |
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182 | #ifdef VERTEX_ARRAY |
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183 | updateVertexArray(mesh, c); |
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184 | #endif |
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185 | #ifdef VERTEX_BUFFER_OBJECTS |
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186 | updateVertexBufferObjects(mesh, c); |
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187 | #endif |
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188 | |
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189 | } |
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190 | |
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191 | void VMI::setOrthographicProjection(void) { |
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192 | // Switch to projection mode |
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193 | glMatrixMode(GL_PROJECTION); |
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194 | // Save previous matrix which contains the |
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195 | // settings for the perspective projection |
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196 | glPushMatrix(); |
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197 | // Reset matrix |
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198 | glLoadIdentity(); |
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199 | glOrtho(0.0, (GLdouble)HISTOGRAM_SIZE, 0.0, (GLdouble)height, -1.0, 1.0); |
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200 | glMatrixMode(GL_MODELVIEW); |
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201 | glLoadIdentity(); |
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202 | } |
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203 | |
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204 | void VMI::resetPerspectiveProjection(void) { |
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205 | // Set the current matrix to GL_PROJECTION |
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206 | glMatrixMode(GL_PROJECTION); |
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207 | // Restore previous settings |
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208 | glPopMatrix(); |
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209 | // Get back to GL_MODELVIEW matrix |
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210 | glMatrixMode(GL_MODELVIEW); |
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211 | glLoadIdentity(); |
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212 | } |
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213 | |
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214 | void VMI::renderBitmapString(float x, float y, void *font, char *string) { |
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215 | char *c; |
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216 | // Set position to start drawing fonts |
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217 | glRasterPos2f(x, y); |
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218 | // Loop all the characters in the string |
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219 | for (c=string; *c != '\0'; c++) |
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220 | glutBitmapCharacter(font, *c); |
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221 | } |
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222 | |
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223 | void VMI::renderGeometry(void) { |
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224 | #ifdef IMMEDIATE_MODE |
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225 | int i, v1, v2, v3; |
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226 | |
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227 | // Immediate mode |
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228 | glBegin (GL_TRIANGLES); |
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229 | for (i=0; i<mesh->numTriangles; i++) { |
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230 | if (mesh->triangles[i].enable == TRUE) { |
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231 | |
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232 | v1= mesh->triangles[i].indices[0]; |
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233 | v2= mesh->triangles[i].indices[1]; |
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234 | v3= mesh->triangles[i].indices[2]; |
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235 | |
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236 | glColor4ub(colors[i].r, colors[i].g, colors[i].b, colors[i].a); |
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237 | glVertex3f(mesh->vertices[v1].x, mesh->vertices[v1].y, mesh->vertices[v1].z); |
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238 | glVertex3f(mesh->vertices[v2].x, mesh->vertices[v2].y, mesh->vertices[v2].z); |
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239 | glVertex3f(mesh->vertices[v3].x, mesh->vertices[v3].y, mesh->vertices[v3].z); |
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240 | } |
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241 | } |
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242 | glEnd(); |
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243 | #else |
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244 | #ifdef VERTEX_ARRAY |
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245 | glDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3); |
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246 | #endif |
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247 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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248 | glInterleavedArrays (GL_T2F_C4UB_V3F, 0, intertwined); |
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249 | glDrawArrays(GL_TRIANGLES, 0, mesh->currentNumTriangles * 3); |
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250 | #endif |
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251 | #ifdef VERTEX_BUFFER_OBJECTS |
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252 | glDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3); |
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253 | #endif |
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254 | |
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255 | #endif |
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256 | } |
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257 | void VMI::drawTexture(void) { |
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258 | |
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259 | // Clear color and depth buffers |
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260 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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261 | |
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262 | setOrthographicProjection(); |
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263 | |
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264 | glEnable(GL_TEXTURE_2D); |
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265 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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266 | glBegin(GL_QUADS); |
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267 | |
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268 | glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); |
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269 | glTexCoord2f(1.0f, 0.0f); glVertex2f(width, 0.0f); |
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270 | glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height); |
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271 | glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, height); |
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272 | |
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273 | glEnd(); |
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274 | glFlush(); |
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275 | glDisable(GL_TEXTURE_2D); |
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276 | |
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277 | resetPerspectiveProjection(); |
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278 | |
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279 | glutSwapBuffers(); |
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280 | } |
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281 | |
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282 | void VMI::resetProjectedAreas(int **histogram, int numCameras) { |
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283 | int i = 0; |
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284 | |
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285 | // Reset the projected areas for all cameras |
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286 | for (i=0; i<numCameras; i++) |
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287 | resetSWHistogram(histogram[i], mesh->numTriangles); |
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288 | } |
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289 | |
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290 | void VMI::getProjectedAreas(int **histogram, int numCameras) |
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291 | { |
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292 | int i; |
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293 | |
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294 | // draw to the frame buffer |
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295 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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296 | |
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297 | //glDrawBuffer(GL_BACK); |
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298 | //glReadBuffer(GL_BACK); |
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299 | |
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300 | // Get the projected areas for all cameras |
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301 | for (i=0; i<numCameras; i++) { |
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302 | |
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303 | // Clear color and depth buffers |
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304 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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305 | |
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306 | glMatrixMode(GL_MODELVIEW); |
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307 | glLoadIdentity(); |
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308 | |
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309 | // Camera i |
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310 | gluLookAt(cameras[i].eyeX, cameras[i].eyeY, cameras[i].eyeZ, |
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311 | cameras[i].centerX, cameras[i].centerY, cameras[i].centerZ, |
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312 | cameras[i].upX, cameras[i].upY, cameras[i].upZ); |
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313 | |
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314 | renderGeometry(); |
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315 | glFlush(); |
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316 | |
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317 | /////////////////////////////////////////////////////////////////////////// |
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318 | |
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319 | resetSWHistogram(histogram[i], mesh->numTriangles); |
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320 | |
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321 | #ifdef USE_OCCLUSION_QUERY |
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322 | getSWHistoByOcclusionQuery(mesh, colors, histogram[i]); |
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323 | #else // HYBRID_HW_SW_HISTOGRAM |
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324 | getSWHistogram(histogram[i], pixels); |
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325 | #endif |
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326 | } |
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327 | |
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328 | // draw to the window, reading from the color texture |
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329 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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330 | |
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331 | if (!bEnableOffScreen) drawTexture(); |
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332 | |
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333 | /////////////////////////////////////////////////////////////////////////// |
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334 | } |
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335 | void VMI::getProjectedAreasWin(int **histogram, int numCameras, Change *c) |
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336 | { |
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337 | int i, j, t, background; |
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338 | int del_area, mod_area; |
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339 | GLfloat min[3], max[3]; |
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340 | |
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341 | // draw to the frame buffer |
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342 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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343 | |
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344 | //printChange(c); |
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345 | getBoundingBox(c, min, max); |
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346 | //printf("\n(%f,%f,%f)-(%f,%f,%f)\n", min[0], min[1], min[2], max[0], max[1], max[2]); |
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347 | |
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348 | // Update HW acceleration OpenGL Technique
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349 | updateHWAcceleration(c); |
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350 | |
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351 | //glDrawBuffer(GL_BACK); |
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352 | //glReadBuffer(GL_BACK); |
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353 | |
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354 | // Get the projected areas for all cameras |
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355 | for (i=0; i<numCameras; i++) { |
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356 | |
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357 | // Clear color and depth buffers |
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358 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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359 | |
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360 | glMatrixMode(GL_MODELVIEW); |
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361 | glLoadIdentity(); |
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362 | |
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363 | // Camera i |
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364 | gluLookAt(cameras[i].eyeX, cameras[i].eyeY, cameras[i].eyeZ, |
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365 | cameras[i].centerX, cameras[i].centerY, cameras[i].centerZ, |
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366 | cameras[i].upX, cameras[i].upY, cameras[i].upZ); |
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367 | |
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368 | renderGeometry(); |
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369 | glFlush(); |
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370 | |
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371 | /////////////////////////////////////////////////////////////////////////// |
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372 | background = histogram[i][0]; |
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373 | //printf("b: %d\n", histogram[i][0]); |
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374 | |
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375 | del_area = 0; |
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376 | mod_area = 0; |
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377 | |
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378 | for (j=0; j<c->numDel; j++) { |
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379 | t = c->deleted[j].id; |
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380 | del_area += histogram[i][t + 1]; |
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381 | |
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382 | histogram[i][t + 1] = 0; |
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383 | } |
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384 | |
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385 | for (j=0; j<c->numMod; j++) { |
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386 | t = c->modified[j].id; |
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387 | del_area += histogram[i][t + 1]; |
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388 | |
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389 | histogram[i][t + 1] = 0; |
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390 | } |
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391 | |
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392 | getSWHistogramWin(histogram[i], pixels, min, max, c); |
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393 | |
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394 | for (j=0; j<c->numMod; j++) { |
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395 | t = c->modified[j].id; |
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396 | mod_area += histogram[i][t + 1]; |
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397 | |
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398 | //printf("t%d: %d\n",t, histogram[i][t + 1]); |
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399 | } |
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400 | histogram[i][0] = background + (del_area - mod_area); |
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401 | //printf("b: %d\n", histogram[i][0]); |
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402 | } |
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403 | //getchar(); |
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404 | |
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405 | // draw to the window, reading from the color texture |
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406 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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407 | |
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408 | if (!bEnableOffScreen) drawTexture(); |
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409 | |
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410 | /////////////////////////////////////////////////////////////////////////// |
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411 | } |
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412 | |
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413 | void VMI::freeMemory(void) { |
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414 | |
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415 | // Free memory |
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416 | deleteMesh(mesh); |
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417 | |
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418 | //glmDelete(pmodel); |
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419 | |
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420 | free(pixels); |
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421 | |
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422 | free(cameras); |
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423 | |
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424 | free(colors); |
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425 | |
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426 | deleteHistogram(histogram, numCameras); |
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427 | |
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428 | free(initialIs); |
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429 | |
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430 | glDeleteRenderbuffersEXT(1, &depth_rb); |
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431 | |
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432 | glDeleteRenderbuffersEXT(1, &color_tex); |
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433 | |
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434 | glDeleteFramebuffersEXT(1, &fb); |
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435 | #ifdef USE_OCCLUSION_QUERY |
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436 | glDeleteQueriesARB(mesh->currentNumTriangles, queries); |
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437 | #endif |
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438 | |
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439 | if (vmiWin != 0) |
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440 | { |
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441 | glutDestroyWindow(vmiWin); |
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442 | } |
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443 | |
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444 | #ifdef VERTEX_BUFFER_OBJECTS
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445 | glDeleteBuffersARB(1, &vertex_buf);
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446 |
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447 | glDeleteBuffersARB(1, &color_buf);
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448 |
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449 | //free(pbuf_vertices);
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450 | //free(pbuf_colors);
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451 |
|
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452 | buf_vertices = NULL; |
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453 | buf_colors = NULL; |
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454 |
|
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455 | #endif
|
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456 | #ifdef VERTEX_ARRAY
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457 | //free(pbuf_vertices);
|
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458 | //free(pbuf_colors);
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459 |
|
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460 | buf_vertices = NULL; |
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461 | buf_colors = NULL;
|
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462 | #endif |
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463 | |
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464 | pmodel = NULL; // The .obj model |
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465 | |
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466 | pixels = NULL; |
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467 | |
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468 | cameras = NULL; |
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469 | numCameras = 0; |
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470 | |
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471 | colors = NULL; |
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472 | |
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473 | histogram = NULL; |
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474 | queries = NULL; |
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475 | |
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476 | mesh = NULL; |
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477 | |
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478 | initialIs = NULL; |
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479 | |
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480 | vmiWin = 0; |
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481 | } |
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482 | |
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483 | void VMI::display(void) |
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484 | { |
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485 | clock_t start, finish; |
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486 | GLdouble timeElapsed = 0.0; |
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487 | char s[MAX_CHAR]; |
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488 | |
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489 | // Clear color and depth buffers |
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490 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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491 | glutSwapBuffers(); |
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492 | |
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493 | start = clock(); |
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494 | |
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495 | // Apply HW acceleration OpenGL Technique
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496 | applyHWAcceleration(); |
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497 | |
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498 | getProjectedAreas(histogram, numCameras); |
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499 | //printFullHistogram(histogram, numCameras, currentNumTriangles); |
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500 | |
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501 | #ifdef SALIENCY |
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502 | printf("\nComputing Saliency Map..."); |
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503 | computeSaliency(mesh, histogram, numCameras); |
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504 | printf("Ok\n"); |
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505 | //getchar(); |
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506 | //exit(1); |
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507 | #endif |
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508 | |
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509 | #ifdef KL // Kullback-Leibler |
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510 | printf("\nComputing viewpoint KL divergences...\n"); |
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511 | #endif |
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512 | #ifdef MI // Mutual Information |
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513 | printf("\nComputing viewpoint Mutual Informations...\n"); |
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514 | #endif |
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515 | #ifdef HE // Hellinger |
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516 | printf("\nComputing viewpoint HE divergences...\n"); |
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517 | #endif |
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518 | #ifdef CS // Chi-Square |
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519 | printf("\nComputing viewpoint CS divergences...\n"); |
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520 | #endif |
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521 | |
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522 | computeCameraIs(histogram, numCameras, initialIs); |
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523 | |
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524 | printf("Ok\n"); |
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525 | |
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526 | simplifyModel(mesh, numDemandedTriangles); |
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527 | |
---|
528 | finish = clock(); |
---|
529 | timeElapsed = (GLdouble)(finish - start)/ CLOCKS_PER_SEC; |
---|
530 | printf("Time: %f\n", timeElapsed); |
---|
531 | |
---|
532 | glFlush(); |
---|
533 | |
---|
534 | #ifdef SALIENCY |
---|
535 | sprintf(s,"%s_%d_%d_%s_S.obj", filename, numCameras, mesh->currentNumTriangles, EXT); |
---|
536 | #else |
---|
537 | sprintf(s,"%s_%d_%d_%s.obj", filename, numCameras, mesh->currentNumTriangles, EXT); |
---|
538 | #endif |
---|
539 | |
---|
540 | //saveModel(s, pmodel, mesh); |
---|
541 | } |
---|
542 | |
---|
543 | void reshape(int w, int h) |
---|
544 | { |
---|
545 | if (h != 0) |
---|
546 | { |
---|
547 | glViewport(0, 0, w, h); // Set the viewport |
---|
548 | glMatrixMode(GL_PROJECTION); // Select the projection matrix |
---|
549 | glLoadIdentity(); // Reset The Projection Matrix |
---|
550 | //printf("Width: %d Height: %d\n", w, h); |
---|
551 | gluPerspective(fov, (GLdouble)w/h, 0.1, 40.0); |
---|
552 | //width = w; |
---|
553 | //height = h; |
---|
554 | glMatrixMode(GL_MODELVIEW); // Switch back to the modelview matrix |
---|
555 | glLoadIdentity(); |
---|
556 | } |
---|
557 | } |
---|
558 | |
---|
559 | void keyboard(unsigned char key, int x, int y) |
---|
560 | { |
---|
561 | switch (key) |
---|
562 | { |
---|
563 | case 27: |
---|
564 | exit(0); |
---|
565 | default: |
---|
566 | break; |
---|
567 | } |
---|
568 | |
---|
569 | glutPostRedisplay(); |
---|
570 | } |
---|
571 | |
---|
572 | /* Main Loop |
---|
573 | * Open window with initial window size, title bar, |
---|
574 | * RGBA display mode, and handle input events. |
---|
575 | */ |
---|
576 | /*int main(int argc, char** argv) |
---|
577 | { |
---|
578 | char s[MAX_CHAR]; |
---|
579 | |
---|
580 | process_cmdline(argc, argv); |
---|
581 | |
---|
582 | // Load a .obj model |
---|
583 | pmodel = glmReadOBJ(argv[argc-1]); |
---|
584 | if (!pmodel) exit(0); |
---|
585 | glmUnitize(pmodel); |
---|
586 | if (bRemoveRedundantVertices == GL_TRUE) |
---|
587 | glmWeld(pmodel, 0.00001); |
---|
588 | //glmFacetNormals(pmodel); |
---|
589 | //glmVertexNormals(pmodel, 90.0); |
---|
590 | |
---|
591 | mesh = initMesh(pmodel); |
---|
592 | //printMesh(mesh); |
---|
593 | //getchar(); |
---|
594 | |
---|
595 | if ((numDemandedTriangles == 0) || (numDemandedTriangles >= mesh->numTriangles)) |
---|
596 | usage_error("Illegal number of triangles."); |
---|
597 | |
---|
598 | printf("w: %d h: %d\n", width, height); |
---|
599 | printf("t: %d c: %d o: %d r: %f\n", numDemandedTriangles, cameraType, bEnableOffScreen, radius); |
---|
600 | //getchar(); |
---|
601 | |
---|
602 | // Get a filename without extension |
---|
603 | strncpy(filename, argv[argc - 1], strlen(argv[argc - 1]) - 4); |
---|
604 | |
---|
605 | glutInit(&argc, argv); |
---|
606 | glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA); // RGB and Alpha |
---|
607 | glutInitWindowSize(width, height); |
---|
608 | glutInitWindowPosition(100, 100); |
---|
609 | |
---|
610 | sprintf(s, "%sW - [%s]", EXT, argv[argc-1]); |
---|
611 | |
---|
612 | glutCreateWindow(s); |
---|
613 | |
---|
614 | glewInit(); |
---|
615 | |
---|
616 | init(); |
---|
617 | |
---|
618 | if (bLoadCamerasFromFile == GL_FALSE) |
---|
619 | cameras = setCameras(radius, cameraType, &numCameras); |
---|
620 | else { |
---|
621 | sprintf(s,"%s.cam", filename); |
---|
622 | |
---|
623 | cameras = loadCameras(radius, s, &numCameras); |
---|
624 | //getchar(); |
---|
625 | } |
---|
626 | |
---|
627 | histogram = initHistogram(mesh->numTriangles, numCameras); |
---|
628 | |
---|
629 | initialIs = initIs(numCameras); |
---|
630 | |
---|
631 | // Allocate memory for colors |
---|
632 | colors = initColors(mesh->numTriangles); |
---|
633 | |
---|
634 | // Set a different color for every triangle |
---|
635 | setColors4(colors, mesh->numTriangles); |
---|
636 | |
---|
637 | if (!bEnableOffScreen){ |
---|
638 | glutReshapeFunc(reshape); |
---|
639 | glutKeyboardFunc(keyboard); |
---|
640 | glutDisplayFunc(display); |
---|
641 | |
---|
642 | glutMainLoop(); |
---|
643 | } else display(); |
---|
644 | |
---|
645 | return 0; |
---|
646 | }*/ |
---|