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 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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40 | VertexIL *interleave = NULL; |
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41 | #endif |
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42 | |
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43 | GLuint vertex_buf = 0, |
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44 | color_buf = 0; |
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45 | |
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46 | Vertex_ *buf_vertices = NULL; |
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47 | Color *buf_colors = NULL; |
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48 | |
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49 | int vmiWin = 0; |
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50 | |
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51 | // For progress update. |
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52 | Geometry::TIPOFUNC mUPB; |
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53 | |
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54 | } |
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55 | |
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56 | using namespace VMI; |
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57 | |
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58 | void VMI::init(void) |
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59 | { |
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60 | // Clear color |
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61 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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62 | |
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63 | // Initialize viewing values |
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64 | glMatrixMode(GL_PROJECTION); |
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65 | glLoadIdentity(); |
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66 | gluPerspective(fov, (GLdouble)width / height, 0.1, 40.0); |
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67 | |
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68 | //glPixelStorei(GL_PACK_ALIGNMENT, 1); |
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69 | //glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
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70 | |
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71 | glShadeModel(GL_FLAT); |
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72 | |
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73 | glDisable(GL_BLEND); |
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74 | |
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75 | glEnable(GL_CULL_FACE); // important |
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76 | |
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77 | glEnable(GL_DEPTH_TEST); |
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78 | |
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79 | if (GL_TRUE != glewIsSupported((const char*) "GL_EXT_framebuffer_object")) |
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80 | { |
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81 | fprintf(stderr, |
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82 | "GL_EXT_framebuffer_object extension is not available!\n"); |
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83 | exit(1); |
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84 | } |
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85 | else |
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86 | { |
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87 | // create objects |
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88 | glGenFramebuffersEXT(1, &fb); // frame buffer |
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89 | glGenTextures(1, &color_tex); // texture |
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90 | glGenRenderbuffersEXT(1, &depth_rb); // render buffer |
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91 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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92 | |
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93 | // initialize color texture |
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94 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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95 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
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96 | GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
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97 | // texture parameters |
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98 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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99 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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100 | |
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101 | // attach texture to framebuffer color buffer |
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102 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
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103 | GL_COLOR_ATTACHMENT0_EXT, |
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104 | GL_TEXTURE_2D, color_tex, 0); |
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105 | // initialize depth renderbuffer |
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106 | glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb); |
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107 | glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
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108 | GL_DEPTH_COMPONENT24, width, height); |
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109 | // attach renderbuffer to framebuffer depth buffer |
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110 | glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
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111 | GL_DEPTH_ATTACHMENT_EXT, |
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112 | GL_RENDERBUFFER_EXT, depth_rb); |
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113 | |
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114 | // Check framebuffer completeness at the end of initialization. |
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115 | CHECK_FRAMEBUFFER_STATUS(); |
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116 | } |
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117 | /*if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_fragment_shader")) |
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118 | { |
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119 | fprintf(stderr,"GL_ARB_fragment_shader extension is not available!\n"); |
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120 | } |
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121 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_vertex_shader")) |
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122 | { |
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123 | fprintf(stderr,"GL_ARB_vertex_shader extension is not available!\n"); |
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124 | } |
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125 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_shader_objects")) |
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126 | { |
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127 | fprintf(stderr,"GL_ARB_shader_objects extension is not available!\n"); |
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128 | }*/ |
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129 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_vertex_buffer_object")) |
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130 | { |
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131 | fprintf(stderr, |
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132 | "GL_ARB_vertex_buffer_object extension is not available!\n"); |
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133 | } |
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134 | else |
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135 | { |
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136 | #ifdef VERTEX_BUFFER_OBJECTS |
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137 | glGenBuffersARB(1, &vertex_buf); |
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138 | |
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139 | glGenBuffersARB(1, &color_buf); |
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140 | #endif |
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141 | } |
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142 | |
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143 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_occlusion_query")) |
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144 | { |
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145 | fprintf(stderr, |
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146 | "GL_ARB_occlusion_query extension is not available!\n"); |
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147 | } |
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148 | else |
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149 | { |
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150 | #ifdef USE_OCCLUSION_QUERY |
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151 | // Generate a list of occlusion queries |
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152 | queries = (GLuint *)malloc(mesh->currentNumTriangles * sizeof(GLuint)); |
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153 | glGenQueriesARB(mesh->currentNumTriangles, queries); |
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154 | #endif |
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155 | } |
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156 | |
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157 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_imaging")) |
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158 | { |
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159 | fprintf(stderr,"GL_ARB_imaging extension is not available!\n"); |
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160 | } |
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161 | |
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162 | if (GL_TRUE != glewIsSupported((const char*) "GL_ARB_multitexture")) |
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163 | { |
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164 | fprintf(stderr,"GL_ARB_multitexture extension is not available!\n"); |
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165 | } |
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166 | |
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167 | #ifdef _WIN32 |
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168 | if (GL_TRUE != wglewIsSupported((const char*) "WGL_EXT_swap_control")) |
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169 | { |
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170 | fprintf(stderr,"WGL_EXT_swap_control extension is not available!\n"); |
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171 | } |
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172 | #endif |
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173 | |
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174 | // Allocate memory for the image pixels. |
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175 | pixels = (GLubyte *)malloc(width * height * 4 * sizeof(GLubyte)); |
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176 | |
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177 | // Allocate memory for colors. |
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178 | colors = initColors(mesh->currentNumTriangles); |
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179 | |
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180 | // Set a different color for every triangle. |
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181 | setColors4(colors, mesh->currentNumTriangles); |
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182 | } |
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183 | |
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184 | void VMI::applyHWAcceleration(void) { |
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185 | |
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186 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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187 | setupInterleave(mesh, colors); |
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188 | #endif |
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189 | #ifdef VERTEX_ARRAY |
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190 | setupVertexArray(mesh, colors); |
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191 | #endif |
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192 | #ifdef VERTEX_BUFFER_OBJECTS |
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193 | setupVertexBufferObjects(mesh, colors); |
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194 | #endif |
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195 | |
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196 | } |
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197 | |
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198 | void VMI::updateHWAcceleration(Change *c) { |
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199 | |
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200 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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201 | if (interleave != NULL) free(interleave); |
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202 | interleave = setupInterleave(mesh, colors); |
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203 | #endif |
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204 | #ifdef VERTEX_ARRAY |
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205 | updateVertexArray(mesh, c); |
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206 | #endif |
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207 | #ifdef VERTEX_BUFFER_OBJECTS |
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208 | updateVertexBufferObjects(mesh, c); |
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209 | #endif |
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210 | |
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211 | } |
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212 | |
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213 | void VMI::setOrthographicProjection(void) { |
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214 | // Switch to projection mode |
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215 | glMatrixMode(GL_PROJECTION); |
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216 | // Save previous matrix which contains the |
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217 | // settings for the perspective projection |
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218 | glPushMatrix(); |
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219 | // Reset matrix |
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220 | glLoadIdentity(); |
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221 | glOrtho(0.0, (GLdouble)HISTOGRAM_SIZE, 0.0, (GLdouble)height, -1.0, 1.0); |
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222 | glMatrixMode(GL_MODELVIEW); |
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223 | glLoadIdentity(); |
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224 | } |
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225 | |
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226 | void VMI::resetPerspectiveProjection(void) { |
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227 | // Set the current matrix to GL_PROJECTION |
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228 | glMatrixMode(GL_PROJECTION); |
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229 | // Restore previous settings |
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230 | glPopMatrix(); |
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231 | // Get back to GL_MODELVIEW matrix |
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232 | glMatrixMode(GL_MODELVIEW); |
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233 | glLoadIdentity(); |
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234 | } |
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235 | |
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236 | void VMI::renderBitmapString(float x, float y, void *font, char *string) { |
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237 | char *c; |
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238 | // Set position to start drawing fonts |
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239 | glRasterPos2f(x, y); |
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240 | // Loop all the characters in the string |
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241 | for (c=string; *c != '\0'; c++) |
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242 | glutBitmapCharacter(font, *c); |
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243 | } |
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244 | |
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245 | void VMI::renderGeometry(void) { |
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246 | #ifdef IMMEDIATE_MODE |
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247 | int i, v1, v2, v3; |
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248 | |
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249 | // Immediate mode |
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250 | glBegin (GL_TRIANGLES); |
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251 | for (i=0; i<mesh->numTriangles; i++) { |
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252 | if (mesh->triangles[i].enable == TRUE) { |
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253 | |
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254 | v1= mesh->triangles[i].indices[0]; |
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255 | v2= mesh->triangles[i].indices[1]; |
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256 | v3= mesh->triangles[i].indices[2]; |
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257 | |
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258 | glColor4ub(colors[i].r, colors[i].g, colors[i].b, colors[i].a); |
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259 | glVertex3f(mesh->vertices[v1].x, mesh->vertices[v1].y, mesh->vertices[v1].z); |
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260 | glVertex3f(mesh->vertices[v2].x, mesh->vertices[v2].y, mesh->vertices[v2].z); |
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261 | glVertex3f(mesh->vertices[v3].x, mesh->vertices[v3].y, mesh->vertices[v3].z); |
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262 | } |
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263 | } |
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264 | glEnd(); |
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265 | #else |
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266 | #ifdef VERTEX_ARRAY |
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267 | glDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3); |
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268 | #endif |
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269 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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270 | glInterleavedArrays (GL_T2F_C4UB_V3F, 0, interleave); |
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271 | glDrawArrays(GL_TRIANGLES, 0, mesh->currentNumTriangles * 3); |
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272 | #endif |
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273 | #ifdef VERTEX_BUFFER_OBJECTS |
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274 | glDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3); |
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275 | #endif |
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276 | |
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277 | #endif |
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278 | } |
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279 | void VMI::drawTexture(void) { |
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280 | |
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281 | // Clear color and depth buffers |
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282 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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283 | |
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284 | setOrthographicProjection(); |
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285 | |
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286 | glEnable(GL_TEXTURE_2D); |
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287 | glBindTexture(GL_TEXTURE_2D, color_tex); |
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288 | glBegin(GL_QUADS); |
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289 | |
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290 | glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); |
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291 | glTexCoord2f(1.0f, 0.0f); glVertex2f(width, 0.0f); |
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292 | glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height); |
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293 | glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, height); |
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294 | |
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295 | glEnd(); |
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296 | glFlush(); |
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297 | glDisable(GL_TEXTURE_2D); |
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298 | |
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299 | resetPerspectiveProjection(); |
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300 | |
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301 | glutSwapBuffers(); |
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302 | } |
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303 | |
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304 | void VMI::resetProjectedAreas(int **histogram, int numCameras) { |
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305 | int i = 0; |
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306 | |
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307 | // Reset the projected areas for all cameras |
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308 | for (i=0; i<numCameras; i++) |
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309 | resetSWHistogram(histogram[i], mesh->numTriangles); |
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310 | } |
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311 | |
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312 | void VMI::getProjectedAreas(int **histogram, int numCameras) |
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313 | { |
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314 | int i; |
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315 | |
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316 | // draw to the frame buffer |
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317 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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318 | |
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319 | //glDrawBuffer(GL_BACK); |
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320 | //glReadBuffer(GL_BACK); |
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321 | |
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322 | // Get the projected areas for all cameras |
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323 | for (i=0; i<numCameras; i++) { |
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324 | |
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325 | // Clear color and depth buffers |
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326 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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327 | |
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328 | glMatrixMode(GL_MODELVIEW); |
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329 | glLoadIdentity(); |
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330 | |
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331 | // Camera i |
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332 | gluLookAt(cameras[i].eyeX, cameras[i].eyeY, cameras[i].eyeZ, |
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333 | cameras[i].centerX, cameras[i].centerY, cameras[i].centerZ, |
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334 | cameras[i].upX, cameras[i].upY, cameras[i].upZ); |
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335 | |
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336 | renderGeometry(); |
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337 | glFlush(); |
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338 | |
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339 | /////////////////////////////////////////////////////////////////////////// |
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340 | |
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341 | resetSWHistogram(histogram[i], mesh->numTriangles); |
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342 | |
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343 | #ifdef USE_OCCLUSION_QUERY |
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344 | getSWHistoByOcclusionQuery(mesh, colors, histogram[i]); |
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345 | #else // HYBRID_HW_SW_HISTOGRAM |
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346 | getSWHistogram(histogram[i], pixels); |
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347 | #endif |
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348 | } |
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349 | |
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350 | // draw to the window, reading from the color texture |
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351 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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352 | |
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353 | if (!bEnableOffScreen) drawTexture(); |
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354 | |
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355 | /////////////////////////////////////////////////////////////////////////// |
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356 | } |
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357 | void VMI::getProjectedAreasWin(int **histogram, int numCameras, Change *c) |
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358 | { |
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359 | int i, j, t, background; |
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360 | int del_area, mod_area; |
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361 | GLfloat min[3], max[3]; |
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362 | |
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363 | // draw to the frame buffer |
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364 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
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365 | |
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366 | //printChange(c); |
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367 | getBoundingBox(c, min, max); |
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368 | //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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369 | |
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370 | // Update HW acceleration OpenGL Technique |
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371 | updateHWAcceleration(c); |
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372 | |
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373 | //glDrawBuffer(GL_BACK); |
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374 | //glReadBuffer(GL_BACK); |
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375 | |
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376 | // Get the projected areas for all cameras |
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377 | for (i=0; i<numCameras; i++) { |
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378 | |
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379 | // Clear color and depth buffers |
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380 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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381 | |
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382 | glMatrixMode(GL_MODELVIEW); |
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383 | glLoadIdentity(); |
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384 | |
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385 | // Camera i |
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386 | gluLookAt(cameras[i].eyeX, cameras[i].eyeY, cameras[i].eyeZ, |
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387 | cameras[i].centerX, cameras[i].centerY, cameras[i].centerZ, |
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388 | cameras[i].upX, cameras[i].upY, cameras[i].upZ); |
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389 | |
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390 | renderGeometry(); |
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391 | glFlush(); |
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392 | |
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393 | /////////////////////////////////////////////////////////////////////////// |
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394 | background = histogram[i][0]; |
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395 | //printf("b: %d\n", histogram[i][0]); |
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396 | |
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397 | del_area = 0; |
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398 | mod_area = 0; |
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399 | |
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400 | for (j=0; j<c->numDel; j++) { |
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401 | t = c->deleted[j].id; |
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402 | del_area += histogram[i][t + 1]; |
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403 | |
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404 | histogram[i][t + 1] = 0; |
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405 | } |
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406 | |
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407 | for (j=0; j<c->numMod; j++) { |
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408 | t = c->modified[j].id; |
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409 | del_area += histogram[i][t + 1]; |
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410 | |
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411 | histogram[i][t + 1] = 0; |
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412 | } |
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413 | |
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414 | getSWHistogramWin(histogram[i], pixels, min, max, c); |
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415 | |
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416 | for (j=0; j<c->numMod; j++) { |
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417 | t = c->modified[j].id; |
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418 | mod_area += histogram[i][t + 1]; |
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419 | |
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420 | //printf("t%d: %d\n",t, histogram[i][t + 1]); |
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421 | } |
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422 | histogram[i][0] = background + (del_area - mod_area); |
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423 | //printf("b: %d\n", histogram[i][0]); |
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424 | } |
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425 | //getchar(); |
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426 | |
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427 | // draw to the window, reading from the color texture |
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428 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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429 | |
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430 | if (!bEnableOffScreen) drawTexture(); |
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431 | |
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432 | /////////////////////////////////////////////////////////////////////////// |
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433 | } |
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434 | |
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435 | void VMI::freeMemory(void) { |
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436 | |
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437 | // Free memory |
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438 | deleteMesh(mesh); |
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439 | |
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440 | //glmDelete(pmodel); |
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441 | |
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442 | free(pixels); |
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443 | |
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444 | free(cameras); |
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445 | |
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446 | free(colors); |
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447 | |
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448 | deleteHistogram(histogram, numCameras); |
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449 | |
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450 | free(initialIs); |
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451 | |
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452 | glDeleteRenderbuffersEXT(1, &depth_rb); |
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453 | |
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454 | glDeleteRenderbuffersEXT(1, &color_tex); |
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455 | |
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456 | glDeleteFramebuffersEXT(1, &fb); |
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457 | #ifdef USE_OCCLUSION_QUERY |
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458 | glDeleteQueriesARB(mesh->currentNumTriangles, queries); |
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459 | #endif |
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460 | |
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461 | if (vmiWin != 0) |
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462 | { |
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463 | glutDestroyWindow(vmiWin); |
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464 | } |
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465 | |
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466 | #ifdef VERTEX_BUFFER_OBJECTS |
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467 | glDeleteBuffersARB(1, &vertex_buf); |
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468 | glDeleteBuffersARB(1, &color_buf); |
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469 | |
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470 | buf_vertices = NULL; |
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471 | buf_colors = NULL; |
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472 | |
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473 | #endif |
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474 | #ifdef VERTEX_ARRAY |
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475 | free(buf_vertices); |
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476 | free(buf_colors); |
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477 | |
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478 | buf_vertices = NULL; |
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479 | buf_colors = NULL; |
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480 | #endif |
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481 | #ifdef VERTEX_ARRAY_INTERLEAVE |
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482 | free(interleave); |
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483 | interleave = NULL; |
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484 | #endif |
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485 | |
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486 | pmodel = NULL; // The .obj model |
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487 | |
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488 | pixels = NULL; |
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489 | |
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490 | cameras = NULL; |
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491 | numCameras = 0; |
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492 | |
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493 | colors = NULL; |
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494 | |
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495 | histogram = NULL; |
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496 | queries = NULL; |
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497 | |
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498 | mesh = NULL; |
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499 | |
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500 | initialIs = NULL; |
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501 | |
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502 | vmiWin = 0; |
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503 | } |
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504 | |
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505 | void VMI::display(void) |
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506 | { |
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507 | clock_t start, finish; |
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508 | GLdouble timeElapsed = 0.0; |
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509 | char s[MAX_CHAR]; |
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510 | |
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511 | // Clear color and depth buffers |
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512 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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513 | glutSwapBuffers(); |
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514 | |
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515 | start = clock(); |
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516 | |
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517 | // Apply HW acceleration OpenGL Technique |
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518 | applyHWAcceleration(); |
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519 | |
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520 | getProjectedAreas(histogram, numCameras); |
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521 | //printFullHistogram(histogram, numCameras, currentNumTriangles); |
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522 | |
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523 | #ifdef SALIENCY |
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524 | printf("\nComputing Saliency Map..."); |
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525 | computeSaliency(mesh, histogram, numCameras); |
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526 | printf("Ok\n"); |
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527 | //getchar(); |
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528 | //exit(1); |
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529 | #endif |
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530 | |
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531 | #ifdef KL // Kullback-Leibler |
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532 | printf("\nComputing viewpoint KL divergences...\n"); |
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533 | #endif |
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534 | #ifdef MI // Mutual Information |
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535 | printf("\nComputing viewpoint Mutual Informations...\n"); |
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536 | #endif |
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537 | #ifdef HE // Hellinger |
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538 | printf("\nComputing viewpoint HE divergences...\n"); |
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539 | #endif |
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540 | #ifdef CS // Chi-Square |
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541 | printf("\nComputing viewpoint CS divergences...\n"); |
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542 | #endif |
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543 | |
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544 | computeCameraIs(histogram, numCameras, initialIs); |
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545 | |
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546 | printf("Ok\n"); |
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547 | |
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548 | simplifyModel(mesh, numDemandedTriangles); |
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549 | |
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550 | finish = clock(); |
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551 | timeElapsed = (GLdouble)(finish - start)/ CLOCKS_PER_SEC; |
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552 | printf("Time: %f\n", timeElapsed); |
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553 | |
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554 | glFlush(); |
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555 | |
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556 | #ifdef SALIENCY |
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557 | sprintf(s,"%s_%d_%d_%s_S.obj", filename, numCameras, mesh->currentNumTriangles, EXT); |
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558 | #else |
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559 | sprintf(s,"%s_%d_%d_%s.obj", filename, numCameras, mesh->currentNumTriangles, EXT); |
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560 | #endif |
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561 | |
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562 | //saveModel(s, pmodel, mesh); |
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563 | } |
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564 | |
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565 | void reshape(int w, int h) |
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566 | { |
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567 | if (h != 0) |
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568 | { |
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569 | glViewport(0, 0, w, h); // Set the viewport |
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570 | glMatrixMode(GL_PROJECTION); // Select the projection matrix |
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571 | glLoadIdentity(); // Reset The Projection Matrix |
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572 | //printf("Width: %d Height: %d\n", w, h); |
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573 | gluPerspective(fov, (GLdouble)w/h, 0.1, 40.0); |
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574 | //width = w; |
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575 | //height = h; |
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576 | glMatrixMode(GL_MODELVIEW); // Switch back to the modelview matrix |
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577 | glLoadIdentity(); |
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578 | } |
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579 | } |
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580 | |
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581 | void keyboard(unsigned char key, int x, int y) |
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582 | { |
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583 | switch (key) |
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584 | { |
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585 | case 27: |
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586 | exit(0); |
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587 | default: |
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588 | break; |
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589 | } |
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590 | |
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591 | glutPostRedisplay(); |
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592 | } |
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593 | |
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594 | /* Main Loop |
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595 | * Open window with initial window size, title bar, |
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596 | * RGBA display mode, and handle input events. |
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597 | */ |
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598 | /*int main(int argc, char** argv) |
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599 | { |
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600 | char s[MAX_CHAR]; |
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601 | |
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602 | process_cmdline(argc, argv); |
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603 | |
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604 | // Load a .obj model |
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605 | pmodel = glmReadOBJ(argv[argc-1]); |
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606 | if (!pmodel) exit(0); |
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607 | glmUnitize(pmodel); |
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608 | if (bRemoveRedundantVertices == GL_TRUE) |
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609 | glmWeld(pmodel, 0.00001); |
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610 | //glmFacetNormals(pmodel); |
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611 | //glmVertexNormals(pmodel, 90.0); |
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612 | |
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613 | mesh = initMesh(pmodel); |
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614 | //printMesh(mesh); |
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615 | //getchar(); |
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616 | |
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617 | if ((numDemandedTriangles == 0) || (numDemandedTriangles >= mesh->numTriangles)) |
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618 | usage_error("Illegal number of triangles."); |
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619 | |
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620 | printf("w: %d h: %d\n", width, height); |
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621 | printf("t: %d c: %d o: %d r: %f\n", numDemandedTriangles, cameraType, bEnableOffScreen, radius); |
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622 | //getchar(); |
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623 | |
---|
624 | // Get a filename without extension |
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625 | strncpy(filename, argv[argc - 1], strlen(argv[argc - 1]) - 4); |
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626 | |
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627 | glutInit(&argc, argv); |
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628 | glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA); // RGB and Alpha |
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629 | glutInitWindowSize(width, height); |
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630 | glutInitWindowPosition(100, 100); |
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631 | |
---|
632 | sprintf(s, "%sW - [%s]", EXT, argv[argc-1]); |
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633 | |
---|
634 | glutCreateWindow(s); |
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635 | |
---|
636 | glewInit(); |
---|
637 | |
---|
638 | init(); |
---|
639 | |
---|
640 | if (bLoadCamerasFromFile == GL_FALSE) |
---|
641 | cameras = setCameras(radius, cameraType, &numCameras); |
---|
642 | else { |
---|
643 | sprintf(s,"%s.cam", filename); |
---|
644 | |
---|
645 | cameras = loadCameras(radius, s, &numCameras); |
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646 | //getchar(); |
---|
647 | } |
---|
648 | |
---|
649 | histogram = initHistogram(mesh->numTriangles, numCameras); |
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650 | |
---|
651 | initialIs = initIs(numCameras); |
---|
652 | |
---|
653 | // Allocate memory for colors |
---|
654 | colors = initColors(mesh->numTriangles); |
---|
655 | |
---|
656 | // Set a different color for every triangle |
---|
657 | setColors4(colors, mesh->numTriangles); |
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658 | |
---|
659 | if (!bEnableOffScreen){ |
---|
660 | glutReshapeFunc(reshape); |
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661 | glutKeyboardFunc(keyboard); |
---|
662 | glutDisplayFunc(display); |
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663 | |
---|
664 | glutMainLoop(); |
---|
665 | } else display(); |
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666 | |
---|
667 | return 0; |
---|
668 | }*/ |
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