// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com> // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #include "ViewerData.h" #include "../per_face_normals.h" #include "../material_colors.h" #include "../parula.h" #include "../per_vertex_normals.h" #include <iostream> IGL_INLINE igl::opengl::ViewerData::ViewerData() : dirty(MeshGL::DIRTY_ALL), show_faces(true), show_lines(true), invert_normals(false), show_overlay(true), show_overlay_depth(true), show_vertid(false), show_faceid(false), show_texture(false), point_size(30), line_width(0.5f), line_color(0,0,0,1), shininess(35.0f), id(-1) { clear(); }; IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue) { if (face_based != newvalue) { face_based = newvalue; dirty = MeshGL::DIRTY_ALL; } } // Helpers that draws the most common meshes IGL_INLINE void igl::opengl::ViewerData::set_mesh( const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F) { using namespace std; Eigen::MatrixXd V_temp; // If V only has two columns, pad with a column of zeros if (_V.cols() == 2) { V_temp = Eigen::MatrixXd::Zero(_V.rows(),3); V_temp.block(0,0,_V.rows(),2) = _V; } else V_temp = _V; if (V.rows() == 0 && F.rows() == 0) { V = V_temp; F = _F; compute_normals(); uniform_colors( Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]), Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]), Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2])); grid_texture(); } else { if (_V.rows() == V.rows() && _F.rows() == F.rows()) { V = V_temp; F = _F; } else cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl; } dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION; } IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V) { V = _V; assert(F.size() == 0 || F.maxCoeff() < V.rows()); dirty |= MeshGL::DIRTY_POSITION; } IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N) { using namespace std; if (N.rows() == V.rows()) { set_face_based(false); V_normals = N; } else if (N.rows() == F.rows() || N.rows() == F.rows()*3) { set_face_based(true); F_normals = N; } else cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl; dirty |= MeshGL::DIRTY_NORMAL; } IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C) { using namespace std; using namespace Eigen; if(C.rows()>0 && C.cols() == 1) { Eigen::MatrixXd C3; igl::parula(C,true,C3); return set_colors(C3); } // Ambient color should be darker color const auto ambient = [](const MatrixXd & C)->MatrixXd { MatrixXd T = 0.1*C; T.col(3) = C.col(3); return T; }; // Specular color should be a less saturated and darker color: dampened // highlights const auto specular = [](const MatrixXd & C)->MatrixXd { const double grey = 0.3; MatrixXd T = grey+0.1*(C.array()-grey); T.col(3) = C.col(3); return T; }; if (C.rows() == 1) { for (unsigned i=0;i<V_material_diffuse.rows();++i) { if (C.cols() == 3) V_material_diffuse.row(i) << C.row(0),1; else if (C.cols() == 4) V_material_diffuse.row(i) << C.row(0); } V_material_ambient = ambient(V_material_diffuse); V_material_specular = specular(V_material_diffuse); for (unsigned i=0;i<F_material_diffuse.rows();++i) { if (C.cols() == 3) F_material_diffuse.row(i) << C.row(0),1; else if (C.cols() == 4) F_material_diffuse.row(i) << C.row(0); } F_material_ambient = ambient(F_material_diffuse); F_material_specular = specular(F_material_diffuse); } else if (C.rows() == V.rows()) { set_face_based(false); for (unsigned i=0;i<V_material_diffuse.rows();++i) { if (C.cols() == 3) V_material_diffuse.row(i) << C.row(i), 1; else if (C.cols() == 4) V_material_diffuse.row(i) << C.row(i); } V_material_ambient = ambient(V_material_diffuse); V_material_specular = specular(V_material_diffuse); } else if (C.rows() == F.rows()) { set_face_based(true); for (unsigned i=0;i<F_material_diffuse.rows();++i) { if (C.cols() == 3) F_material_diffuse.row(i) << C.row(i), 1; else if (C.cols() == 4) F_material_diffuse.row(i) << C.row(i); } F_material_ambient = ambient(F_material_diffuse); F_material_specular = specular(F_material_diffuse); } else cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl; dirty |= MeshGL::DIRTY_DIFFUSE; } IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV) { using namespace std; if (UV.rows() == V.rows()) { set_face_based(false); V_uv = UV; } else cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;; dirty |= MeshGL::DIRTY_UV; } IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F) { set_face_based(true); V_uv = UV_V.block(0,0,UV_V.rows(),2); F_uv = UV_F; dirty |= MeshGL::DIRTY_UV; } IGL_INLINE void igl::opengl::ViewerData::set_texture( const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B) { texture_R = R; texture_G = G; texture_B = B; texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255); dirty |= MeshGL::DIRTY_TEXTURE; } IGL_INLINE void igl::opengl::ViewerData::set_texture( const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B, const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A) { texture_R = R; texture_G = G; texture_B = B; texture_A = A; dirty |= MeshGL::DIRTY_TEXTURE; } IGL_INLINE void igl::opengl::ViewerData::set_points( const Eigen::MatrixXd& P, const Eigen::MatrixXd& C) { // clear existing points points.resize(0,0); add_points(P,C); } IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C) { Eigen::MatrixXd P_temp; // If P only has two columns, pad with a column of zeros if (P.cols() == 2) { P_temp = Eigen::MatrixXd::Zero(P.rows(),3); P_temp.block(0,0,P.rows(),2) = P; } else P_temp = P; int lastid = points.rows(); points.conservativeResize(points.rows() + P_temp.rows(),6); for (unsigned i=0; i<P_temp.rows(); ++i) points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); dirty |= MeshGL::DIRTY_OVERLAY_POINTS; } IGL_INLINE void igl::opengl::ViewerData::set_edges( const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C) { using namespace Eigen; lines.resize(E.rows(),9); assert(C.cols() == 3); for(int e = 0;e<E.rows();e++) { RowVector3d color; if(C.size() == 3) { color<<C; }else if(C.rows() == E.rows()) { color<<C.row(e); } lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color; } dirty |= MeshGL::DIRTY_OVERLAY_LINES; } IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C) { Eigen::MatrixXd P1_temp,P2_temp; // If P1 only has two columns, pad with a column of zeros if (P1.cols() == 2) { P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3); P1_temp.block(0,0,P1.rows(),2) = P1; P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3); P2_temp.block(0,0,P2.rows(),2) = P2; } else { P1_temp = P1; P2_temp = P2; } int lastid = lines.rows(); lines.conservativeResize(lines.rows() + P1_temp.rows(),9); for (unsigned i=0; i<P1_temp.rows(); ++i) lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); dirty |= MeshGL::DIRTY_OVERLAY_LINES; } IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str) { Eigen::RowVectorXd P_temp; // If P only has two columns, pad with a column of zeros if (P.size() == 2) { P_temp = Eigen::RowVectorXd::Zero(3); P_temp << P.transpose(), 0; } else P_temp = P; int lastid = labels_positions.rows(); labels_positions.conservativeResize(lastid+1, 3); labels_positions.row(lastid) = P_temp; labels_strings.push_back(str); } IGL_INLINE void igl::opengl::ViewerData::clear() { V = Eigen::MatrixXd (0,3); F = Eigen::MatrixXi (0,3); F_material_ambient = Eigen::MatrixXd (0,4); F_material_diffuse = Eigen::MatrixXd (0,4); F_material_specular = Eigen::MatrixXd (0,4); V_material_ambient = Eigen::MatrixXd (0,4); V_material_diffuse = Eigen::MatrixXd (0,4); V_material_specular = Eigen::MatrixXd (0,4); F_normals = Eigen::MatrixXd (0,3); V_normals = Eigen::MatrixXd (0,3); V_uv = Eigen::MatrixXd (0,2); F_uv = Eigen::MatrixXi (0,3); lines = Eigen::MatrixXd (0,9); points = Eigen::MatrixXd (0,6); labels_positions = Eigen::MatrixXd (0,3); labels_strings.clear(); face_based = false; } IGL_INLINE void igl::opengl::ViewerData::compute_normals() { igl::per_face_normals(V, F, F_normals); igl::per_vertex_normals(V, F, F_normals, V_normals); dirty |= MeshGL::DIRTY_NORMAL; } IGL_INLINE void igl::opengl::ViewerData::uniform_colors( const Eigen::Vector3d& ambient, const Eigen::Vector3d& diffuse, const Eigen::Vector3d& specular) { Eigen::Vector4d ambient4; Eigen::Vector4d diffuse4; Eigen::Vector4d specular4; ambient4 << ambient, 1; diffuse4 << diffuse, 1; specular4 << specular, 1; uniform_colors(ambient4,diffuse4,specular4); } IGL_INLINE void igl::opengl::ViewerData::uniform_colors( const Eigen::Vector4d& ambient, const Eigen::Vector4d& diffuse, const Eigen::Vector4d& specular) { V_material_ambient.resize(V.rows(),4); V_material_diffuse.resize(V.rows(),4); V_material_specular.resize(V.rows(),4); for (unsigned i=0; i<V.rows();++i) { V_material_ambient.row(i) = ambient; V_material_diffuse.row(i) = diffuse; V_material_specular.row(i) = specular; } F_material_ambient.resize(F.rows(),4); F_material_diffuse.resize(F.rows(),4); F_material_specular.resize(F.rows(),4); for (unsigned i=0; i<F.rows();++i) { F_material_ambient.row(i) = ambient; F_material_diffuse.row(i) = diffuse; F_material_specular.row(i) = specular; } dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT; } IGL_INLINE void igl::opengl::ViewerData::grid_texture() { // Don't do anything for an empty mesh if(V.rows() == 0) { V_uv.resize(V.rows(),2); return; } if (V_uv.rows() == 0) { V_uv = V.block(0, 0, V.rows(), 2); V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff(); V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff(); V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff(); V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff(); V_uv = V_uv.array() * 10; dirty |= MeshGL::DIRTY_TEXTURE; } unsigned size = 128; unsigned size2 = size/2; texture_R.resize(size, size); for (unsigned i=0; i<size; ++i) { for (unsigned j=0; j<size; ++j) { texture_R(i,j) = 0; if ((i<size2 && j<size2) || (i>=size2 && j>=size2)) texture_R(i,j) = 255; } } texture_G = texture_R; texture_B = texture_R; texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255); dirty |= MeshGL::DIRTY_TEXTURE; } IGL_INLINE void igl::opengl::ViewerData::updateGL( const igl::opengl::ViewerData& data, const bool invert_normals, igl::opengl::MeshGL& meshgl ) { if (!meshgl.is_initialized) { meshgl.init(); } bool per_corner_uv = (data.F_uv.rows() == data.F.rows()); bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows()); meshgl.dirty |= data.dirty; // Input: // X #F by dim quantity // Output: // X_vbo #F*3 by dim scattering per corner const auto per_face = [&data]( const Eigen::MatrixXd & X, MeshGL::RowMatrixXf & X_vbo) { assert(X.cols() == 4); X_vbo.resize(data.F.rows()*3,4); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) X_vbo.row(i*3+j) = X.row(i).cast<float>(); }; // Input: // X #V by dim quantity // Output: // X_vbo #F*3 by dim scattering per corner const auto per_corner = [&data]( const Eigen::MatrixXd & X, MeshGL::RowMatrixXf & X_vbo) { X_vbo.resize(data.F.rows()*3,X.cols()); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>(); }; if (!data.face_based) { if (!(per_corner_uv || per_corner_normals)) { // Vertex positions if (meshgl.dirty & MeshGL::DIRTY_POSITION) meshgl.V_vbo = data.V.cast<float>(); // Vertex normals if (meshgl.dirty & MeshGL::DIRTY_NORMAL) { meshgl.V_normals_vbo = data.V_normals.cast<float>(); if (invert_normals) meshgl.V_normals_vbo = -meshgl.V_normals_vbo; } // Per-vertex material settings if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>(); if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>(); if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) meshgl.V_specular_vbo = data.V_material_specular.cast<float>(); // Face indices if (meshgl.dirty & MeshGL::DIRTY_FACE) meshgl.F_vbo = data.F.cast<unsigned>(); // Texture coordinates if (meshgl.dirty & MeshGL::DIRTY_UV) { meshgl.V_uv_vbo = data.V_uv.cast<float>(); } } else { // Per vertex properties with per corner UVs if (meshgl.dirty & MeshGL::DIRTY_POSITION) { per_corner(data.V,meshgl.V_vbo); } if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) { meshgl.V_ambient_vbo.resize(data.F.rows()*3,4); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>(); } if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) { meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>(); } if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) { meshgl.V_specular_vbo.resize(data.F.rows()*3,4); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>(); } if (meshgl.dirty & MeshGL::DIRTY_NORMAL) { meshgl.V_normals_vbo.resize(data.F.rows()*3,3); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_normals_vbo.row(i*3+j) = per_corner_normals ? data.F_normals.row(i*3+j).cast<float>() : data.V_normals.row(data.F(i,j)).cast<float>(); if (invert_normals) meshgl.V_normals_vbo = -meshgl.V_normals_vbo; } if (meshgl.dirty & MeshGL::DIRTY_FACE) { meshgl.F_vbo.resize(data.F.rows(),3); for (unsigned i=0; i<data.F.rows();++i) meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; } if (meshgl.dirty & MeshGL::DIRTY_UV) { meshgl.V_uv_vbo.resize(data.F.rows()*3,2); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>(); } } } else { if (meshgl.dirty & MeshGL::DIRTY_POSITION) { per_corner(data.V,meshgl.V_vbo); } if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) { per_face(data.F_material_ambient,meshgl.V_ambient_vbo); } if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) { per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo); } if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) { per_face(data.F_material_specular,meshgl.V_specular_vbo); } if (meshgl.dirty & MeshGL::DIRTY_NORMAL) { meshgl.V_normals_vbo.resize(data.F.rows()*3,3); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_normals_vbo.row(i*3+j) = per_corner_normals ? data.F_normals.row(i*3+j).cast<float>() : data.F_normals.row(i).cast<float>(); if (invert_normals) meshgl.V_normals_vbo = -meshgl.V_normals_vbo; } if (meshgl.dirty & MeshGL::DIRTY_FACE) { meshgl.F_vbo.resize(data.F.rows(),3); for (unsigned i=0; i<data.F.rows();++i) meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; } if (meshgl.dirty & MeshGL::DIRTY_UV) { meshgl.V_uv_vbo.resize(data.F.rows()*3,2); for (unsigned i=0; i<data.F.rows();++i) for (unsigned j=0;j<3;++j) meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>(); } } if (meshgl.dirty & MeshGL::DIRTY_TEXTURE) { meshgl.tex_u = data.texture_R.rows(); meshgl.tex_v = data.texture_R.cols(); meshgl.tex.resize(data.texture_R.size()*4); for (unsigned i=0;i<data.texture_R.size();++i) { meshgl.tex(i*4+0) = data.texture_R(i); meshgl.tex(i*4+1) = data.texture_G(i); meshgl.tex(i*4+2) = data.texture_B(i); meshgl.tex(i*4+3) = data.texture_A(i); } } if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES) { meshgl.lines_V_vbo.resize(data.lines.rows()*2,3); meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3); meshgl.lines_F_vbo.resize(data.lines.rows()*2,1); for (unsigned i=0; i<data.lines.rows();++i) { meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>(); meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>(); meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>(); meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>(); meshgl.lines_F_vbo(2*i+0) = 2*i+0; meshgl.lines_F_vbo(2*i+1) = 2*i+1; } } if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS) { meshgl.points_V_vbo.resize(data.points.rows(),3); meshgl.points_V_colors_vbo.resize(data.points.rows(),3); meshgl.points_F_vbo.resize(data.points.rows(),1); for (unsigned i=0; i<data.points.rows();++i) { meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>(); meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>(); meshgl.points_F_vbo(i) = i; } } }