// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo // // 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/. #ifndef IGL_VIEWER_VIEWER_H #define IGL_VIEWER_VIEWER_H #ifndef IGL_OPENGL_4 #define IGL_OPENGL_4 #endif #include #include #include #include #include #include #include "OpenGL_shader.h" #include "OpenGL_state.h" #include "ViewerCore.h" #include "ViewerData.h" #include "ViewerPlugin.h" #define IGL_MOD_SHIFT 0x0001 #define IGL_MOD_CONTROL 0x0002 #define IGL_MOD_ALT 0x0004 #define IGL_MOD_SUPER 0x0008 #ifdef IGL_VIEWER_WITH_NANOGUI namespace nanogui { class FormHelper; class Screen; } #endif class GLFWwindow; namespace igl { namespace viewer { // GLFW-based mesh viewer class Viewer { public: GLFWwindow* window; IGL_INLINE int launch(bool resizable = true,bool fullscreen = false); IGL_INLINE int launch_init(bool resizable = true,bool fullscreen = false); IGL_INLINE bool launch_rendering(bool loop = true); IGL_INLINE void launch_shut(); IGL_INLINE void init(); // Stores all the viewing options ViewerCore core; // Stores all the data that should be visualized ViewerData data; // Stores the vbos indices and opengl related settings OpenGL_state opengl; // List of registered plugins std::vector plugins; IGL_INLINE void init_plugins(); IGL_INLINE void shutdown_plugins(); // Temporary data stored when the mouse button is pressed Eigen::Quaternionf down_rotation; int current_mouse_x; int current_mouse_y; int down_mouse_x; int down_mouse_y; float down_mouse_z; Eigen::Vector3f down_translation; bool down; bool hack_never_moved; #ifdef IGL_VIEWER_WITH_NANOGUI nanogui::FormHelper* ngui; nanogui::Screen* screen; #endif // Keep track of the global position of the scrollwheel float scroll_position; // UI Enumerations enum class MouseButton {Left, Middle, Right}; enum class MouseMode { None, Rotation, Zoom, Pan, Translation} mouse_mode; Viewer(); ~Viewer(); // Mesh IO IGL_INLINE bool load_mesh_from_file(const char* mesh_file_name); IGL_INLINE bool save_mesh_to_file(const char* mesh_file_name); // Callbacks IGL_INLINE bool key_pressed(unsigned int unicode_key,int modifier); IGL_INLINE bool key_down(int key,int modifier); IGL_INLINE bool key_up(int key,int modifier); IGL_INLINE bool mouse_down(MouseButton button,int modifier); IGL_INLINE bool mouse_up(MouseButton button,int modifier); IGL_INLINE bool mouse_move(int mouse_x,int mouse_y); IGL_INLINE bool mouse_scroll(float delta_y); // Scene IO IGL_INLINE bool load_scene(); IGL_INLINE bool load_scene(std::string fname); IGL_INLINE bool save_scene(); // Draw everything IGL_INLINE void draw(); // OpenGL context resize IGL_INLINE void resize(int w,int h); // Helper functions IGL_INLINE void snap_to_canonical_quaternion(); IGL_INLINE void open_dialog_load_mesh(); IGL_INLINE void open_dialog_save_mesh(); // C++-style functions // // Returns **true** if action should be cancelled. std::function callback_init; std::function callback_pre_draw; std::function callback_post_draw; std::function callback_mouse_down; std::function callback_mouse_up; std::function callback_mouse_move; std::function callback_mouse_scroll; std::function callback_key_pressed; // THESE SHOULD BE DEPRECATED: std::function callback_key_down; std::function callback_key_up; // Pointers to per-callback data void* callback_init_data; void* callback_pre_draw_data; void* callback_post_draw_data; void* callback_mouse_down_data; void* callback_mouse_up_data; void* callback_mouse_move_data; void* callback_mouse_scroll_data; void* callback_key_pressed_data; void* callback_key_down_data; void* callback_key_up_data; public: static IGL_INLINE bool igl_with_nanogui_defined_at_compile(); static IGL_INLINE bool igl_with_nanogui_defined_consistently(); public: EIGEN_MAKE_ALIGNED_OPERATOR_NEW }; bool igl_with_nanogui_defined_at_include(); #ifndef IGL_VIEWER_VIEWER_CPP bool igl_with_nanogui_defined_at_include() { // this must be inlined here. #ifdef IGL_VIEWER_WITH_NANOGUI return true; #else return false; #endif } #endif } // end namespace } // end namespace #ifndef IGL_STATIC_LIBRARY # include "Viewer.cpp" #endif #endif