ViewerCore.cpp 15 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "ViewerCore.h"
  9. #include <igl/quat_to_mat.h>
  10. #include <igl/look_at.h>
  11. #include <igl/frustum.h>
  12. #include <igl/ortho.h>
  13. #include <igl/massmatrix.h>
  14. #include <igl/barycenter.h>
  15. #include <Eigen/Geometry>
  16. #include <iostream>
  17. #ifdef ENABLE_SERIALIZATION
  18. #include <igl/serialize.h>
  19. namespace igl {
  20. namespace serialization {
  21. IGL_INLINE void serialization(bool s,igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  22. {
  23. SERIALIZE_MEMBER(shininess);
  24. SERIALIZE_MEMBER(background_color);
  25. SERIALIZE_MEMBER(line_color);
  26. SERIALIZE_MEMBER(light_position);
  27. SERIALIZE_MEMBER(lighting_factor);
  28. SERIALIZE_MEMBER(trackball_angle);
  29. SERIALIZE_MEMBER(rotation_type);
  30. SERIALIZE_MEMBER(model_zoom);
  31. SERIALIZE_MEMBER(model_translation);
  32. SERIALIZE_MEMBER(model_zoom_uv);
  33. SERIALIZE_MEMBER(model_translation_uv);
  34. SERIALIZE_MEMBER(camera_zoom);
  35. SERIALIZE_MEMBER(orthographic);
  36. SERIALIZE_MEMBER(camera_view_angle);
  37. SERIALIZE_MEMBER(camera_dnear);
  38. SERIALIZE_MEMBER(camera_dfar);
  39. SERIALIZE_MEMBER(camera_eye);
  40. SERIALIZE_MEMBER(camera_center);
  41. SERIALIZE_MEMBER(camera_up);
  42. SERIALIZE_MEMBER(show_faces);
  43. SERIALIZE_MEMBER(show_lines);
  44. SERIALIZE_MEMBER(invert_normals);
  45. SERIALIZE_MEMBER(show_overlay);
  46. SERIALIZE_MEMBER(show_overlay_depth);
  47. SERIALIZE_MEMBER(show_vertid);
  48. SERIALIZE_MEMBER(show_faceid);
  49. SERIALIZE_MEMBER(show_texture);
  50. SERIALIZE_MEMBER(depth_test);
  51. SERIALIZE_MEMBER(point_size);
  52. SERIALIZE_MEMBER(line_width);
  53. SERIALIZE_MEMBER(is_animating);
  54. SERIALIZE_MEMBER(animation_max_fps);
  55. SERIALIZE_MEMBER(object_scale);
  56. SERIALIZE_MEMBER(viewport);
  57. SERIALIZE_MEMBER(view);
  58. SERIALIZE_MEMBER(model);
  59. SERIALIZE_MEMBER(proj);
  60. }
  61. template<>
  62. IGL_INLINE void serialize(const igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  63. {
  64. serialization(true,const_cast<igl::viewer::ViewerCore&>(obj),buffer);
  65. }
  66. template<>
  67. IGL_INLINE void deserialize(igl::viewer::ViewerCore& obj,const std::vector<char>& buffer)
  68. {
  69. serialization(false,obj,const_cast<std::vector<char>&>(buffer));
  70. }
  71. }
  72. }
  73. #endif
  74. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  75. const Eigen::MatrixXd& V,
  76. const Eigen::MatrixXi& F)
  77. {
  78. if(V.rows() == 0)
  79. return;
  80. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  81. // Rather than crash on empty mesh...
  82. if(V.size() > 0)
  83. {
  84. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  85. }
  86. }
  87. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  88. const Eigen::MatrixXd& V,
  89. const Eigen::MatrixXi& F,
  90. float& zoom,
  91. Eigen::Vector3f& shift)
  92. {
  93. if (V.rows() == 0)
  94. return;
  95. Eigen::MatrixXd BC;
  96. if (F.rows() <= 1)
  97. BC = V;
  98. else
  99. igl::barycenter(V,F,BC);
  100. Eigen::RowVector3d min_point = BC.colwise().minCoeff();
  101. Eigen::RowVector3d max_point = BC.colwise().maxCoeff();
  102. Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
  103. shift = -centroid.cast<float>();
  104. double x_scale = fabs(max_point[0] - min_point[0]);
  105. double y_scale = fabs(max_point[1] - min_point[1]);
  106. double z_scale = fabs(max_point[2] - min_point[2]);
  107. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  108. }
  109. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  110. const Eigen::MatrixXd& V)
  111. {
  112. if(V.rows() == 0)
  113. return;
  114. get_scale_and_shift_to_fit_mesh(V,model_zoom,model_translation);
  115. // Rather than crash on empty mesh...
  116. if(V.size() > 0)
  117. {
  118. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  119. }
  120. }
  121. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  122. const Eigen::MatrixXd& V,
  123. float& zoom,
  124. Eigen::Vector3f& shift)
  125. {
  126. if (V.rows() == 0)
  127. return;
  128. Eigen::RowVector3d min_point;
  129. Eigen::RowVector3d max_point;
  130. Eigen::RowVector3d centroid;
  131. if (V.cols() == 3)
  132. {
  133. min_point = V.colwise().minCoeff();
  134. max_point = V.colwise().maxCoeff();
  135. }
  136. else if (V.cols() == 2)
  137. {
  138. min_point << V.colwise().minCoeff(),0;
  139. max_point << V.colwise().maxCoeff(),0;
  140. }
  141. else
  142. return;
  143. centroid = 0.5 * (min_point + max_point);
  144. shift = -centroid.cast<float>();
  145. double x_scale = fabs(max_point[0] - min_point[0]);
  146. double y_scale = fabs(max_point[1] - min_point[1]);
  147. double z_scale = fabs(max_point[2] - min_point[2]);
  148. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  149. }
  150. IGL_INLINE void igl::viewer::ViewerCore::clear_framebuffers()
  151. {
  152. glClearColor(background_color[0],
  153. background_color[1],
  154. background_color[2],
  155. 1.0f);
  156. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  157. }
  158. IGL_INLINE void igl::viewer::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl, bool update_matrices)
  159. {
  160. using namespace std;
  161. using namespace Eigen;
  162. if (depth_test)
  163. glEnable(GL_DEPTH_TEST);
  164. else
  165. glDisable(GL_DEPTH_TEST);
  166. /* Bind and potentially refresh mesh/line/point data */
  167. if (data.dirty)
  168. {
  169. opengl.set_data(data, invert_normals);
  170. data.dirty = ViewerData::DIRTY_NONE;
  171. }
  172. opengl.bind_mesh();
  173. // Initialize uniform
  174. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  175. if(update_matrices)
  176. {
  177. model = Eigen::Matrix4f::Identity();
  178. view = Eigen::Matrix4f::Identity();
  179. proj = Eigen::Matrix4f::Identity();
  180. // Set view
  181. look_at( camera_eye, camera_center, camera_up, view);
  182. float width = viewport(2);
  183. float height = viewport(3);
  184. // Set projection
  185. if (orthographic)
  186. {
  187. float length = (camera_eye - camera_center).norm();
  188. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  189. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  190. }
  191. else
  192. {
  193. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  194. float fW = fH * (double)width/(double)height;
  195. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  196. }
  197. // end projection
  198. // Set model transformation
  199. float mat[16];
  200. igl::quat_to_mat(trackball_angle.coeffs().data(), mat);
  201. for (unsigned i=0;i<4;++i)
  202. for (unsigned j=0;j<4;++j)
  203. model(i,j) = mat[i+4*j];
  204. // Why not just use Eigen::Transform<double,3,Projective> for model...?
  205. model.topLeftCorner(3,3)*=camera_zoom;
  206. model.topLeftCorner(3,3)*=model_zoom;
  207. model.col(3).head(3) += model.topLeftCorner(3,3)*model_translation;
  208. }
  209. // Send transformations to the GPU
  210. GLint modeli = opengl.shader_mesh.uniform("model");
  211. GLint viewi = opengl.shader_mesh.uniform("view");
  212. GLint proji = opengl.shader_mesh.uniform("proj");
  213. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  214. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  215. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  216. // Light parameters
  217. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  218. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  219. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  220. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  221. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  222. glUniform1f(specular_exponenti, shininess);
  223. Vector3f rev_light = -1.*light_position;
  224. glUniform3fv(light_position_worldi, 1, rev_light.data());
  225. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  226. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  227. if (data.V.rows()>0)
  228. {
  229. // Render fill
  230. if (show_faces)
  231. {
  232. // Texture
  233. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  234. opengl.draw_mesh(true);
  235. glUniform1f(texture_factori, 0.0f);
  236. }
  237. // Render wireframe
  238. if (show_lines)
  239. {
  240. glLineWidth(line_width);
  241. glUniform4f(fixed_colori, line_color[0], line_color[1],
  242. line_color[2], 1.0f);
  243. opengl.draw_mesh(false);
  244. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  245. }
  246. if (show_vertid)
  247. {
  248. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  249. for (int i=0; i<data.V.rows(); ++i)
  250. textrenderer.DrawText(data.V.row(i),data.V_normals.row(i),to_string(i));
  251. textrenderer.EndDraw();
  252. }
  253. if (show_faceid)
  254. {
  255. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  256. for (int i=0; i<data.F.rows(); ++i)
  257. {
  258. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  259. for (int j=0;j<data.F.cols();++j)
  260. p += data.V.row(data.F(i,j));
  261. p /= data.F.cols();
  262. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  263. }
  264. textrenderer.EndDraw();
  265. }
  266. }
  267. if (show_overlay)
  268. {
  269. if (show_overlay_depth)
  270. glEnable(GL_DEPTH_TEST);
  271. else
  272. glDisable(GL_DEPTH_TEST);
  273. if (data.lines.rows() > 0)
  274. {
  275. opengl.bind_overlay_lines();
  276. modeli = opengl.shader_overlay_lines.uniform("model");
  277. viewi = opengl.shader_overlay_lines.uniform("view");
  278. proji = opengl.shader_overlay_lines.uniform("proj");
  279. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  280. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  281. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  282. // This must be enabled, otherwise glLineWidth has no effect
  283. glEnable(GL_LINE_SMOOTH);
  284. glLineWidth(line_width);
  285. opengl.draw_overlay_lines();
  286. }
  287. if (data.points.rows() > 0)
  288. {
  289. opengl.bind_overlay_points();
  290. modeli = opengl.shader_overlay_points.uniform("model");
  291. viewi = opengl.shader_overlay_points.uniform("view");
  292. proji = opengl.shader_overlay_points.uniform("proj");
  293. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  294. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  295. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  296. glPointSize(point_size);
  297. opengl.draw_overlay_points();
  298. }
  299. if (data.labels_positions.rows() > 0)
  300. {
  301. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  302. for (int i=0; i<data.labels_positions.rows(); ++i)
  303. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  304. data.labels_strings[i]);
  305. textrenderer.EndDraw();
  306. }
  307. glEnable(GL_DEPTH_TEST);
  308. }
  309. }
  310. IGL_INLINE void igl::viewer::ViewerCore::draw_buffer(ViewerData& data,
  311. OpenGL_state& opengl,
  312. bool update_matrices,
  313. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  314. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  315. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  316. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  317. {
  318. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  319. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  320. int x = R.rows();
  321. int y = R.cols();
  322. // Create frame buffer
  323. GLuint frameBuffer;
  324. glGenFramebuffers(1, &frameBuffer);
  325. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  326. // Create texture to hold color buffer
  327. GLuint texColorBuffer;
  328. glGenTextures(1, &texColorBuffer);
  329. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  330. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  331. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  332. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  333. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  334. // Create Renderbuffer Object to hold depth and stencil buffers
  335. GLuint rboDepthStencil;
  336. glGenRenderbuffers(1, &rboDepthStencil);
  337. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  338. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  339. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  340. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  341. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  342. // Clear the buffer
  343. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  344. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  345. // Save old viewport
  346. Eigen::Vector4f viewport_ori = viewport;
  347. viewport << 0,0,x,y;
  348. // Draw
  349. draw(data,opengl,update_matrices);
  350. // Restore viewport
  351. viewport = viewport_ori;
  352. // Copy back in the given Eigen matrices
  353. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  354. glReadPixels
  355. (
  356. 0, 0,
  357. x, y,
  358. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  359. );
  360. int count = 0;
  361. for (unsigned j=0; j<y; ++j)
  362. {
  363. for (unsigned i=0; i<x; ++i)
  364. {
  365. R(i,j) = pixels[count*4+0];
  366. G(i,j) = pixels[count*4+1];
  367. B(i,j) = pixels[count*4+2];
  368. A(i,j) = pixels[count*4+3];
  369. ++count;
  370. }
  371. }
  372. // Clean up
  373. free(pixels);
  374. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  375. glDeleteRenderbuffers(1, &rboDepthStencil);
  376. glDeleteTextures(1, &texColorBuffer);
  377. glDeleteFramebuffers(1, &frameBuffer);
  378. }
  379. IGL_INLINE igl::viewer::ViewerCore::ViewerCore()
  380. {
  381. // Default shininess
  382. shininess = 35.0f;
  383. // Default colors
  384. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  385. line_color << 0.0f, 0.0f, 0.0f, 1.0f;
  386. // Default lights settings
  387. light_position << 0.0f, -0.30f, -5.0f;
  388. lighting_factor = 1.0f; //on
  389. // Default trackball
  390. trackball_angle = Eigen::Quaternionf::Identity();
  391. rotation_type = ViewerCore::ROTATION_TYPE_TRACKBALL;
  392. // Defalut model viewing parameters
  393. model_zoom = 1.0f;
  394. model_translation << 0,0,0;
  395. // Camera parameters
  396. camera_zoom = 1.0f;
  397. orthographic = false;
  398. camera_view_angle = 45.0;
  399. camera_dnear = 1.0;
  400. camera_dfar = 100.0;
  401. camera_eye << 0, 0, 5;
  402. camera_center << 0, 0, 0;
  403. camera_up << 0, 1, 0;
  404. // Default visualization options
  405. show_faces = true;
  406. show_lines = true;
  407. invert_normals = false;
  408. show_overlay = true;
  409. show_overlay_depth = true;
  410. show_vertid = false;
  411. show_faceid = false;
  412. show_texture = false;
  413. depth_test = true;
  414. // Default point size / line width
  415. point_size = 30;
  416. line_width = 0.5f;
  417. is_animating = false;
  418. animation_max_fps = 30.;
  419. }
  420. IGL_INLINE void igl::viewer::ViewerCore::init()
  421. {
  422. textrenderer.Init();
  423. }
  424. IGL_INLINE void igl::viewer::ViewerCore::shut()
  425. {
  426. textrenderer.Shut();
  427. }