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- // Main class of the Viewer
- #ifndef IGL_VIEWER_H
- #define IGL_VIEWER_H
- #include <AntTweakBar.h>
- #include <vector>
- #include <string>
- #define IGL_MOD_SHIFT 0x0001
- #define IGL_MOD_CONTROL 0x0002
- #define IGL_MOD_ALT 0x0004
- #define IGL_MOD_SUPER 0x0008
- #ifdef ENABLE_XML_SERIALIZATION
- #define IGL_HEADER_ONLY
- #include <igl/xml/XMLSerializer.h>
- #include <igl/xml/XMLSerialization.h>
- #endif
- #include <Eigen/Core>
- namespace igl
- {
- class Plugin_manager;
- class Viewer
- {
- public:
- void launch(std::string filename = "");
- void init(Plugin_manager* pm);
- class Options
- #ifdef ENABLE_XML_SERIALIZATION
- : public ::igl::XMLSerialization
- #endif
- {
- public:
- Options()
- #ifdef ENABLE_XML_SERIALIZATION
- : XMLSerialization("Options")
- #endif
- {};
- void InitSerialization();
- // Shape material
- float shininess;
- // Colors
- Eigen::Vector3f background_color;
- Eigen::Vector3f line_color;
- // Lighting
- Eigen::Vector3f light_position;
- // Trackball angle (quaternion)
- Eigen::Vector4f trackball_angle;
- // Model viewing parameters
- float model_zoom;
- Eigen::Vector3f model_translation;
- // Model viewing paramters (uv coordinates)
- float model_zoom_uv;
- Eigen::Vector3f model_translation_uv;
- // Camera parameters
- float camera_zoom;
- bool orthographic;
- Eigen::Vector3f camera_eye;
- Eigen::Vector3f camera_up;
- Eigen::Vector3f camera_center;
- float camera_view_angle;
- float camera_dnear;
- float camera_dfar;
- // Visualization options
- bool show_overlay;
- bool show_overlay_depth;
- bool show_texture;
- bool show_faces;
- bool show_lines;
- bool show_vertid;
- bool show_faceid;
- bool invert_normals;
- // Point size / line width
- float point_size;
- float line_width;
- // Enable per-face colors and normals
- bool face_based;
- };
- enum DirtyFlags
- {
- DIRTY_NONE = 0x0000,
- DIRTY_POSITION = 0x0001,
- DIRTY_UV = 0x0002,
- DIRTY_NORMAL = 0x0004,
- DIRTY_AMBIENT = 0x0008,
- DIRTY_DIFFUSE = 0x0010,
- DIRTY_SPECULAR = 0x0020,
- DIRTY_TEXTURE = 0x0040,
- DIRTY_FACE = 0x0080,
- DIRTY_MESH = 0x00FF,
- DIRTY_OVERLAY_LINES = 0x0100,
- DIRTY_OVERLAY_POINTS = 0x0200,
- DIRTY_ALL = 0x03FF
- };
- class Data
- #ifdef ENABLE_XML_SERIALIZATION
- : public ::igl::XMLSerialization
- #endif
- {
- public:
- Data()
- #ifdef ENABLE_XML_SERIALIZATION
- : XMLSerialization("Data"), dirty(DIRTY_ALL)
- #endif
- {};
- void InitSerialization();
- Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
- Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
- // Per face attributes
- Eigen::MatrixXd F_normals; // One normal per face
- Eigen::MatrixXd F_material_ambient; // Per face ambient color
- Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
- Eigen::MatrixXd F_material_specular; // Per face specular color
- // Per vertex attributes
- Eigen::MatrixXd V_normals; // One normal per vertex
- Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
- Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
- Eigen::MatrixXd V_material_specular; // Per vertex specular color
- // UV parametrization
- Eigen::MatrixXd V_uv; // UV vertices
- Eigen::MatrixXi F_uv; // optional faces for UVs
- // Texture
- Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
- Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
- Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
- // Overlays
- // Lines plotted over the scene
- // (Every row contains 9 doubles in the following format S_x, S_y, S_z, T_x, T_y, T_z, C_r, C_g, C_b),
- // with S and T the coordinates of the two vertices of the line in global coordinates, and C the color in floating point rgb format
- Eigen::MatrixXd lines;
- // Points plotted over the scene
- // (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b),
- // with P the position in global coordinates of the center of the point, and C the color in floating point rgb format
- Eigen::MatrixXd points;
- // Text labels plotted over the scene
- // Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored
- // Texts contains in the i-th position the text of the i-th label
- Eigen::MatrixXd labels_positions;
- std::vector<std::string > labels_strings;
- // Marks dirty buffers that need to be uploaded to OpenGL
- uint32_t dirty;
- // Caches the two-norm between the min/max point of the bounding box
- float object_scale;
- /*********************************/
- };
- class OpenGL_shader
- {
- public:
- typedef unsigned int GLuint;
- typedef int GLint;
- GLuint vertex_shader;
- GLuint fragment_shader;
- GLuint geometry_shader;
- GLuint program_shader;
- OpenGL_shader() : vertex_shader(0), fragment_shader(0),
- geometry_shader(0), program_shader(0) { }
- // Create a new shader from the specified source strings
- bool init(const std::string &vertex_shader_string,
- const std::string &fragment_shader_string,
- const std::string &fragment_data_name,
- const std::string &geometry_shader_string = "",
- int geometry_shader_max_vertices = 3);
- // Create a new shader from the specified files on disk
- bool init_from_files(const std::string &vertex_shader_filename,
- const std::string &fragment_shader_filename,
- const std::string &fragment_data_name,
- const std::string &geometry_shader_filename = "",
- int geometry_shader_max_vertices = 3);
- // Select this shader for subsequent draw calls
- void bind();
- // Release all OpenGL objects
- void free();
- // Return the OpenGL handle of a named shader attribute (-1 if it does not exist)
- GLint attrib(const std::string &name) const;
- // Return the OpenGL handle of a uniform attribute (-1 if it does not exist)
- GLint uniform(const std::string &name) const;
- // Bind a per-vertex array attribute and refresh its contents from an Eigen amtrix
- GLint bindVertexAttribArray(const std::string &name, GLuint bufferID,
- const Eigen::MatrixXf &M, bool refresh) const;
- };
- class OpenGL_state
- {
- public:
- typedef unsigned int GLuint;
- GLuint vao_mesh;
- GLuint vao_overlay_lines;
- GLuint vao_overlay_points;
- OpenGL_shader shader_mesh;
- OpenGL_shader shader_overlay_lines;
- OpenGL_shader shader_overlay_points;
- GLuint vbo_V; // Vertices of the current mesh (#V x 3)
- GLuint vbo_V_uv; // UV coordinates for the current mesh (#V x 2)
- GLuint vbo_V_normals; // Vertices of the current mesh (#V x 3)
- GLuint vbo_V_ambient; // Ambient material (#V x 3)
- GLuint vbo_V_diffuse; // Diffuse material (#V x 3)
- GLuint vbo_V_specular; // Specular material (#V x 3)
- GLuint vbo_F; // Faces of the mesh (#F x 3)
- GLuint vbo_tex; // Texture
- GLuint vbo_lines_F; // Indices of the line overlay
- GLuint vbo_lines_V; // Vertices of the line overlay
- GLuint vbo_lines_V_colors; // Color values of the line overlay
- GLuint vbo_points_F; // Indices of the point overlay
- GLuint vbo_points_V; // Vertices of the point overlay
- GLuint vbo_points_V_colors; // Color values of the point overlay
- // Temporary copy of the content of each VBO
- Eigen::MatrixXf V_vbo;
- Eigen::MatrixXf V_normals_vbo;
- Eigen::MatrixXf V_ambient_vbo;
- Eigen::MatrixXf V_diffuse_vbo;
- Eigen::MatrixXf V_specular_vbo;
- Eigen::MatrixXf V_uv_vbo;
- Eigen::MatrixXf lines_V_vbo;
- Eigen::MatrixXf lines_V_colors_vbo;
- Eigen::MatrixXf points_V_vbo;
- Eigen::MatrixXf points_V_colors_vbo;
- int tex_u;
- int tex_v;
- Eigen::Matrix<char,Eigen::Dynamic,1> tex;
- Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic> F_vbo;
- Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic> lines_F_vbo;
- Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic> points_F_vbo;
- // Marks dirty buffers that need to be uploaded to OpenGL
- uint32_t dirty;
- // Create a new set of OpenGL buffer objects
- void init();
- // Update contents from a 'Data' instance
- void set_data(const Data &data, bool face_based, bool invert_normals);
- // Bind the underlying OpenGL buffer objects for subsequent mesh draw calls
- void bind_mesh();
- /// Draw the currently buffered mesh (either solid or wireframe)
- void draw_mesh(bool solid);
- // Bind the underlying OpenGL buffer objects for subsequent line overlay draw calls
- void bind_overlay_lines();
- /// Draw the currently buffered line overlay
- void draw_overlay_lines();
- // Bind the underlying OpenGL buffer objects for subsequent point overlay draw calls
- void bind_overlay_points();
- /// Draw the currently buffered point overlay
- void draw_overlay_points();
- // Release the OpenGL buffer objects
- void free();
- };
- // Stores all the viewing options
- Options options;
- // Stores all the data that should be visualized
- Data data;
- // Stores the vbos indices and opengl related settings
- OpenGL_state opengl;
- // Pointer to the plugin_manager (usually it will be a global variable)
- Plugin_manager* plugin_manager;
- void init_plugins();
- void shutdown_plugins();
- // Temporary data stored when the mouse button is pressed
- Eigen::Vector4f 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;
- // Anttweak bar
- TwBar* bar;
- // Window size
- int width;
- int height;
- // Keep track of the global position of the scrollwheel
- float scroll_position;
- // Useful functions
- void compute_normals(); // Computes the normals of the mesh
- void uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular); // assign uniform colors to all faces/vertices
- void grid_texture(); // Generate a default grid texture
- void clear_mesh(); // Clear the mesh data
- void alignCameraCenter(); // Adjust the view to see the entire model
- // Change the visualization mode, invalidating the cache if necessary
- void set_face_based(bool newvalue);
- // Helpers that can draw the most common meshes
- void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
- void set_normals(const Eigen::MatrixXd& N);
- // Set the color of the mesh
- //
- // Inputs:
- // C #V|#F|1 by 3 list of colors
- void set_colors(const Eigen::MatrixXd &C);
- void set_UV(const Eigen::MatrixXd& UV);
- void set_UV(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
- void set_texture(
- const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& R,
- const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& G,
- const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& B);
- void draw_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
- void draw_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
- void draw_label (const Eigen::VectorXd& P, const std::string& str);
- // Save the OpenGL transformation matrices used for the previous rendering pass
- Eigen::Matrix4f view;
- Eigen::Matrix4f model;
- Eigen::Matrix4f proj;
- Eigen::Vector4f viewport;
- // UI Enumerations
- enum MouseButton {IGL_LEFT, IGL_MIDDLE, IGL_RIGHT};
- enum MouseMode { NOTHING, ROTATION, ZOOM, PAN, TRANSLATE} mouse_mode;
- enum KeyModifier { NO_KEY = TW_KMOD_NONE, SHIFT = TW_KMOD_SHIFT, CTRL =TW_KMOD_CTRL, ALT = TW_KMOD_ALT } key_modifier;
- Viewer();
- ~Viewer();
- // Mesh IO
- bool load_mesh_from_file(const char* mesh_file_name);
- bool save_mesh_to_file(const char* mesh_file_name);
- // Callbacks
- bool key_down(unsigned char key, int modifier);
- bool key_up(unsigned char key, int modifier);
- bool mouse_down(MouseButton button, int modifier);
- bool mouse_up(MouseButton button, int modifier);
- bool mouse_move(int mouse_x, int mouse_y);
- bool mouse_scroll(float delta_y);
- // Scene IO
- bool load_scene();
- bool save_scene();
- // Determines how much to zoom and shift such that the mesh fills the unit
- // box (centered at the origin)
- static void get_scale_and_shift_to_fit_mesh(const Eigen::MatrixXd& vertices,
- float & zoom,
- Eigen::Vector3f& shift);
- // Init opengl shaders and VBOs
- void init_opengl();
- void free_opengl();
- // Draw everything
- void draw();
- // OpenGL context resize
- void resize(int w, int h);
- // C-style callbacks
- bool (*callback_pre_draw)(Viewer& viewer);
- bool (*callback_post_draw)(Viewer& viewer);
- bool (*callback_mouse_down)(Viewer& viewer, int button, int modifier);
- bool (*callback_mouse_up)(Viewer& viewer, int button, int modifier);
- bool (*callback_mouse_move)(Viewer& viewer, int mouse_x, int mouse_y);
- bool (*callback_mouse_scroll)(Viewer& viewer, float delta_y);
- bool (*callback_key_down)(Viewer& viewer, unsigned char key, int modifiers);
- bool (*callback_key_up)(Viewer& viewer, unsigned char key, int modifiers);
- /********* AntTweakBar callbacks *********/
- static void TW_CALL snap_to_canonical_quaternion_cb(void *clientData);
- static void TW_CALL save_scene_cb(void *clientData);
- static void TW_CALL load_scene_cb(void *clientData);
- static void TW_CALL open_dialog_mesh(void *clientData);
- static void TW_CALL align_camera_center_cb(void *clientData);
- static void TW_CALL set_face_based_cb(const void *param, void *clientData);
- static void TW_CALL get_face_based_cb(void *param, void *clientData);
- static void TW_CALL set_invert_normals_cb(const void *param, void *clientData);
- static void TW_CALL get_invert_normals_cb(void *param, void *clientData);
- };
- // Abstract class for plugins
- // All plugins MUST have this class as their parent and implement all the callbacks
- // For an example of a basic plugins see plugins/skeleton.h
- //
- // Return value of callbacks: returning true to any of the callbacks tells Preview3D that the event has been
- // handled and that it should not be passed to other plugins or to other internal functions of Preview3D
- class Viewer_plugin
- #ifdef ENABLE_XML_SERIALIZATION
- : public ::igl::XMLSerialization
- #endif
- {
- public:
- Viewer_plugin()
- #ifdef ENABLE_XML_SERIALIZATION
- : XMLSerialization("dummy")
- #endif
- {plugin_name = "dummy";};
- ~Viewer_plugin(){};
- // This function is called when the viewer is initialized (no mesh will be loaded at this stage)
- virtual void init(igl::Viewer *_viewer)
- {
- viewer = _viewer;
- }
- // This function is called before shutdown
- virtual void shutdown()
- {
- }
- // This function is called before a mesh is loaded
- virtual bool load(std::string filename)
- {
- return false;
- }
- // This function is called before a mesh is saved
- virtual bool save(std::string filename)
- {
- return false;
- }
- // Runs immediately after a new mesh had been loaded.
- virtual bool post_load()
- {
- return false;
- }
- // This function is called before the draw procedure of Preview3D
- virtual bool pre_draw()
- {
- return false;
- }
- // This function is called after the draw procedure of Preview3D
- virtual bool post_draw()
- {
- return false;
- }
- // This function is called when the mouse button is pressed
- // - button can be GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON or GLUT_RIGHT_BUTTON
- // - modifiers is a bitfield that might one or more of the following bits Preview3D::NO_KEY, Preview3D::SHIFT, Preview3D::CTRL, Preview3D::ALT;
- virtual bool mouse_down(int button, int modifier)
- {
- return false;
- }
- // This function is called when the mouse button is released
- // - button can be GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON or GLUT_RIGHT_BUTTON
- // - modifiers is a bitfield that might one or more of the following bits Preview3D::NO_KEY, Preview3D::SHIFT, Preview3D::CTRL, Preview3D::ALT;
- virtual bool mouse_up(int button, int modifier)
- {
- return false;
- }
- // This function is called every time the mouse is moved
- // - mouse_x and mouse_y are the new coordinates of the mouse pointer in screen coordinates
- virtual bool mouse_move(int mouse_x, int mouse_y)
- {
- return false;
- }
- // This function is called every time the scroll wheel is moved
- // Note: this callback is not working with every glut implementation
- virtual bool mouse_scroll(float delta_y)
- {
- return false;
- }
- // This function is called when a keyboard key is pressed
- // - modifiers is a bitfield that might one or more of the following bits Preview3D::NO_KEY, Preview3D::SHIFT, Preview3D::CTRL, Preview3D::ALT;
- virtual bool key_down(unsigned char key, int modifiers)
- {
- return false;
- }
- // This function is called when a keyboard key is release
- // - modifiers is a bitfield that might one or more of the following bits Preview3D::NO_KEY, Preview3D::SHIFT, Preview3D::CTRL, Preview3D::ALT;
- virtual bool key_up(unsigned char key, int modifiers)
- {
- return false;
- }
- // Priority of the plugin (use only positive numbers, negative are reserved for internal use)
- // The plugins will be initialized in increasing priority
- virtual int priority()
- {
- return 0;
- }
- std::string plugin_name;
- protected:
- // Pointer to the main Preview3D class
- Viewer *viewer;
- };
- // Keeps the lists of plugins
- class Plugin_manager
- {
- public:
- Plugin_manager() {}
- /** Registers a new plugin. A call to this function should be
- implemented in the constructor of all classes derived from PreviewPlugin. */
- bool register_plugin(Viewer_plugin* p)
- {
- auto it = plugin_list.begin();
- while(it != plugin_list.end() && (*it)->priority() < p->priority())
- ++it;
- plugin_list.insert(it,p);
- return true;
- }
- std::vector<Viewer_plugin*> plugin_list;
- };
- } // end namespace
- #ifdef IGL_HEADER_ONLY
- # include "Viewer.cpp"
- #endif
- #endif
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