ViewerData.h 9.0 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. #ifndef IGL_VIEWERDATA_H
  9. #define IGL_VIEWERDATA_H
  10. #include "../igl_inline.h"
  11. #include "MeshGL.h"
  12. #include <cassert>
  13. #include <cstdint>
  14. #include <Eigen/Core>
  15. #include <memory>
  16. #include <vector>
  17. // Alec: This is a mesh class containing a variety of data types (normals,
  18. // overlays, material colors, etc.)
  19. //
  20. namespace igl
  21. {
  22. // TODO: write documentation
  23. namespace opengl
  24. {
  25. class ViewerData
  26. {
  27. public:
  28. ViewerData();
  29. // Empty all fields
  30. IGL_INLINE void clear();
  31. // Change the visualization mode, invalidating the cache if necessary
  32. IGL_INLINE void set_face_based(bool newvalue);
  33. // Helpers that can draw the most common meshes
  34. IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
  35. IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
  36. IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
  37. // Set the color of the mesh
  38. //
  39. // Inputs:
  40. // C #V|#F|1 by 3 list of colors
  41. IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
  42. // Set per-vertex UV coordinates
  43. //
  44. // Inputs:
  45. // UV #V by 2 list of UV coordinates (indexed by F)
  46. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV);
  47. // Set per-corner UV coordinates
  48. //
  49. // Inputs:
  50. // UV_V #UV by 2 list of UV coordinates
  51. // UV_F #F by 3 list of UV indices into UV_V
  52. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
  53. // Set the texture associated with the mesh.
  54. //
  55. // Inputs:
  56. // R width by height image matrix of red channel
  57. // G width by height image matrix of green channel
  58. // B width by height image matrix of blue channel
  59. //
  60. IGL_INLINE void set_texture(
  61. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  62. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  63. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B);
  64. // Set the texture associated with the mesh.
  65. //
  66. // Inputs:
  67. // R width by height image matrix of red channel
  68. // G width by height image matrix of green channel
  69. // B width by height image matrix of blue channel
  70. // A width by height image matrix of alpha channel
  71. //
  72. IGL_INLINE void set_texture(
  73. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  74. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  75. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  76. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A);
  77. // Sets points given a list of point vertices. In constrast to `set_points`
  78. // this will (purposefully) clober existing points.
  79. //
  80. // Inputs:
  81. // P #P by 3 list of vertex positions
  82. // C #P|1 by 3 color(s)
  83. IGL_INLINE void set_points(
  84. const Eigen::MatrixXd& P,
  85. const Eigen::MatrixXd& C);
  86. IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
  87. // Sets edges given a list of edge vertices and edge indices. In constrast
  88. // to `add_edges` this will (purposefully) clober existing edges.
  89. //
  90. // Inputs:
  91. // P #P by 3 list of vertex positions
  92. // E #E by 2 list of edge indices into P
  93. // C #E|1 by 3 color(s)
  94. IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
  95. IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
  96. IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str);
  97. // Computes the normals of the mesh
  98. IGL_INLINE void compute_normals();
  99. // Assigns uniform colors to all faces/vertices
  100. IGL_INLINE void uniform_colors(
  101. const Eigen::Vector3d& diffuse,
  102. const Eigen::Vector3d& ambient,
  103. const Eigen::Vector3d& specular);
  104. // Assigns uniform colors to all faces/vertices
  105. IGL_INLINE void uniform_colors(
  106. const Eigen::Vector4d& ambient,
  107. const Eigen::Vector4d& diffuse,
  108. const Eigen::Vector4d& specular);
  109. // Generates a default grid texture
  110. IGL_INLINE void grid_texture();
  111. Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
  112. Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
  113. // Per face attributes
  114. Eigen::MatrixXd F_normals; // One normal per face
  115. Eigen::MatrixXd F_material_ambient; // Per face ambient color
  116. Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
  117. Eigen::MatrixXd F_material_specular; // Per face specular color
  118. // Per vertex attributes
  119. Eigen::MatrixXd V_normals; // One normal per vertex
  120. Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
  121. Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
  122. Eigen::MatrixXd V_material_specular; // Per vertex specular color
  123. // UV parametrization
  124. Eigen::MatrixXd V_uv; // UV vertices
  125. Eigen::MatrixXi F_uv; // optional faces for UVs
  126. // Texture
  127. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
  128. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
  129. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
  130. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_A;
  131. // Overlays
  132. // Lines plotted over the scene
  133. // (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),
  134. // 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
  135. Eigen::MatrixXd lines;
  136. // Points plotted over the scene
  137. // (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b),
  138. // with P the position in global coordinates of the center of the point, and C the color in floating point rgb format
  139. Eigen::MatrixXd points;
  140. // Text labels plotted over the scene
  141. // Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored
  142. // Texts contains in the i-th position the text of the i-th label
  143. Eigen::MatrixXd labels_positions;
  144. std::vector<std::string> labels_strings;
  145. // Marks dirty buffers that need to be uploaded to OpenGL
  146. uint32_t dirty;
  147. // Enable per-face or per-vertex properties
  148. bool face_based;
  149. // Visualization options
  150. bool show_overlay;
  151. bool show_overlay_depth;
  152. bool show_texture;
  153. bool show_faces;
  154. bool show_lines;
  155. bool show_vertid;
  156. bool show_faceid;
  157. bool invert_normals;
  158. // Point size / line width
  159. float point_size;
  160. float line_width;
  161. Eigen::Vector4f line_color;
  162. // Shape material
  163. float shininess;
  164. // Unique identifier
  165. int id;
  166. // OpenGL representation of the mesh
  167. igl::opengl::MeshGL meshgl;
  168. // Update contents from a 'Data' instance
  169. IGL_INLINE void updateGL(
  170. const igl::opengl::ViewerData& data,
  171. const bool invert_normals,
  172. igl::opengl::MeshGL& meshgl);
  173. };
  174. } // namespace opengl
  175. } // namespace igl
  176. ////////////////////////////////////////////////////////////////////////////////
  177. #include <igl/serialize.h>
  178. namespace igl
  179. {
  180. namespace serialization
  181. {
  182. inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector<char>& buffer)
  183. {
  184. SERIALIZE_MEMBER(V);
  185. SERIALIZE_MEMBER(F);
  186. SERIALIZE_MEMBER(F_normals);
  187. SERIALIZE_MEMBER(F_material_ambient);
  188. SERIALIZE_MEMBER(F_material_diffuse);
  189. SERIALIZE_MEMBER(F_material_specular);
  190. SERIALIZE_MEMBER(V_normals);
  191. SERIALIZE_MEMBER(V_material_ambient);
  192. SERIALIZE_MEMBER(V_material_diffuse);
  193. SERIALIZE_MEMBER(V_material_specular);
  194. SERIALIZE_MEMBER(V_uv);
  195. SERIALIZE_MEMBER(F_uv);
  196. SERIALIZE_MEMBER(texture_R);
  197. SERIALIZE_MEMBER(texture_G);
  198. SERIALIZE_MEMBER(texture_B);
  199. SERIALIZE_MEMBER(texture_A);
  200. SERIALIZE_MEMBER(lines);
  201. SERIALIZE_MEMBER(points);
  202. SERIALIZE_MEMBER(labels_positions);
  203. SERIALIZE_MEMBER(labels_strings);
  204. SERIALIZE_MEMBER(dirty);
  205. SERIALIZE_MEMBER(face_based);
  206. SERIALIZE_MEMBER(show_faces);
  207. SERIALIZE_MEMBER(show_lines);
  208. SERIALIZE_MEMBER(invert_normals);
  209. SERIALIZE_MEMBER(show_overlay);
  210. SERIALIZE_MEMBER(show_overlay_depth);
  211. SERIALIZE_MEMBER(show_vertid);
  212. SERIALIZE_MEMBER(show_faceid);
  213. SERIALIZE_MEMBER(show_texture);
  214. SERIALIZE_MEMBER(point_size);
  215. SERIALIZE_MEMBER(line_width);
  216. SERIALIZE_MEMBER(line_color);
  217. SERIALIZE_MEMBER(shininess);
  218. SERIALIZE_MEMBER(id);
  219. }
  220. template<>
  221. inline void serialize(const igl::opengl::ViewerData& obj, std::vector<char>& buffer)
  222. {
  223. serialization(true, const_cast<igl::opengl::ViewerData&>(obj), buffer);
  224. }
  225. template<>
  226. inline void deserialize(igl::opengl::ViewerData& obj, const std::vector<char>& buffer)
  227. {
  228. serialization(false, obj, const_cast<std::vector<char>&>(buffer));
  229. obj.dirty = igl::opengl::MeshGL::DIRTY_ALL;
  230. }
  231. }
  232. }
  233. #ifndef IGL_STATIC_LIBRARY
  234. # include "ViewerData.cpp"
  235. #endif
  236. #endif