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