ViewerCore.cpp 12 KB

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  1. #include "ViewerCore.h"
  2. #include <igl/quat_to_mat.h>
  3. Eigen::Matrix4f lookAt (
  4. const Eigen::Vector3f& eye,
  5. const Eigen::Vector3f& center,
  6. const Eigen::Vector3f& up)
  7. {
  8. Eigen::Vector3f f = (center - eye).normalized();
  9. Eigen::Vector3f s = f.cross(up).normalized();
  10. Eigen::Vector3f u = s.cross(f);
  11. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  12. Result(0,0) = s(0);
  13. Result(0,1) = s(1);
  14. Result(0,2) = s(2);
  15. Result(1,0) = u(0);
  16. Result(1,1) = u(1);
  17. Result(1,2) = u(2);
  18. Result(2,0) =-f(0);
  19. Result(2,1) =-f(1);
  20. Result(2,2) =-f(2);
  21. Result(0,3) =-s.transpose() * eye;
  22. Result(1,3) =-u.transpose() * eye;
  23. Result(2,3) = f.transpose() * eye;
  24. return Result;
  25. }
  26. Eigen::Matrix4f ortho (
  27. const float left,
  28. const float right,
  29. const float bottom,
  30. const float top,
  31. const float zNear,
  32. const float zFar
  33. )
  34. {
  35. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  36. Result(0,0) = 2.0f / (right - left);
  37. Result(1,1) = 2.0f / (top - bottom);
  38. Result(2,2) = - 2.0f / (zFar - zNear);
  39. Result(0,3) = - (right + left) / (right - left);
  40. Result(1,3) = - (top + bottom) / (top - bottom);
  41. Result(2,3) = - (zFar + zNear) / (zFar - zNear);
  42. return Result;
  43. }
  44. Eigen::Matrix4f frustum (
  45. const float left,
  46. const float right,
  47. const float bottom,
  48. const float top,
  49. const float nearVal,
  50. const float farVal)
  51. {
  52. Eigen::Matrix4f Result = Eigen::Matrix4f::Zero();
  53. Result(0,0) = (2.0f * nearVal) / (right - left);
  54. Result(1,1) = (2.0f * nearVal) / (top - bottom);
  55. Result(0,2) = (right + left) / (right - left);
  56. Result(1,2) = (top + bottom) / (top - bottom);
  57. Result(2,2) = -(farVal + nearVal) / (farVal - nearVal);
  58. Result(3,2) = -1.0f;
  59. Result(2,3) = -(2.0f * farVal * nearVal) / (farVal - nearVal);
  60. return Result;
  61. }
  62. Eigen::Matrix4f scale (const Eigen::Matrix4f& m,
  63. const Eigen::Vector3f& v)
  64. {
  65. Eigen::Matrix4f Result;
  66. Result.col(0) = m.col(0).array() * v(0);
  67. Result.col(1) = m.col(1).array() * v(1);
  68. Result.col(2) = m.col(2).array() * v(2);
  69. Result.col(3) = m.col(3);
  70. return Result;
  71. }
  72. Eigen::Matrix4f translate(
  73. const Eigen::Matrix4f& m,
  74. const Eigen::Vector3f& v)
  75. {
  76. Eigen::Matrix4f Result = m;
  77. Result.col(3) = m.col(0).array() * v(0) + m.col(1).array() * v(1) + m.col(2).array() * v(2) + m.col(3).array();
  78. return Result;
  79. }
  80. void igl::ViewerCore::InitSerialization()
  81. {
  82. #ifdef ENABLE_XML_SERIALIZATION
  83. xmlSerializer->Add(shininess, "shininess");
  84. xmlSerializer->Add(background_color, "background_color");
  85. xmlSerializer->Add(line_color, "line_color");
  86. xmlSerializer->Add(light_position, "light_position");
  87. xmlSerializer->Add(lighting_factor, "lighting_factor");
  88. xmlSerializer->Add(trackball_angle, "trackball_angle");
  89. xmlSerializer->Add(model_zoom, "model_zoom");
  90. xmlSerializer->Add(model_translation, "model_translation");
  91. xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
  92. xmlSerializer->Add(model_translation_uv, "model_translation_uv");
  93. xmlSerializer->Add(camera_zoom, "camera_zoom");
  94. xmlSerializer->Add(orthographic, "orthographic");
  95. xmlSerializer->Add(camera_eye, "camera_eye");
  96. xmlSerializer->Add(camera_up, "camera_up");
  97. xmlSerializer->Add(camera_center, "camera_center");
  98. xmlSerializer->Add(camera_view_angle, "camera_view_angle");
  99. xmlSerializer->Add(camera_dnear, "camera_dnear");
  100. xmlSerializer->Add(camera_dfar, "camera_dfar");
  101. xmlSerializer->Add(show_overlay, "show_overlay");
  102. xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
  103. xmlSerializer->Add(show_texture, "show_texture");
  104. xmlSerializer->Add(show_faces, "show_faces");
  105. xmlSerializer->Add(show_lines, "show_lines");
  106. xmlSerializer->Add(show_vertid, "show_vertid");
  107. xmlSerializer->Add(show_faceid, "show_faceid");
  108. xmlSerializer->Add(point_size, "point_size");
  109. xmlSerializer->Add(line_width, "line_width");
  110. xmlSerializer->Add(invert_normals, "invert_normals");
  111. xmlSerializer->Add(face_based, "face_based");
  112. xmlSerializer->Add(face_based, "object_scale");
  113. xmlSerializer->Add(viewport, "viewport");
  114. xmlSerializer->Add(view, "view");
  115. xmlSerializer->Add(model, "model");
  116. xmlSerializer->Add(proj, "proj");
  117. #endif
  118. }
  119. IGL_INLINE void igl::ViewerCore::align_camera_center(const Eigen::MatrixXd& V)
  120. {
  121. get_scale_and_shift_to_fit_mesh(V,model_zoom,model_translation);
  122. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  123. }
  124. IGL_INLINE void igl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  125. const Eigen::MatrixXd& V,
  126. float& zoom,
  127. Eigen::Vector3f& shift)
  128. {
  129. if (V.rows() == 0)
  130. return;
  131. Eigen::RowVector3d min_point = V.colwise().minCoeff();
  132. Eigen::RowVector3d max_point = V.colwise().maxCoeff();
  133. Eigen::RowVector3d centroid = (max_point.array() + min_point.array())/2;
  134. shift = -centroid.cast<float>();
  135. double x_scale = fabs(max_point[0] - min_point[0]);
  136. double y_scale = fabs(max_point[1] - min_point[1]);
  137. double z_scale = fabs(max_point[2] - min_point[2]);
  138. zoom = 2.0/ std::max(z_scale,std::max(x_scale,y_scale));
  139. }
  140. IGL_INLINE void igl::ViewerCore::clear_framebuffers()
  141. {
  142. glClearColor(background_color[0],
  143. background_color[1],
  144. background_color[2],
  145. 1.0f);
  146. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  147. }
  148. IGL_INLINE void igl::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl)
  149. {
  150. using namespace std;
  151. using namespace Eigen;
  152. glEnable(GL_DEPTH_TEST);
  153. /* Bind and potentially refresh mesh/line/point data */
  154. if (data.dirty)
  155. {
  156. opengl.set_data(data, invert_normals);
  157. data.dirty = ViewerData::DIRTY_NONE;
  158. }
  159. opengl.bind_mesh();
  160. // Initialize uniform
  161. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  162. model = Eigen::Matrix4f::Identity();
  163. view = Eigen::Matrix4f::Identity();
  164. proj = Eigen::Matrix4f::Identity();
  165. // Set view
  166. view = lookAt(Eigen::Vector3f(camera_eye[0], camera_eye[1], camera_eye[2]),
  167. Eigen::Vector3f(camera_center[0], camera_center[1], camera_center[2]),
  168. Eigen::Vector3f(camera_up[0], camera_up[1], camera_up[2]));
  169. float width = viewport(2);
  170. float height = viewport(3);
  171. // Set projection
  172. if (orthographic)
  173. {
  174. float length = (camera_eye - camera_center).norm();
  175. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  176. proj = ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar);
  177. }
  178. else
  179. {
  180. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  181. float fW = fH * (double)width/(double)height;
  182. proj = frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar);
  183. }
  184. // end projection
  185. // Set model transformation
  186. float mat[16];
  187. igl::quat_to_mat(trackball_angle.data(), mat);
  188. for (unsigned i=0;i<4;++i)
  189. for (unsigned j=0;j<4;++j)
  190. model(i,j) = mat[i+4*j];
  191. model = scale(model, Eigen::Vector3f(camera_zoom,camera_zoom,camera_zoom));
  192. model = scale(model, Eigen::Vector3f(model_zoom,model_zoom,model_zoom));
  193. model = translate(model, Eigen::Vector3f(model_translation[0],model_translation[1],model_translation[2]));
  194. // Send transformations to the GPU
  195. GLint modeli = opengl.shader_mesh.uniform("model");
  196. GLint viewi = opengl.shader_mesh.uniform("view");
  197. GLint proji = opengl.shader_mesh.uniform("proj");
  198. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  199. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  200. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  201. // Light parameters
  202. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  203. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  204. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  205. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  206. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  207. glUniform1f(specular_exponenti, shininess);
  208. Vector3f rev_light = -1.*light_position;
  209. glUniform3fv(light_position_worldi, 1, rev_light.data());
  210. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  211. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  212. if (data.V.rows()>0)
  213. {
  214. // Render fill
  215. if (show_faces)
  216. {
  217. // Texture
  218. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  219. opengl.draw_mesh(true);
  220. glUniform1f(texture_factori, 0.0f);
  221. }
  222. // Render wireframe
  223. if (show_lines)
  224. {
  225. glLineWidth(line_width);
  226. glUniform4f(fixed_colori, line_color[0], line_color[1],
  227. line_color[2], 1.0f);
  228. opengl.draw_mesh(false);
  229. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  230. }
  231. if (show_vertid)
  232. {
  233. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  234. for (int i=0; i<data.V.rows(); ++i)
  235. textrenderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
  236. textrenderer.EndDraw();
  237. }
  238. if (show_faceid)
  239. {
  240. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  241. for (int i=0; i<data.F.rows(); ++i)
  242. {
  243. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  244. for (int j=0;j<data.F.cols();++j)
  245. p += data.V.row(data.F(i,j));
  246. p /= data.F.cols();
  247. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  248. }
  249. textrenderer.EndDraw();
  250. }
  251. }
  252. if (show_overlay)
  253. {
  254. if (show_overlay_depth)
  255. glEnable(GL_DEPTH_TEST);
  256. else
  257. glDisable(GL_DEPTH_TEST);
  258. if (data.lines.rows() > 0)
  259. {
  260. opengl.bind_overlay_lines();
  261. modeli = opengl.shader_overlay_lines.uniform("model");
  262. viewi = opengl.shader_overlay_lines.uniform("view");
  263. proji = opengl.shader_overlay_lines.uniform("proj");
  264. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  265. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  266. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  267. // This must be enabled, otherwise glLineWidth has no effect
  268. glEnable(GL_LINE_SMOOTH);
  269. glLineWidth(line_width);
  270. opengl.draw_overlay_lines();
  271. }
  272. if (data.points.rows() > 0)
  273. {
  274. opengl.bind_overlay_points();
  275. modeli = opengl.shader_overlay_points.uniform("model");
  276. viewi = opengl.shader_overlay_points.uniform("view");
  277. proji = opengl.shader_overlay_points.uniform("proj");
  278. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  279. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  280. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  281. glPointSize(point_size);
  282. opengl.draw_overlay_points();
  283. }
  284. if (data.labels_positions.rows() > 0)
  285. {
  286. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  287. for (int i=0; i<data.labels_positions.rows(); ++i)
  288. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  289. data.labels_strings[i]);
  290. textrenderer.EndDraw();
  291. }
  292. glEnable(GL_DEPTH_TEST);
  293. }
  294. }
  295. IGL_INLINE igl::ViewerCore::ViewerCore()
  296. #ifdef ENABLE_XML_SERIALIZATION
  297. : XMLSerialization("Core")
  298. #endif
  299. {
  300. // Default shininess
  301. shininess = 35.0f;
  302. // Default colors
  303. background_color << 0.3f, 0.3f, 0.5f;
  304. line_color << 0.0f, 0.0f, 0.0f;
  305. // Default lights settings
  306. light_position << 0.0f, -0.30f, -5.0f;
  307. lighting_factor = 1.0f; //on
  308. // Default trackball
  309. trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  310. // Defalut model viewing parameters
  311. model_zoom = 1.0f;
  312. model_translation << 0,0,0;
  313. // Camera parameters
  314. camera_zoom = 1.0f;
  315. orthographic = false;
  316. camera_view_angle = 45.0;
  317. camera_dnear = 1.0;
  318. camera_dfar = 100.0;
  319. camera_eye << 0, 0, 5;
  320. camera_center << 0, 0, 0;
  321. camera_up << 0, 1, 0;
  322. // Default visualization options
  323. show_faces = true;
  324. show_lines = true;
  325. invert_normals = false;
  326. show_overlay = true;
  327. show_overlay_depth = true;
  328. show_vertid = false;
  329. show_faceid = false;
  330. show_texture = false;
  331. // Default point size / line width
  332. point_size = 15;
  333. line_width = 0.5f;
  334. is_animating = false;
  335. animation_max_fps = 30.;
  336. }
  337. IGL_INLINE void igl::ViewerCore::init()
  338. {
  339. textrenderer.Init();
  340. }
  341. IGL_INLINE void igl::ViewerCore::shut()
  342. {
  343. textrenderer.Shut();
  344. }