Viewer.cpp 69 KB

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  1. #include "Viewer.h"
  2. #ifdef __APPLE__
  3. # include <OpenGL/gl3.h>
  4. # define __gl_h_ /* Prevent inclusion of the old gl.h */
  5. #else
  6. # ifdef _WIN32
  7. # include <windows.h>
  8. # endif
  9. # include <GL/gl.h>
  10. #endif
  11. #include <Eigen/LU>
  12. #define GLFW_INCLUDE_GLU
  13. #include <GLFW/glfw3.h>
  14. #ifdef _WIN32
  15. #include <windows.h>
  16. #include <GL/glew.h>
  17. #endif
  18. #include <cmath>
  19. #include <cstdio>
  20. #include <string>
  21. #include <sstream>
  22. #include <iomanip>
  23. #include <algorithm>
  24. using namespace std;
  25. //OK NV
  26. Eigen::Vector3f project(const Eigen::Vector3f& obj,
  27. const Eigen::Matrix4f& model,
  28. const Eigen::Matrix4f& proj,
  29. const Eigen::Vector4f& viewport)
  30. {
  31. Eigen::Vector4f tmp;
  32. tmp << obj,1;
  33. tmp = model * tmp;
  34. tmp = proj * tmp;
  35. tmp = tmp.array() / tmp(3);
  36. tmp = tmp.array() * 0.5f + 0.5f;
  37. tmp(0) = tmp(0) * viewport(2) + viewport(0);
  38. tmp(1) = tmp(1) * viewport(3) + viewport(1);
  39. return tmp.head(3);
  40. }
  41. Eigen::Vector3f unproject(const Eigen::Vector3f& win,
  42. const Eigen::Matrix4f& model,
  43. const Eigen::Matrix4f& proj,
  44. const Eigen::Vector4f& viewport)
  45. {
  46. Eigen::Matrix4f Inverse = (proj * model).inverse();
  47. Eigen::Vector4f tmp;
  48. tmp << win, 1;
  49. tmp(0) = (tmp(0) - viewport(0)) / viewport(2);
  50. tmp(1) = (tmp(1) - viewport(1)) / viewport(3);
  51. tmp = tmp.array() * 2.0f - 1.0f;
  52. Eigen::Vector4f obj = Inverse * tmp;
  53. obj /= obj(3);
  54. return obj.head(3);
  55. }
  56. Eigen::Matrix4f lookAt (
  57. const Eigen::Vector3f& eye,
  58. const Eigen::Vector3f& center,
  59. const Eigen::Vector3f& up)
  60. {
  61. Eigen::Vector3f f = (center - eye).normalized();
  62. Eigen::Vector3f s = f.cross(up).normalized();
  63. Eigen::Vector3f u = s.cross(f);
  64. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  65. Result(0,0) = s(0);
  66. Result(0,1) = s(1);
  67. Result(0,2) = s(2);
  68. Result(1,0) = u(0);
  69. Result(1,1) = u(1);
  70. Result(1,2) = u(2);
  71. Result(2,0) =-f(0);
  72. Result(2,1) =-f(1);
  73. Result(2,2) =-f(2);
  74. Result(0,3) =-s.transpose() * eye;
  75. Result(1,3) =-u.transpose() * eye;
  76. Result(2,3) = f.transpose() * eye;
  77. return Result;
  78. }
  79. Eigen::Matrix4f ortho (
  80. const float left,
  81. const float right,
  82. const float bottom,
  83. const float top,
  84. const float zNear,
  85. const float zFar
  86. )
  87. {
  88. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  89. Result(0,0) = 2.0f / (right - left);
  90. Result(1,1) = 2.0f / (top - bottom);
  91. Result(2,2) = - 2.0f / (zFar - zNear);
  92. Result(0,3) = - (right + left) / (right - left);
  93. Result(1,3) = - (top + bottom) / (top - bottom);
  94. Result(2,3) = - (zFar + zNear) / (zFar - zNear);
  95. return Result;
  96. }
  97. Eigen::Matrix4f frustum (
  98. const float left,
  99. const float right,
  100. const float bottom,
  101. const float top,
  102. const float nearVal,
  103. const float farVal)
  104. {
  105. Eigen::Matrix4f Result = Eigen::Matrix4f::Zero();
  106. Result(0,0) = (2.0f * nearVal) / (right - left);
  107. Result(1,1) = (2.0f * nearVal) / (top - bottom);
  108. Result(0,2) = (right + left) / (right - left);
  109. Result(1,2) = (top + bottom) / (top - bottom);
  110. Result(2,2) = -(farVal + nearVal) / (farVal - nearVal);
  111. Result(3,2) = -1.0f;
  112. Result(2,3) = -(2.0f * farVal * nearVal) / (farVal - nearVal);
  113. return Result;
  114. }
  115. Eigen::Matrix4f scale (const Eigen::Matrix4f& m,
  116. const Eigen::Vector3f& v)
  117. {
  118. Eigen::Matrix4f Result;
  119. Result.col(0) = m.col(0).array() * v(0);
  120. Result.col(1) = m.col(1).array() * v(1);
  121. Result.col(2) = m.col(2).array() * v(2);
  122. Result.col(3) = m.col(3);
  123. return Result;
  124. }
  125. Eigen::Matrix4f translate(
  126. const Eigen::Matrix4f& m,
  127. const Eigen::Vector3f& v)
  128. {
  129. Eigen::Matrix4f Result = m;
  130. 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();
  131. return Result;
  132. }
  133. // Undef Visual Studio macros...
  134. #undef max
  135. #undef min
  136. #include <limits>
  137. #include <cassert>
  138. #define IGL_HEADER_ONLY
  139. #ifdef ENABLE_XML_SERIALIZATION
  140. #include "igl/xml/XMLSerializer.h"
  141. #endif
  142. #include "igl/readOBJ.h"
  143. #include "igl/readOFF.h"
  144. #include "igl/per_face_normals.h"
  145. #include "igl/per_vertex_normals.h"
  146. #include "igl/per_corner_normals.h"
  147. #include "igl/vf.h"
  148. #include "igl/adjacency_list.h"
  149. #include "igl/writeOBJ.h"
  150. #include "igl/writeOFF.h"
  151. #include "igl/file_dialog_open.h"
  152. #include "igl/file_dialog_save.h"
  153. #include <igl/quat_to_mat.h>
  154. #include <igl/quat_mult.h>
  155. #include <igl/axis_angle_to_quat.h>
  156. #include <igl/trackball.h>
  157. #include <igl/snap_to_canonical_view_quat.h>
  158. #include <TwOpenGLCore.h>
  159. // This is needed for glfw event handling
  160. // main.cpp
  161. igl::Viewer * __viewer;
  162. igl::Plugin_manager igl_viewer_plugin_manager;
  163. double highdpi = 1;
  164. double scroll_x = 0;
  165. double scroll_y = 0;
  166. /* This class extends the font rendering code in AntTweakBar
  167. so that it can be used to render text at arbitrary 3D positions */
  168. class TextRenderer : public CTwGraphOpenGLCore {
  169. public:
  170. TextRenderer() : m_shaderHandleBackup(0) { }
  171. virtual int Init()
  172. {
  173. int retval = CTwGraphOpenGLCore::Init();
  174. if (retval == 1)
  175. {
  176. std::string vertexShader =
  177. "#version 150\n"
  178. "uniform vec2 offset;"
  179. "uniform vec2 wndSize;"
  180. "uniform vec4 color;"
  181. "uniform float depth;"
  182. "in vec2 vertex;"
  183. "in vec2 uv;"
  184. "out vec4 fcolor;"
  185. "out vec2 fuv;"
  186. "void main() {"
  187. " gl_Position = vec4(2.0*(vertex.x+offset.x-0.5)/wndSize.x - 1.0,"
  188. " 1.0 - 2.0*(vertex.y+offset.y-0.5)/wndSize.y,"
  189. " depth, 1);"
  190. " fuv = uv;"
  191. " fcolor = color;"
  192. "}";
  193. std::string fragmentShader =
  194. "#version 150\n"
  195. "uniform sampler2D tex;"
  196. "in vec2 fuv;"
  197. "in vec4 fcolor;"
  198. "out vec4 outColor;"
  199. "void main() { outColor.rgb = fcolor.bgr; outColor.a = fcolor.a * texture(tex, fuv).r; }";
  200. if (!m_shader.init(vertexShader, fragmentShader, "outColor"))
  201. return 0;
  202. /* Adjust location bindings */
  203. glBindAttribLocation(m_shader.program_shader, 0, "vertex");
  204. glBindAttribLocation(m_shader.program_shader, 1, "uv");
  205. glBindAttribLocation(m_shader.program_shader, 2, "color");
  206. glLinkProgram(m_shader.program_shader);
  207. m_shaderHandleBackup = m_TriTexUniProgram;
  208. m_TriTexUniProgram = m_shader.program_shader;
  209. m_TriTexUniLocationOffset = m_shader.uniform("offset");
  210. m_TriTexUniLocationWndSize = m_shader.uniform("wndSize");
  211. m_TriTexUniLocationColor = m_shader.uniform("color");
  212. m_TriTexUniLocationTexture = m_shader.uniform("tex");
  213. m_TriTexUniLocationDepth = m_shader.uniform("depth");
  214. }
  215. return retval;
  216. }
  217. virtual int Shut()
  218. {
  219. for (auto kv : m_textObjects)
  220. DeleteTextObj(kv.second);
  221. m_shader.free();
  222. m_TriTexUniProgram = m_shaderHandleBackup;
  223. return CTwGraphOpenGLCore::Shut();
  224. }
  225. void BeginDraw(const Eigen::Matrix4f &view, const Eigen::Matrix4f &proj,
  226. const Eigen::Vector4f &_viewport, float _object_scale)
  227. {
  228. viewport = _viewport;
  229. proj_matrix = proj;
  230. view_matrix = view;
  231. CTwGraphOpenGLCore::BeginDraw(viewport[2], viewport[3]);
  232. glEnable(GL_DEPTH_TEST);
  233. glDepthMask(GL_FALSE);
  234. object_scale = _object_scale;
  235. }
  236. void EndDraw()
  237. {
  238. /* Limit the number of cached text objects */
  239. for (auto it = m_textObjects.cbegin(); it != m_textObjects.cend(); )
  240. {
  241. if (m_textObjects.size() < 1000000)
  242. break;
  243. DeleteTextObj(it->second);
  244. m_textObjects.erase(it++);
  245. }
  246. glDepthMask(GL_TRUE);
  247. CTwGraphOpenGLCore::EndDraw();
  248. }
  249. void DrawText(Eigen::Vector3d pos, Eigen::Vector3d normal, const std::string &text)
  250. {
  251. pos += normal * 0.005f * object_scale;
  252. Eigen::Vector3f coord = project(Eigen::Vector3f(pos(0), pos(1), pos(2)),
  253. view_matrix, proj_matrix, viewport);
  254. auto it = m_textObjects.find(text);
  255. void *text_obj = nullptr;
  256. if (it == m_textObjects.end())
  257. {
  258. text_obj = NewTextObj();
  259. BuildText(text_obj, &text, NULL, NULL, 1, g_DefaultNormalFont, 0, 0);
  260. m_textObjects[text] = text_obj;
  261. } else {
  262. text_obj = it->second;
  263. }
  264. m_shader.bind();
  265. glUniform1f(m_TriTexUniLocationDepth, 2*(coord(2)-0.5f));
  266. CTwGraphOpenGLCore::DrawText(text_obj, coord[0], viewport[3] - coord[1], COLOR32_BLUE, 0);
  267. }
  268. protected:
  269. igl::Viewer::OpenGL_shader m_shader;
  270. std::map<std::string, void *> m_textObjects;
  271. GLuint m_shaderHandleBackup;
  272. GLuint m_TriTexUniLocationDepth;
  273. Eigen::Matrix4f view_matrix, proj_matrix;
  274. Eigen::Vector4f viewport;
  275. float object_scale;
  276. };
  277. static TextRenderer __font_renderer;
  278. static void glfw_mouse_press(GLFWwindow* window, int button, int action, int modifier)
  279. {
  280. if (!TwEventMouseButtonGLFW(button, action))
  281. {
  282. igl::Viewer::MouseButton mb;
  283. if (button == GLFW_MOUSE_BUTTON_1)
  284. mb = igl::Viewer::IGL_LEFT;
  285. else if (button == GLFW_MOUSE_BUTTON_2)
  286. mb = igl::Viewer::IGL_RIGHT;
  287. else //if (button == GLFW_MOUSE_BUTTON_3)
  288. mb = igl::Viewer::IGL_MIDDLE;
  289. if (action == GLFW_PRESS)
  290. __viewer->mouse_down(mb,modifier);
  291. else
  292. __viewer->mouse_up(mb,modifier);
  293. }
  294. }
  295. static void glfw_error_callback(int error, const char* description)
  296. {
  297. fputs(description, stderr);
  298. }
  299. int global_KMod = 0;
  300. int TwEventKeyGLFW3(int glfwKey, int glfwAction)
  301. {
  302. int handled = 0;
  303. // Register of modifiers state
  304. if (glfwAction==GLFW_PRESS)
  305. {
  306. switch (glfwKey)
  307. {
  308. case GLFW_KEY_LEFT_SHIFT:
  309. case GLFW_KEY_RIGHT_SHIFT:
  310. global_KMod |= TW_KMOD_SHIFT;
  311. break;
  312. case GLFW_KEY_LEFT_CONTROL:
  313. case GLFW_KEY_RIGHT_CONTROL:
  314. global_KMod |= TW_KMOD_CTRL;
  315. break;
  316. case GLFW_KEY_LEFT_ALT:
  317. case GLFW_KEY_RIGHT_ALT:
  318. global_KMod |= TW_KMOD_ALT;
  319. break;
  320. }
  321. }
  322. else
  323. {
  324. switch (glfwKey)
  325. {
  326. case GLFW_KEY_LEFT_SHIFT:
  327. case GLFW_KEY_RIGHT_SHIFT:
  328. global_KMod &= ~TW_KMOD_SHIFT;
  329. break;
  330. case GLFW_KEY_LEFT_CONTROL:
  331. case GLFW_KEY_RIGHT_CONTROL:
  332. global_KMod &= ~TW_KMOD_CTRL;
  333. break;
  334. case GLFW_KEY_LEFT_ALT:
  335. case GLFW_KEY_RIGHT_ALT:
  336. global_KMod &= ~TW_KMOD_ALT;
  337. break;
  338. }
  339. }
  340. // Process key pressed
  341. if (glfwAction==GLFW_PRESS)
  342. {
  343. int mod = global_KMod;
  344. int testkp = ((mod&TW_KMOD_CTRL) || (mod&TW_KMOD_ALT)) ? 1 : 0;
  345. if ((mod&TW_KMOD_CTRL) && glfwKey>0 && glfwKey<GLFW_KEY_ESCAPE ) // CTRL cases
  346. handled = TwKeyPressed(glfwKey, mod);
  347. else if (glfwKey>=GLFW_KEY_ESCAPE )
  348. {
  349. int k = 0;
  350. if (glfwKey>=GLFW_KEY_F1 && glfwKey<=GLFW_KEY_F15)
  351. k = TW_KEY_F1 + (glfwKey-GLFW_KEY_F1);
  352. else if (testkp && glfwKey>=GLFW_KEY_KP_0 && glfwKey<=GLFW_KEY_KP_9)
  353. k = '0' + (glfwKey-GLFW_KEY_KP_0);
  354. else
  355. {
  356. switch (glfwKey)
  357. {
  358. case GLFW_KEY_ESCAPE :
  359. k = TW_KEY_ESCAPE;
  360. break;
  361. case GLFW_KEY_UP:
  362. k = TW_KEY_UP;
  363. break;
  364. case GLFW_KEY_DOWN:
  365. k = TW_KEY_DOWN;
  366. break;
  367. case GLFW_KEY_LEFT:
  368. k = TW_KEY_LEFT;
  369. break;
  370. case GLFW_KEY_RIGHT:
  371. k = TW_KEY_RIGHT;
  372. break;
  373. case GLFW_KEY_TAB:
  374. k = TW_KEY_TAB;
  375. break;
  376. case GLFW_KEY_ENTER:
  377. k = TW_KEY_RETURN;
  378. break;
  379. case GLFW_KEY_BACKSPACE:
  380. k = TW_KEY_BACKSPACE;
  381. break;
  382. case GLFW_KEY_INSERT:
  383. k = TW_KEY_INSERT;
  384. break;
  385. case GLFW_KEY_DELETE:
  386. k = TW_KEY_DELETE;
  387. break;
  388. case GLFW_KEY_PAGE_UP:
  389. k = TW_KEY_PAGE_UP;
  390. break;
  391. case GLFW_KEY_PAGE_DOWN:
  392. k = TW_KEY_PAGE_DOWN;
  393. break;
  394. case GLFW_KEY_HOME:
  395. k = TW_KEY_HOME;
  396. break;
  397. case GLFW_KEY_END:
  398. k = TW_KEY_END;
  399. break;
  400. case GLFW_KEY_KP_ENTER:
  401. k = TW_KEY_RETURN;
  402. break;
  403. case GLFW_KEY_KP_DIVIDE:
  404. if (testkp)
  405. k = '/';
  406. break;
  407. case GLFW_KEY_KP_MULTIPLY:
  408. if (testkp)
  409. k = '*';
  410. break;
  411. case GLFW_KEY_KP_SUBTRACT:
  412. if (testkp)
  413. k = '-';
  414. break;
  415. case GLFW_KEY_KP_ADD:
  416. if (testkp)
  417. k = '+';
  418. break;
  419. case GLFW_KEY_KP_DECIMAL:
  420. if (testkp)
  421. k = '.';
  422. break;
  423. case GLFW_KEY_KP_EQUAL:
  424. if (testkp)
  425. k = '=';
  426. break;
  427. }
  428. }
  429. if (k>0)
  430. handled = TwKeyPressed(k, mod);
  431. }
  432. }
  433. return handled;
  434. }
  435. static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int modifier)
  436. {
  437. if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
  438. glfwSetWindowShouldClose(window, GL_TRUE);
  439. if (!TwEventKeyGLFW3(key,action))
  440. {
  441. if (action == GLFW_PRESS)
  442. __viewer->key_down(key, modifier);
  443. else
  444. __viewer->key_up(key, modifier);
  445. }
  446. }
  447. static void glfw_window_size(GLFWwindow* window, int width, int height)
  448. {
  449. int w = width*highdpi;
  450. int h = height*highdpi;
  451. __viewer->resize(w, h);
  452. TwWindowSize(w, h);
  453. }
  454. static void glfw_mouse_move(GLFWwindow* window, double x, double y)
  455. {
  456. if (!TwEventMousePosGLFW(x*highdpi,y*highdpi))
  457. __viewer->mouse_move(x*highdpi, y*highdpi);
  458. }
  459. static void glfw_mouse_scroll(GLFWwindow* window, double x, double y)
  460. {
  461. scroll_x += x;
  462. scroll_y += y;
  463. if (!TwEventMouseWheelGLFW(scroll_y))
  464. __viewer->mouse_scroll(y);
  465. }
  466. static void glfw_char_callback(GLFWwindow* window, unsigned int c)
  467. {
  468. if ((c & 0xff00)==0)
  469. TwKeyPressed(c, global_KMod);
  470. }
  471. namespace igl
  472. {
  473. void Viewer::init(Plugin_manager* pm)
  474. {
  475. plugin_manager = pm;
  476. // Create a tweak bar
  477. bar = TwNewBar("libIGL-Viewer");
  478. TwDefine(" libIGL-Viewer help='This is a simple 3D mesh viewer.' "); // Message added to the help bar->
  479. TwDefine(" libIGL-Viewer size='200 685'"); // change default tweak bar size
  480. TwDefine(" libIGL-Viewer color='76 76 127' "); // change default tweak bar color
  481. TwDefine(" libIGL-Viewer refresh=0.5"); // change refresh rate
  482. // ---------------------- LOADING ----------------------
  483. #ifdef ENABLE_XML_SERIALIZATION
  484. TwAddButton(bar,"Load Scene", load_scene_cb, this, "group='Workspace'");
  485. TwAddButton(bar,"Save Scene", save_scene_cb, this, "group='Workspace'");
  486. #endif
  487. #ifdef ENABLE_IO
  488. TwAddButton(bar,"Load Mesh", open_dialog_mesh, this, "group='Mesh' key=o");
  489. #endif
  490. // ---------------------- SCENE ----------------------
  491. TwAddButton(bar,"Center object", align_camera_center_cb, this,
  492. " group='Viewing Options'"
  493. " label='Center object' key=A help='Set the center of the camera to the mesh center.'");
  494. TwAddVarRW(bar, "Zoom", TW_TYPE_FLOAT, &(options.camera_zoom),
  495. " min=0.05 max=50 step=0.1 keyIncr=+ keyDecr=- help='Scale the object (1=original size).' group='Scene'");
  496. TwAddButton(bar,"SnapView", snap_to_canonical_quaternion_cb, this,
  497. " group='Scene'"
  498. " label='Snap to canonical view' key=Z "
  499. " help='Snaps view to nearest canonical view.'");
  500. TwAddVarRW(bar,"LightDir", TW_TYPE_DIR3F, options.light_position.data(),
  501. " group='Scene'"
  502. " label='Light direction' open help='Change the light direction.' ");
  503. // ---------------------- DRAW OPTIONS ----------------------
  504. TwAddVarRW(bar, "Toggle Orthographic/Perspective", TW_TYPE_BOOLCPP, &(options.orthographic),
  505. " group='Viewing Options'"
  506. " label='Orthographic view' "
  507. " help='Toggles orthographic / perspective view. Default: perspective.'");
  508. TwAddVarCB(bar,"Face-based Normals/Colors", TW_TYPE_BOOLCPP, set_face_based_cb, get_face_based_cb, this,
  509. " group='Draw options'"
  510. " label='Face-based' key=T help='Toggle per face shading/colors.' ");
  511. TwAddVarRW(bar,"Show texture", TW_TYPE_BOOLCPP, &(options.show_texture),
  512. " group='Draw options'");
  513. TwAddVarCB(bar,"Invert Normals", TW_TYPE_BOOLCPP, set_invert_normals_cb, get_invert_normals_cb, this,
  514. " group='Draw options'"
  515. " label='Invert normals' key=i help='Invert normal directions for inside out meshes.' ");
  516. TwAddVarRW(bar,"ShowOverlay", TW_TYPE_BOOLCPP, &(options.show_overlay),
  517. " group='Draw options'"
  518. " label='Show overlay' key=o help='Show the overlay layers.' ");
  519. TwAddVarRW(bar,"ShowOverlayDepth", TW_TYPE_BOOLCPP, &(options.show_overlay_depth),
  520. " group='Draw options'"
  521. " label='Show overlay depth test' help='Enable the depth test for overlay layer.' ");
  522. TwAddVarRW(bar,"Background color", TW_TYPE_COLOR3F,
  523. options.background_color.data(),
  524. " help='Select a background color' colormode=hls group='Draw options'");
  525. TwAddVarRW(bar, "LineColor", TW_TYPE_COLOR3F,
  526. options.line_color.data(),
  527. " label='Line color' help='Select a outline color' group='Draw options'");
  528. TwAddVarRW(bar,"Shininess",TW_TYPE_FLOAT,&options.shininess," group='Draw options'"
  529. " min=1 max=128");
  530. // ---------------------- Overlays ----------------------
  531. TwAddVarRW(bar,"Wireframe", TW_TYPE_BOOLCPP, &(options.show_lines),
  532. " group='Overlays'"
  533. " label='Wireframe' key=l help='Toggle wire frame of mesh'");
  534. TwAddVarRW(bar,"Fill", TW_TYPE_BOOLCPP, &(options.show_faces),
  535. " group='Overlays'"
  536. " label='Fill' key=t help='Display filled polygons of mesh'");
  537. TwAddVarRW(bar,"ShowVertexId", TW_TYPE_BOOLCPP, &(options.show_vertid),
  538. " group='Overlays'"
  539. " label='Show Vertex Labels' key=';' help='Toggle vertex indices'");
  540. TwAddVarRW(bar,"ShowFaceId", TW_TYPE_BOOLCPP, &(options.show_faceid),
  541. " group='Overlays'"
  542. " label='Show Faces Labels' key='CTRL+;' help='Toggle face"
  543. " indices'");
  544. __font_renderer.Init();
  545. init_plugins();
  546. }
  547. Viewer::Viewer()
  548. {
  549. plugin_manager = 0;
  550. // Default shininess
  551. options.shininess = 35.0f;
  552. // Default colors
  553. options.background_color << 0.3f, 0.3f, 0.5f;
  554. options.line_color << 0.0f, 0.0f, 0.0f;
  555. // Default lights settings
  556. options.light_position << 0.0f, 0.30f, 5.0f;
  557. // Default trackball
  558. options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  559. // Defalut model viewing parameters
  560. options.model_zoom = 1.0f;
  561. options.model_translation << 0,0,0;
  562. // Camera parameters
  563. options.camera_zoom = 1.0f;
  564. options.orthographic = false;
  565. options.camera_view_angle = 45.0;
  566. options.camera_dnear = 1.0;
  567. options.camera_dfar = 100.0;
  568. options.camera_eye << 0, 0, 5;
  569. options.camera_center << 0, 0, 0;
  570. options.camera_up << 0, 1, 0;
  571. // Default visualization options
  572. options.show_faces = true;
  573. options.show_lines = true;
  574. options.invert_normals = false;
  575. options.show_overlay = true;
  576. options.show_overlay_depth = true;
  577. options.show_vertid = false;
  578. options.show_faceid = false;
  579. options.show_texture = false;
  580. // Default point size / line width
  581. options.point_size = 15;
  582. options.line_width = 0.5f;
  583. // Temporary variables initialization
  584. down = false;
  585. scroll_position = 0.0f;
  586. // Per face
  587. options.face_based = false;
  588. // C-style callbacks
  589. callback_pre_draw = 0;
  590. callback_post_draw = 0;
  591. callback_mouse_down = 0;
  592. callback_mouse_up = 0;
  593. callback_mouse_move = 0;
  594. callback_mouse_scroll = 0;
  595. callback_key_down = 0;
  596. callback_key_up = 0;
  597. }
  598. void Viewer::init_plugins()
  599. {
  600. // Init all plugins
  601. if (plugin_manager)
  602. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  603. plugin_manager->plugin_list[i]->init(this);
  604. }
  605. Viewer::~Viewer()
  606. {
  607. }
  608. bool Viewer::load_mesh_from_file(const char* mesh_file_name)
  609. {
  610. std::string mesh_file_name_string = std::string(mesh_file_name);
  611. // first try to load it with a plugin
  612. if (plugin_manager)
  613. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  614. if (plugin_manager->plugin_list[i]->load(mesh_file_name_string))
  615. return true;
  616. clear_mesh();
  617. size_t last_dot = mesh_file_name_string.rfind('.');
  618. if (last_dot == std::string::npos)
  619. {
  620. printf("Error: No file extension found in %s\n",mesh_file_name);
  621. return false;
  622. }
  623. std::string extension = mesh_file_name_string.substr(last_dot+1);
  624. if (extension == "off" || extension =="OFF")
  625. {
  626. if (!igl::readOFF(mesh_file_name_string, data.V, data.F))
  627. return false;
  628. }
  629. else if (extension == "obj" || extension =="OBJ")
  630. {
  631. Eigen::MatrixXd corner_normals;
  632. Eigen::MatrixXi fNormIndices;
  633. Eigen::MatrixXd UV_V;
  634. Eigen::MatrixXi UV_F;
  635. if (!(igl::readOBJ(mesh_file_name_string, data.V, data.F, corner_normals, fNormIndices, UV_V, UV_F)))
  636. return false;
  637. }
  638. else
  639. {
  640. // unrecognized file type
  641. printf("Error: %s is not a recognized file type.\n",extension.c_str());
  642. return false;
  643. }
  644. compute_normals();
  645. uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
  646. Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
  647. Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
  648. if (data.V_uv.rows() == 0)
  649. grid_texture();
  650. alignCameraCenter();
  651. if (plugin_manager)
  652. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  653. if (plugin_manager->plugin_list[i]->post_load())
  654. return true;
  655. return true;
  656. }
  657. void Viewer::compute_normals()
  658. {
  659. igl::per_face_normals(data.V, data.F, data.F_normals);
  660. igl::per_vertex_normals(data.V, data.F, data.F_normals, data.V_normals);
  661. data.dirty |= DIRTY_NORMAL;
  662. }
  663. void Viewer::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
  664. {
  665. data.V_material_ambient.resize(data.V.rows(),3);
  666. data.V_material_diffuse.resize(data.V.rows(),3);
  667. data.V_material_specular.resize(data.V.rows(),3);
  668. for (unsigned i=0; i<data.V.rows();++i)
  669. {
  670. data.V_material_ambient.row(i) = ambient;
  671. data.V_material_diffuse.row(i) = diffuse;
  672. data.V_material_specular.row(i) = specular;
  673. }
  674. data.F_material_ambient.resize(data.F.rows(),3);
  675. data.F_material_diffuse.resize(data.F.rows(),3);
  676. data.F_material_specular.resize(data.F.rows(),3);
  677. for (unsigned i=0; i<data.F.rows();++i)
  678. {
  679. data.F_material_ambient.row(i) = ambient;
  680. data.F_material_diffuse.row(i) = diffuse;
  681. data.F_material_specular.row(i) = specular;
  682. }
  683. data.dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
  684. }
  685. void Viewer::grid_texture()
  686. {
  687. if (data.V_uv.rows() == 0)
  688. {
  689. data.V_uv = data.V.block(0, 0, data.V.rows(), 2);
  690. data.V_uv.col(0) = data.V_uv.col(0).array() - data.V_uv.col(0).minCoeff();
  691. data.V_uv.col(0) = data.V_uv.col(0).array() / data.V_uv.col(0).maxCoeff();
  692. data.V_uv.col(1) = data.V_uv.col(1).array() - data.V_uv.col(1).minCoeff();
  693. data.V_uv.col(1) = data.V_uv.col(1).array() / data.V_uv.col(1).maxCoeff();
  694. data.V_uv = data.V_uv.array() * 10;
  695. data.dirty |= DIRTY_TEXTURE;
  696. }
  697. int size = 128;
  698. int size2 = size/2;
  699. data.texture_R.resize(size, size);
  700. for (unsigned i=0; i<size; ++i)
  701. {
  702. for (unsigned j=0; j<size; ++j)
  703. {
  704. data.texture_R(i,j) = 0;
  705. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  706. data.texture_R(i,j) = 255;
  707. }
  708. }
  709. data.texture_G = data.texture_R;
  710. data.texture_B = data.texture_R;
  711. data.dirty |= DIRTY_TEXTURE;
  712. }
  713. bool Viewer::save_mesh_to_file(const char* mesh_file_name)
  714. {
  715. std::string mesh_file_name_string(mesh_file_name);
  716. // first try to load it with a plugin
  717. if (plugin_manager)
  718. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  719. if (plugin_manager->plugin_list[i]->save(mesh_file_name_string))
  720. return true;
  721. size_t last_dot = mesh_file_name_string.rfind('.');
  722. if (last_dot == std::string::npos)
  723. {
  724. // No file type determined
  725. printf("Error: No file extension found in %s\n",mesh_file_name);
  726. return false;
  727. }
  728. std::string extension = mesh_file_name_string.substr(last_dot+1);
  729. if (extension == "off" || extension =="OFF")
  730. {
  731. return igl::writeOFF(mesh_file_name_string,data.V,data.F);
  732. }
  733. else if (extension == "obj" || extension =="OBJ")
  734. {
  735. Eigen::MatrixXd corner_normals;
  736. Eigen::MatrixXi fNormIndices;
  737. Eigen::MatrixXd UV_V;
  738. Eigen::MatrixXi UV_F;
  739. return igl::writeOBJ(mesh_file_name_string, data.V,
  740. data.F, corner_normals, fNormIndices, UV_V, UV_F);
  741. }
  742. else
  743. {
  744. // unrecognized file type
  745. printf("Error: %s is not a recognized file type.\n",extension.c_str());
  746. return false;
  747. }
  748. return true;
  749. }
  750. void Viewer::clear_mesh()
  751. {
  752. data.V = Eigen::MatrixXd (0,3);
  753. data.F = Eigen::MatrixXi (0,3);
  754. data.F_material_ambient = Eigen::MatrixXd (0,3);
  755. data.F_material_diffuse = Eigen::MatrixXd (0,3);
  756. data.F_material_specular = Eigen::MatrixXd (0,3);
  757. data.V_material_ambient = Eigen::MatrixXd (0,3);
  758. data.V_material_diffuse = Eigen::MatrixXd (0,3);
  759. data.V_material_specular = Eigen::MatrixXd (0,3);
  760. data.F_normals = Eigen::MatrixXd (0,3);
  761. data.V_normals = Eigen::MatrixXd (0,3);
  762. data.V_uv = Eigen::MatrixXd (0,2);
  763. data.F_uv = Eigen::MatrixXi (0,3);
  764. data.lines = Eigen::MatrixXd (0,9);
  765. data.points = Eigen::MatrixXd (0,6);
  766. data.labels_positions = Eigen::MatrixXd (0,3);
  767. data.labels_strings.clear();
  768. }
  769. bool Viewer::key_down(unsigned char key, int modifiers)
  770. {
  771. if (callback_key_down)
  772. if (callback_key_down(*this,key,modifiers))
  773. return true;
  774. if (plugin_manager)
  775. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  776. if (plugin_manager->plugin_list[i]->key_down(key, modifiers))
  777. return true;
  778. if (key == 'S')
  779. mouse_scroll(1);
  780. if (key == 'A')
  781. mouse_scroll(-1);
  782. if (key == 'Z')
  783. options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  784. if (key == 'Y')
  785. options.trackball_angle << -sqrt(2.0f)/2.0f, 0.0f, 0.0f, sqrt(2.0f)/2.0f;
  786. if (key == 'X')
  787. options.trackball_angle << -0.5f, -0.5f, -0.5f, 0.5f;
  788. return false;
  789. }
  790. bool Viewer::key_up(unsigned char key, int modifiers)
  791. {
  792. if (callback_key_up)
  793. if (callback_key_up(*this,key,modifiers))
  794. return true;
  795. if (plugin_manager)
  796. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  797. if (plugin_manager->plugin_list[i]->key_up(key, modifiers))
  798. return true;
  799. return false;
  800. }
  801. bool Viewer::mouse_down(MouseButton button, int modifier)
  802. {
  803. if (callback_mouse_down)
  804. if (callback_mouse_down(*this,button,modifier))
  805. return true;
  806. if (plugin_manager)
  807. for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
  808. if (plugin_manager->plugin_list[i]->mouse_down(button,modifier))
  809. return true;
  810. down = true;
  811. down_mouse_x = current_mouse_x;
  812. down_mouse_y = current_mouse_y;
  813. down_translation = options.model_translation;
  814. // Initialization code for the trackball
  815. Eigen::RowVector3d center;
  816. if (data.V.rows() == 0)
  817. center << 0,0,0;
  818. else
  819. center = data.V.colwise().sum()/data.V.rows();
  820. Eigen::Vector3f coord = project(Eigen::Vector3f(center(0),center(1),center(2)), view * model, proj, viewport);
  821. down_mouse_z = coord[2];
  822. down_rotation = options.trackball_angle;
  823. mouse_mode = ROTATION;
  824. switch (button)
  825. {
  826. case IGL_LEFT:
  827. mouse_mode = ROTATION;
  828. break;
  829. case IGL_RIGHT:
  830. mouse_mode = TRANSLATE;
  831. break;
  832. default:
  833. mouse_mode = NOTHING;
  834. break;
  835. }
  836. return true;
  837. }
  838. bool Viewer::mouse_up(MouseButton button, int modifier)
  839. {
  840. down = false;
  841. if (callback_mouse_up)
  842. if (callback_mouse_up(*this,button,modifier))
  843. return true;
  844. if (plugin_manager)
  845. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  846. if (plugin_manager->plugin_list[i]->mouse_up(button,modifier))
  847. return true;
  848. mouse_mode = NOTHING;
  849. return true;
  850. }
  851. bool Viewer::mouse_move(int mouse_x, int mouse_y)
  852. {
  853. current_mouse_x = mouse_x;
  854. current_mouse_y = mouse_y;
  855. if (callback_mouse_move)
  856. if (callback_mouse_move(*this,mouse_x,mouse_y))
  857. return true;
  858. if (plugin_manager)
  859. for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
  860. if (plugin_manager->plugin_list[i]->mouse_move(mouse_x, mouse_y))
  861. return true;
  862. if (down)
  863. {
  864. switch (mouse_mode)
  865. {
  866. case ROTATION :
  867. {
  868. igl::trackball(width,
  869. height,
  870. 2.0f,
  871. down_rotation.data(),
  872. down_mouse_x,
  873. down_mouse_y,
  874. mouse_x,
  875. mouse_y,
  876. options.trackball_angle.data());
  877. Eigen::Vector4f snapq = options.trackball_angle;
  878. break;
  879. }
  880. case TRANSLATE:
  881. {
  882. //translation
  883. Eigen::Vector3f pos1 = unproject(Eigen::Vector3f(mouse_x, viewport[3] - mouse_y, down_mouse_z), view * model, proj, viewport);
  884. Eigen::Vector3f pos0 = unproject(Eigen::Vector3f(down_mouse_x, viewport[3] - down_mouse_y, down_mouse_z), view * model, proj, viewport);
  885. Eigen::Vector3f diff = pos1 - pos0;
  886. options.model_translation = down_translation + Eigen::Vector3f(diff[0],diff[1],diff[2]);
  887. break;
  888. }
  889. case ZOOM:
  890. {
  891. float delta = 0.001f * (mouse_x - down_mouse_x + mouse_y - down_mouse_y);
  892. options.camera_zoom *= 1 + delta;
  893. down_mouse_x = mouse_x;
  894. down_mouse_y = mouse_y;
  895. break;
  896. }
  897. default:
  898. break;
  899. }
  900. }
  901. return true;
  902. }
  903. bool Viewer::mouse_scroll(float delta_y)
  904. {
  905. scroll_position += delta_y;
  906. if (callback_mouse_scroll)
  907. if (callback_mouse_scroll(*this,delta_y))
  908. return true;
  909. if (plugin_manager)
  910. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  911. if (plugin_manager->plugin_list[i]->mouse_scroll(delta_y))
  912. return true;
  913. float mult = (delta_y>0)?1.1:0.9;
  914. options.camera_zoom = (options.camera_zoom * mult > 0.1f ? options.camera_zoom * mult : 0.1f);
  915. return true;
  916. }
  917. static GLuint create_shader_helper(GLint type, const std::string &shader_string)
  918. {
  919. if (shader_string.empty())
  920. return (GLuint) 0;
  921. GLuint id = glCreateShader(type);
  922. const char *shader_string_const = shader_string.c_str();
  923. glShaderSource(id, 1, &shader_string_const, NULL);
  924. glCompileShader(id);
  925. GLint status;
  926. glGetShaderiv(id, GL_COMPILE_STATUS, &status);
  927. if (status != GL_TRUE)
  928. {
  929. char buffer[512];
  930. if (type == GL_VERTEX_SHADER)
  931. cerr << "Vertex shader:" << endl;
  932. else if (type == GL_FRAGMENT_SHADER)
  933. cerr << "Fragment shader:" << endl;
  934. else if (type == GL_GEOMETRY_SHADER)
  935. cerr << "Geometry shader:" << endl;
  936. cerr << shader_string << endl << endl;
  937. glGetShaderInfoLog(id, 512, NULL, buffer);
  938. cerr << "Error: " << endl << buffer << endl;
  939. return (GLuint) 0;
  940. }
  941. return id;
  942. }
  943. bool Viewer::OpenGL_shader::init_from_files(
  944. const std::string &vertex_shader_filename,
  945. const std::string &fragment_shader_filename,
  946. const std::string &fragment_data_name,
  947. const std::string &geometry_shader_filename,
  948. int geometry_shader_max_vertices)
  949. {
  950. auto file_to_string = [](const std::string &filename)
  951. {
  952. std::ifstream t(filename);
  953. return std::string((std::istreambuf_iterator<char>(t)),
  954. std::istreambuf_iterator<char>());
  955. };
  956. return init(
  957. file_to_string(vertex_shader_filename),
  958. file_to_string(fragment_shader_filename),
  959. fragment_data_name,
  960. file_to_string(geometry_shader_filename),
  961. geometry_shader_max_vertices
  962. );
  963. }
  964. bool Viewer::OpenGL_shader::init(
  965. const std::string &vertex_shader_string,
  966. const std::string &fragment_shader_string,
  967. const std::string &fragment_data_name,
  968. const std::string &geometry_shader_string,
  969. int geometry_shader_max_vertices)
  970. {
  971. vertex_shader = create_shader_helper(GL_VERTEX_SHADER, vertex_shader_string);
  972. geometry_shader = create_shader_helper(GL_GEOMETRY_SHADER, geometry_shader_string);
  973. fragment_shader = create_shader_helper(GL_FRAGMENT_SHADER, fragment_shader_string);
  974. if (!vertex_shader || !fragment_shader)
  975. return false;
  976. program_shader = glCreateProgram();
  977. glAttachShader(program_shader, vertex_shader);
  978. glAttachShader(program_shader, fragment_shader);
  979. if (geometry_shader)
  980. {
  981. glAttachShader(program_shader, geometry_shader);
  982. /* This covers only basic cases and may need to be modified */
  983. glProgramParameteri(program_shader, GL_GEOMETRY_INPUT_TYPE, GL_TRIANGLES);
  984. glProgramParameteri(program_shader, GL_GEOMETRY_OUTPUT_TYPE, GL_TRIANGLES);
  985. glProgramParameteri(program_shader, GL_GEOMETRY_VERTICES_OUT, geometry_shader_max_vertices);
  986. }
  987. glBindFragDataLocation(program_shader, 0, fragment_data_name.c_str());
  988. glLinkProgram(program_shader);
  989. GLint status;
  990. glGetProgramiv(program_shader, GL_LINK_STATUS, &status);
  991. if (status != GL_TRUE)
  992. {
  993. char buffer[512];
  994. glGetProgramInfoLog(program_shader, 512, NULL, buffer);
  995. cerr << "Linker error: " << endl << buffer << endl;
  996. program_shader = 0;
  997. return false;
  998. }
  999. return true;
  1000. }
  1001. void Viewer::OpenGL_shader::bind()
  1002. {
  1003. glUseProgram(program_shader);
  1004. }
  1005. GLint Viewer::OpenGL_shader::attrib(const std::string &name) const
  1006. {
  1007. return glGetAttribLocation(program_shader, name.c_str());
  1008. }
  1009. GLint Viewer::OpenGL_shader::uniform(const std::string &name) const
  1010. {
  1011. return glGetUniformLocation(program_shader, name.c_str());
  1012. }
  1013. GLint Viewer::OpenGL_shader::bindVertexAttribArray(
  1014. const std::string &name, GLuint bufferID, const Eigen::MatrixXf &M, bool refresh) const
  1015. {
  1016. GLint id = attrib(name);
  1017. if (id < 0)
  1018. return id;
  1019. if (M.size() == 0)
  1020. {
  1021. glDisableVertexAttribArray(id);
  1022. return id;
  1023. }
  1024. glBindBuffer(GL_ARRAY_BUFFER, bufferID);
  1025. if (refresh)
  1026. glBufferData(GL_ARRAY_BUFFER, sizeof(float)*M.size(), M.data(), GL_DYNAMIC_DRAW);
  1027. glVertexAttribPointer(id, M.rows(), GL_FLOAT, GL_FALSE, 0, 0);
  1028. glEnableVertexAttribArray(id);
  1029. return id;
  1030. }
  1031. void Viewer::OpenGL_shader::free()
  1032. {
  1033. if (program_shader)
  1034. {
  1035. glDeleteProgram(program_shader);
  1036. program_shader = 0;
  1037. }
  1038. if (vertex_shader)
  1039. {
  1040. glDeleteShader(vertex_shader);
  1041. vertex_shader = 0;
  1042. }
  1043. if (fragment_shader)
  1044. {
  1045. glDeleteShader(fragment_shader);
  1046. fragment_shader = 0;
  1047. }
  1048. if (geometry_shader)
  1049. {
  1050. glDeleteShader(geometry_shader);
  1051. geometry_shader = 0;
  1052. }
  1053. }
  1054. void Viewer::OpenGL_state::init()
  1055. {
  1056. // Mesh: Vertex Array Object & Buffer objects
  1057. glGenVertexArrays(1, &vao_mesh);
  1058. glBindVertexArray(vao_mesh);
  1059. glGenBuffers(1, &vbo_V);
  1060. glGenBuffers(1, &vbo_V_normals);
  1061. glGenBuffers(1, &vbo_V_ambient);
  1062. glGenBuffers(1, &vbo_V_diffuse);
  1063. glGenBuffers(1, &vbo_V_specular);
  1064. glGenBuffers(1, &vbo_V_uv);
  1065. glGenBuffers(1, &vbo_F);
  1066. glGenTextures(1, &vbo_tex);
  1067. // Line overlay
  1068. glGenVertexArrays(1, &vao_overlay_lines);
  1069. glBindVertexArray(vao_overlay_lines);
  1070. glGenBuffers(1, &vbo_lines_F);
  1071. glGenBuffers(1, &vbo_lines_V);
  1072. glGenBuffers(1, &vbo_lines_V_colors);
  1073. // Point overlay
  1074. glGenVertexArrays(1, &vao_overlay_points);
  1075. glBindVertexArray(vao_overlay_points);
  1076. glGenBuffers(1, &vbo_points_F);
  1077. glGenBuffers(1, &vbo_points_V);
  1078. glGenBuffers(1, &vbo_points_V_colors);
  1079. dirty = DIRTY_ALL;
  1080. }
  1081. void Viewer::OpenGL_state::free()
  1082. {
  1083. glDeleteVertexArrays(1, &vao_mesh);
  1084. glDeleteVertexArrays(1, &vao_overlay_lines);
  1085. glDeleteVertexArrays(1, &vao_overlay_points);
  1086. glDeleteBuffers(1, &vbo_V);
  1087. glDeleteBuffers(1, &vbo_V_normals);
  1088. glDeleteBuffers(1, &vbo_V_ambient);
  1089. glDeleteBuffers(1, &vbo_V_diffuse);
  1090. glDeleteBuffers(1, &vbo_V_specular);
  1091. glDeleteBuffers(1, &vbo_V_uv);
  1092. glDeleteBuffers(1, &vbo_F);
  1093. glDeleteBuffers(1, &vbo_lines_F);
  1094. glDeleteBuffers(1, &vbo_lines_V);
  1095. glDeleteBuffers(1, &vbo_lines_V_colors);
  1096. glDeleteBuffers(1, &vbo_points_F);
  1097. glDeleteBuffers(1, &vbo_points_V);
  1098. glDeleteBuffers(1, &vbo_points_V_colors);
  1099. glDeleteTextures(1, &vbo_tex);
  1100. }
  1101. void Viewer::OpenGL_state::set_data(const Data &data, bool face_based, bool invert_normals)
  1102. {
  1103. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  1104. dirty |= data.dirty;
  1105. if (!face_based)
  1106. {
  1107. if (!per_corner_uv)
  1108. {
  1109. // Vertex positions
  1110. if (dirty & DIRTY_POSITION)
  1111. V_vbo = (data.V.transpose()).cast<float>();
  1112. // Vertex normals
  1113. if (dirty & DIRTY_NORMAL)
  1114. {
  1115. V_normals_vbo = (data.V_normals.transpose()).cast<float>();
  1116. if (invert_normals)
  1117. V_normals_vbo = -V_normals_vbo;
  1118. }
  1119. // Per-vertex material settings
  1120. if (dirty & DIRTY_AMBIENT)
  1121. V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
  1122. if (dirty & DIRTY_DIFFUSE)
  1123. V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
  1124. if (dirty & DIRTY_SPECULAR)
  1125. V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
  1126. // Face indices
  1127. if (dirty & DIRTY_FACE)
  1128. F_vbo = (data.F.transpose()).cast<unsigned>();
  1129. // Texture coordinates
  1130. if (dirty & DIRTY_UV)
  1131. V_uv_vbo = (data.V_uv.transpose()).cast<float>();
  1132. }
  1133. else
  1134. {
  1135. // Per vertex properties with per corner UVs
  1136. if (dirty & DIRTY_POSITION)
  1137. {
  1138. V_vbo.resize(3,data.F.rows()*3);
  1139. for (unsigned i=0; i<data.F.rows();++i)
  1140. for (unsigned j=0;j<3;++j)
  1141. V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
  1142. }
  1143. if (dirty & DIRTY_AMBIENT)
  1144. {
  1145. V_ambient_vbo.resize(3,data.F.rows()*3);
  1146. for (unsigned i=0; i<data.F.rows();++i)
  1147. for (unsigned j=0;j<3;++j)
  1148. V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
  1149. }
  1150. if (dirty & DIRTY_DIFFUSE)
  1151. {
  1152. V_diffuse_vbo.resize(3,data.F.rows()*3);
  1153. for (unsigned i=0; i<data.F.rows();++i)
  1154. for (unsigned j=0;j<3;++j)
  1155. V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
  1156. }
  1157. if (dirty & DIRTY_SPECULAR)
  1158. {
  1159. V_specular_vbo.resize(3,data.F.rows()*3);
  1160. for (unsigned i=0; i<data.F.rows();++i)
  1161. for (unsigned j=0;j<3;++j)
  1162. V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
  1163. }
  1164. if (dirty & DIRTY_NORMAL)
  1165. {
  1166. V_normals_vbo.resize(3,data.F.rows()*3);
  1167. for (unsigned i=0; i<data.F.rows();++i)
  1168. for (unsigned j=0;j<3;++j)
  1169. V_normals_vbo.col (i*3+j) = data.V_normals.row(data.F(i,j)).transpose().cast<float>();
  1170. if (invert_normals)
  1171. V_normals_vbo = -V_normals_vbo;
  1172. }
  1173. if (dirty & DIRTY_FACE)
  1174. {
  1175. F_vbo.resize(3,data.F.rows());
  1176. for (unsigned i=0; i<data.F.rows();++i)
  1177. F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
  1178. }
  1179. if (dirty & DIRTY_UV)
  1180. {
  1181. V_uv_vbo.resize(2,data.F.rows()*3);
  1182. for (unsigned i=0; i<data.F.rows();++i)
  1183. for (unsigned j=0;j<3;++j)
  1184. V_uv_vbo.col(i*3+j) = data.V_uv.row(data.F(i,j)).transpose().cast<float>();
  1185. }
  1186. }
  1187. }
  1188. else
  1189. {
  1190. if (dirty & DIRTY_POSITION)
  1191. {
  1192. V_vbo.resize(3,data.F.rows()*3);
  1193. for (unsigned i=0; i<data.F.rows();++i)
  1194. for (unsigned j=0;j<3;++j)
  1195. V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
  1196. }
  1197. if (dirty & DIRTY_AMBIENT)
  1198. {
  1199. V_ambient_vbo.resize(3,data.F.rows()*3);
  1200. for (unsigned i=0; i<data.F.rows();++i)
  1201. for (unsigned j=0;j<3;++j)
  1202. V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
  1203. }
  1204. if (dirty & DIRTY_DIFFUSE)
  1205. {
  1206. V_diffuse_vbo.resize(3,data.F.rows()*3);
  1207. for (unsigned i=0; i<data.F.rows();++i)
  1208. for (unsigned j=0;j<3;++j)
  1209. V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
  1210. }
  1211. if (dirty & DIRTY_SPECULAR)
  1212. {
  1213. V_specular_vbo.resize(3,data.F.rows()*3);
  1214. for (unsigned i=0; i<data.F.rows();++i)
  1215. for (unsigned j=0;j<3;++j)
  1216. V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
  1217. }
  1218. if (dirty & DIRTY_NORMAL)
  1219. {
  1220. V_normals_vbo.resize(3,data.F.rows()*3);
  1221. for (unsigned i=0; i<data.F.rows();++i)
  1222. for (unsigned j=0;j<3;++j)
  1223. V_normals_vbo.col (i*3+j) = data.F_normals.row(i).transpose().cast<float>();
  1224. if (invert_normals)
  1225. V_normals_vbo = -V_normals_vbo;
  1226. }
  1227. if (dirty & DIRTY_FACE)
  1228. {
  1229. F_vbo.resize(3,data.F.rows());
  1230. for (unsigned i=0; i<data.F.rows();++i)
  1231. F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
  1232. }
  1233. if (dirty & DIRTY_UV)
  1234. {
  1235. V_uv_vbo.resize(2,data.F.rows()*3);
  1236. for (unsigned i=0; i<data.F.rows();++i)
  1237. for (unsigned j=0;j<3;++j)
  1238. V_uv_vbo.col(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).transpose().cast<float>();
  1239. }
  1240. }
  1241. if (dirty & DIRTY_TEXTURE)
  1242. {
  1243. tex_u = data.texture_R.rows();
  1244. tex_v = data.texture_R.cols();
  1245. tex.resize(data.texture_R.size()*3);
  1246. for (unsigned i=0;i<data.texture_R.size();++i)
  1247. {
  1248. tex(i*3+0) = data.texture_R(i);
  1249. tex(i*3+1) = data.texture_G(i);
  1250. tex(i*3+2) = data.texture_B(i);
  1251. }
  1252. }
  1253. if (dirty & DIRTY_OVERLAY_LINES)
  1254. {
  1255. lines_V_vbo.resize(3, data.lines.rows()*2);
  1256. lines_V_colors_vbo.resize(3, data.lines.rows()*2);
  1257. lines_F_vbo.resize(1, data.lines.rows()*2);
  1258. for (unsigned i=0; i<data.lines.rows();++i)
  1259. {
  1260. lines_V_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 0).transpose().cast<float>();
  1261. lines_V_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 3).transpose().cast<float>();
  1262. lines_V_colors_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
  1263. lines_V_colors_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
  1264. lines_F_vbo(2*i+0) = 2*i+0;
  1265. lines_F_vbo(2*i+1) = 2*i+1;
  1266. }
  1267. }
  1268. if (dirty & DIRTY_OVERLAY_POINTS)
  1269. {
  1270. points_V_vbo.resize(3, data.points.rows());
  1271. points_V_colors_vbo.resize(3, data.points.rows());
  1272. points_F_vbo.resize(1, data.points.rows());
  1273. for (unsigned i=0; i<data.points.rows();++i)
  1274. {
  1275. points_V_vbo.col(i) = data.points.block<1, 3>(i, 0).transpose().cast<float>();
  1276. points_V_colors_vbo.col(i) = data.points.block<1, 3>(i, 3).transpose().cast<float>();
  1277. points_F_vbo(i) = i;
  1278. }
  1279. }
  1280. }
  1281. void Viewer::OpenGL_state::bind_mesh()
  1282. {
  1283. glBindVertexArray(vao_mesh);
  1284. shader_mesh.bind();
  1285. shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & DIRTY_POSITION);
  1286. shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & DIRTY_NORMAL);
  1287. shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & DIRTY_AMBIENT);
  1288. shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & DIRTY_DIFFUSE);
  1289. shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & DIRTY_SPECULAR);
  1290. shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & DIRTY_UV);
  1291. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
  1292. if (dirty & DIRTY_FACE)
  1293. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
  1294. glActiveTexture(GL_TEXTURE0);
  1295. glBindTexture(GL_TEXTURE_2D, vbo_tex);
  1296. if (dirty & DIRTY_TEXTURE)
  1297. {
  1298. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  1299. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  1300. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1301. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1302. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_u, tex_v, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data());
  1303. }
  1304. glUniform1i(shader_mesh.uniform("tex"), 0);
  1305. dirty &= ~DIRTY_MESH;
  1306. }
  1307. void Viewer::OpenGL_state::bind_overlay_lines()
  1308. {
  1309. bool is_dirty = dirty & DIRTY_OVERLAY_LINES;
  1310. glBindVertexArray(vao_overlay_lines);
  1311. shader_overlay_lines.bind();
  1312. shader_overlay_lines.bindVertexAttribArray("position", vbo_lines_V, lines_V_vbo, is_dirty);
  1313. shader_overlay_lines.bindVertexAttribArray("color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
  1314. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
  1315. if (is_dirty)
  1316. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
  1317. dirty &= ~DIRTY_OVERLAY_LINES;
  1318. }
  1319. void Viewer::OpenGL_state::bind_overlay_points()
  1320. {
  1321. bool is_dirty = dirty & DIRTY_OVERLAY_POINTS;
  1322. glBindVertexArray(vao_overlay_points);
  1323. shader_overlay_points.bind();
  1324. shader_overlay_points.bindVertexAttribArray("position", vbo_points_V, points_V_vbo, is_dirty);
  1325. shader_overlay_points.bindVertexAttribArray("color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
  1326. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
  1327. if (is_dirty)
  1328. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
  1329. dirty &= ~DIRTY_OVERLAY_POINTS;
  1330. }
  1331. void Viewer::OpenGL_state::draw_mesh(bool solid)
  1332. {
  1333. glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
  1334. /* Avoid Z-buffer fighting between filled triangles & wireframe lines */
  1335. if (solid)
  1336. {
  1337. glEnable(GL_POLYGON_OFFSET_FILL);
  1338. glPolygonOffset(1.0, 1.0);
  1339. }
  1340. glDrawElements(GL_TRIANGLES, 3*F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1341. glDisable(GL_POLYGON_OFFSET_FILL);
  1342. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1343. }
  1344. void Viewer::OpenGL_state::draw_overlay_lines()
  1345. {
  1346. glDrawElements(GL_LINES, 2*lines_F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1347. }
  1348. void Viewer::OpenGL_state::draw_overlay_points()
  1349. {
  1350. glDrawElements(GL_POINTS, points_F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1351. }
  1352. void Viewer::init_opengl()
  1353. {
  1354. std::string mesh_vertex_shader_string =
  1355. "#version 150\n"
  1356. "uniform mat4 model;"
  1357. "uniform mat4 view;"
  1358. "uniform mat4 proj;"
  1359. "in vec3 position;"
  1360. "in vec3 normal;"
  1361. "out vec3 position_eye;"
  1362. "out vec3 normal_eye;"
  1363. "in vec3 Ka;"
  1364. "in vec3 Kd;"
  1365. "in vec3 Ks;"
  1366. "in vec2 texcoord;"
  1367. "out vec2 texcoordi;"
  1368. "out vec3 Kai;"
  1369. "out vec3 Kdi;"
  1370. "out vec3 Ksi;"
  1371. "void main()"
  1372. "{"
  1373. " position_eye = vec3 (view * model * vec4 (position, 1.0));"
  1374. " normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
  1375. " normal_eye = normalize(normal_eye);"
  1376. " gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
  1377. " Kai = Ka;"
  1378. " Kdi = Kd;"
  1379. " Ksi = Ks;"
  1380. " texcoordi = texcoord;"
  1381. "}";
  1382. std::string mesh_fragment_shader_string =
  1383. "#version 150\n"
  1384. "uniform mat4 model;"
  1385. "uniform mat4 view;"
  1386. "uniform mat4 proj;"
  1387. "uniform vec4 fixed_color;"
  1388. "in vec3 position_eye;"
  1389. "in vec3 normal_eye;"
  1390. "uniform vec3 light_position_world;"
  1391. "vec3 Ls = vec3 (1, 1, 1);"
  1392. "vec3 Ld = vec3 (1, 1, 1);"
  1393. "vec3 La = vec3 (1, 1, 1);"
  1394. "in vec3 Ksi;"
  1395. "in vec3 Kdi;"
  1396. "in vec3 Kai;"
  1397. "in vec2 texcoordi;"
  1398. "uniform sampler2D tex;"
  1399. "uniform float specular_exponent;"
  1400. "uniform float lighting_factor;"
  1401. "uniform float texture_factor;"
  1402. "out vec4 outColor;"
  1403. "void main()"
  1404. "{"
  1405. "vec3 Ia = La * Kai;" // ambient intensity
  1406. "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
  1407. "vec3 distance_to_light_eye = light_position_eye - position_eye;"
  1408. "vec3 direction_to_light_eye = normalize (distance_to_light_eye);"
  1409. "float dot_prod = dot (direction_to_light_eye, normal_eye);"
  1410. "dot_prod = max (dot_prod, 0.0);"
  1411. "vec3 Id = Ld * Kdi * dot_prod;" // Diffuse intensity
  1412. "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
  1413. "vec3 surface_to_viewer_eye = normalize (-position_eye);"
  1414. "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
  1415. "dot_prod_specular = max (dot_prod_specular, 0.0);"
  1416. "float specular_factor = pow (dot_prod_specular, specular_exponent);"
  1417. "vec3 Is = Ls * Ksi * specular_factor;" // specular intensity
  1418. "vec4 color = vec4(lighting_factor * (Is + Id) + Ia, 1.0);"
  1419. "outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;"
  1420. "if (fixed_color != vec4(0.0)) outColor = fixed_color;"
  1421. "}";
  1422. std::string overlay_vertex_shader_string =
  1423. "#version 150\n"
  1424. "uniform mat4 model;"
  1425. "uniform mat4 view;"
  1426. "uniform mat4 proj;"
  1427. "in vec3 position;"
  1428. "in vec3 color;"
  1429. "out vec3 color_frag;"
  1430. "void main()"
  1431. "{"
  1432. " gl_Position = proj * view * model * vec4 (position, 1.0);"
  1433. " color_frag = color;"
  1434. "}";
  1435. std::string overlay_fragment_shader_string =
  1436. "#version 150\n"
  1437. "in vec3 color_frag;"
  1438. "out vec4 outColor;"
  1439. "void main()"
  1440. "{"
  1441. " outColor = vec4(color_frag, 1.0);"
  1442. "}";
  1443. std::string overlay_point_fragment_shader_string =
  1444. "#version 150\n"
  1445. "in vec3 color_frag;"
  1446. "out vec4 outColor;"
  1447. "void main()"
  1448. "{"
  1449. " if (length(gl_PointCoord - vec2(0.5)) > 0.5)"
  1450. " discard;"
  1451. " outColor = vec4(color_frag, 1.0);"
  1452. "}";
  1453. opengl.init();
  1454. opengl.shader_mesh.init(mesh_vertex_shader_string,
  1455. mesh_fragment_shader_string, "outColor");
  1456. opengl.shader_overlay_lines.init(overlay_vertex_shader_string,
  1457. overlay_fragment_shader_string, "outColor");
  1458. opengl.shader_overlay_points.init(overlay_vertex_shader_string,
  1459. overlay_point_fragment_shader_string, "outColor");
  1460. }
  1461. void Viewer::free_opengl()
  1462. {
  1463. opengl.shader_mesh.free();
  1464. opengl.shader_overlay_lines.free();
  1465. opengl.shader_overlay_points.free();
  1466. opengl.free();
  1467. __font_renderer.Shut();
  1468. }
  1469. void Viewer::draw()
  1470. {
  1471. glClearColor(options.background_color[0],
  1472. options.background_color[1],
  1473. options.background_color[2],
  1474. 1.0f);
  1475. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1476. glEnable(GL_DEPTH_TEST);
  1477. if (callback_pre_draw)
  1478. if (callback_pre_draw(*this))
  1479. return;
  1480. if (plugin_manager)
  1481. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1482. if (plugin_manager->plugin_list[i]->pre_draw())
  1483. return;
  1484. /* Bind and potentially refresh mesh/line/point data */
  1485. if (data.dirty)
  1486. {
  1487. opengl.set_data(data, options.face_based, options.invert_normals);
  1488. data.dirty = DIRTY_NONE;
  1489. }
  1490. opengl.bind_mesh();
  1491. // Initialize uniform
  1492. glViewport(0, 0, width, height);
  1493. model = Eigen::Matrix4f::Identity();
  1494. view = Eigen::Matrix4f::Identity();
  1495. proj = Eigen::Matrix4f::Identity();
  1496. // Set view
  1497. view = lookAt(Eigen::Vector3f(options.camera_eye[0], options.camera_eye[1], options.camera_eye[2]),
  1498. Eigen::Vector3f(options.camera_center[0], options.camera_center[1], options.camera_center[2]),
  1499. Eigen::Vector3f(options.camera_up[0], options.camera_up[1], options.camera_up[2]));
  1500. // Set projection
  1501. if (options.orthographic)
  1502. {
  1503. float length = (options.camera_eye - options.camera_center).norm();
  1504. float h = tan(options.camera_view_angle/360.0 * M_PI) * (length);
  1505. proj = ortho(-h*width/height, h*width/height, -h, h, options.camera_dnear, options.camera_dfar);
  1506. }
  1507. else
  1508. {
  1509. float fH = tan(options.camera_view_angle / 360.0 * M_PI) * options.camera_dnear;
  1510. float fW = fH * (double)width/(double)height;
  1511. proj = frustum(-fW, fW, -fH, fH, options.camera_dnear, options.camera_dfar);
  1512. }
  1513. // end projection
  1514. // Set model transformation
  1515. float mat[16];
  1516. igl::quat_to_mat(options.trackball_angle.data(), mat);
  1517. for (unsigned i=0;i<4;++i)
  1518. for (unsigned j=0;j<4;++j)
  1519. model(i,j) = mat[i+4*j];
  1520. model = scale(model, Eigen::Vector3f(options.camera_zoom,options.camera_zoom,options.camera_zoom));
  1521. model = scale(model, Eigen::Vector3f(options.model_zoom,options.model_zoom,options.model_zoom));
  1522. model = translate(model, Eigen::Vector3f(options.model_translation[0],options.model_translation[1],options.model_translation[2]));
  1523. // Send transformations to the GPU
  1524. GLint modeli = opengl.shader_mesh.uniform("model");
  1525. GLint viewi = opengl.shader_mesh.uniform("view");
  1526. GLint proji = opengl.shader_mesh.uniform("proj");
  1527. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1528. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1529. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1530. // Light parameters
  1531. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  1532. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  1533. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  1534. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  1535. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  1536. glUniform1f(specular_exponenti, options.shininess);
  1537. glUniform3fv(light_position_worldi, 1, options.light_position.data());
  1538. glUniform1f(lighting_factori, 1.0f); // enables lighting
  1539. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  1540. if (data.V.rows()>0)
  1541. {
  1542. // Render fill
  1543. if (options.show_faces)
  1544. {
  1545. // Texture
  1546. glUniform1f(texture_factori, options.show_texture ? 1.0f : 0.0f);
  1547. opengl.draw_mesh(true);
  1548. glUniform1f(texture_factori, 0.0f);
  1549. }
  1550. // Render wireframe
  1551. if (options.show_lines)
  1552. {
  1553. glLineWidth(options.line_width);
  1554. glUniform4f(fixed_colori, options.line_color[0], options.line_color[1],
  1555. options.line_color[2], 1.0f);
  1556. opengl.draw_mesh(false);
  1557. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  1558. }
  1559. if (options.show_vertid)
  1560. {
  1561. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1562. for (int i=0; i<data.V.rows(); ++i)
  1563. __font_renderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
  1564. __font_renderer.EndDraw();
  1565. }
  1566. if (options.show_faceid)
  1567. {
  1568. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1569. for (int i=0; i<data.F.rows(); ++i)
  1570. {
  1571. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  1572. for (int j=0;j<data.F.cols();++j)
  1573. p += data.V.row(data.F(i,j));
  1574. p /= data.F.cols();
  1575. __font_renderer.DrawText(p, data.F_normals.row(i), to_string(i));
  1576. }
  1577. __font_renderer.EndDraw();
  1578. }
  1579. }
  1580. if (options.show_overlay)
  1581. {
  1582. if (options.show_overlay_depth)
  1583. glEnable(GL_DEPTH_TEST);
  1584. else
  1585. glDisable(GL_DEPTH_TEST);
  1586. if (data.lines.rows() > 0)
  1587. {
  1588. opengl.bind_overlay_lines();
  1589. modeli = opengl.shader_overlay_lines.uniform("model");
  1590. viewi = opengl.shader_overlay_lines.uniform("view");
  1591. proji = opengl.shader_overlay_lines.uniform("proj");
  1592. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1593. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1594. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1595. glLineWidth(options.line_width);
  1596. opengl.draw_overlay_lines();
  1597. }
  1598. if (data.points.rows() > 0)
  1599. {
  1600. opengl.bind_overlay_points();
  1601. modeli = opengl.shader_overlay_points.uniform("model");
  1602. viewi = opengl.shader_overlay_points.uniform("view");
  1603. proji = opengl.shader_overlay_points.uniform("proj");
  1604. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1605. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1606. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1607. glPointSize(options.point_size);
  1608. opengl.draw_overlay_points();
  1609. }
  1610. if (data.labels_positions.rows() > 0)
  1611. {
  1612. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1613. for (int i=0; i<data.labels_positions.rows(); ++i)
  1614. __font_renderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0),
  1615. data.labels_strings[i]);
  1616. __font_renderer.EndDraw();
  1617. }
  1618. glEnable(GL_DEPTH_TEST);
  1619. }
  1620. if (callback_post_draw)
  1621. if (callback_post_draw(*this))
  1622. return;
  1623. if (plugin_manager)
  1624. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1625. if (plugin_manager->plugin_list[i]->post_draw())
  1626. break;
  1627. TwDraw();
  1628. }
  1629. bool Viewer::save_scene()
  1630. {
  1631. #ifdef ENABLE_XML_SERIALIZATION
  1632. string fname = igl::file_dialog_save();
  1633. if (fname.length() == 0)
  1634. return false;
  1635. ::igl::XMLSerializer serializer("Viewer");
  1636. serializer.Add(data,"Data");
  1637. serializer.Add(options,"Options");
  1638. if (plugin_manager)
  1639. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1640. serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
  1641. serializer.Save(fname.c_str(),true);
  1642. #endif
  1643. return true;
  1644. }
  1645. bool Viewer::load_scene()
  1646. {
  1647. #ifdef ENABLE_XML_SERIALIZATION
  1648. string fname = igl::file_dialog_open();
  1649. if (fname.length() == 0)
  1650. return false;
  1651. ::igl::XMLSerializer serializer("Viewer");
  1652. serializer.Add(data,"Data");
  1653. serializer.Add(options,"Options");
  1654. if (plugin_manager)
  1655. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1656. serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
  1657. serializer.Load(fname.c_str());
  1658. #endif
  1659. return true;
  1660. }
  1661. void Viewer::alignCameraCenter()
  1662. {
  1663. get_scale_and_shift_to_fit_mesh(data.V,options.model_zoom,options.model_translation);
  1664. data.object_scale = (data.V.colwise().maxCoeff() - data.V.colwise().minCoeff()).norm();
  1665. }
  1666. void Viewer::resize(int w, int h)
  1667. {
  1668. width = w;
  1669. height = h;
  1670. viewport = Eigen::Vector4f(0,0,width,height);
  1671. }
  1672. void Viewer::get_scale_and_shift_to_fit_mesh(const Eigen::MatrixXd& vertices,
  1673. float& zoom,
  1674. Eigen::Vector3f& shift)
  1675. {
  1676. if (vertices.rows() == 0)
  1677. return;
  1678. //Compute mesh centroid
  1679. Eigen::RowVector3d centroid = vertices.colwise().sum()/vertices.rows();
  1680. Eigen::RowVector3d min_point = vertices.colwise().minCoeff();
  1681. Eigen::RowVector3d max_point = vertices.colwise().maxCoeff();
  1682. shift = -centroid.cast<float>();
  1683. double x_scale = fabs(max_point[0] - min_point[0]);
  1684. double y_scale = fabs(max_point[1] - min_point[1]);
  1685. double z_scale = fabs(max_point[2] - min_point[2]);
  1686. zoom = 2.0/ std::max(z_scale,std::max(x_scale,y_scale));
  1687. }
  1688. void TW_CALL Viewer::snap_to_canonical_quaternion_cb(void *clientData)
  1689. {
  1690. Eigen::Vector4f snapq = static_cast<Viewer *>(clientData)->options.trackball_angle;
  1691. igl::snap_to_canonical_view_quat<float>(snapq.data(),1,static_cast<Viewer *>(clientData)->options.trackball_angle.data());
  1692. }
  1693. void TW_CALL Viewer::align_camera_center_cb(void *clientData)
  1694. {
  1695. static_cast<Viewer *>(clientData)->alignCameraCenter();
  1696. }
  1697. void TW_CALL Viewer::save_scene_cb(void *clientData)
  1698. {
  1699. static_cast<Viewer *>(clientData)->save_scene();
  1700. }
  1701. void TW_CALL Viewer::load_scene_cb(void *clientData)
  1702. {
  1703. static_cast<Viewer *>(clientData)->load_scene();
  1704. }
  1705. void TW_CALL Viewer::set_invert_normals_cb(const void *param, void *clientData)
  1706. {
  1707. Viewer *viewer = static_cast<Viewer *>(clientData);
  1708. viewer->data.dirty |= Viewer::DIRTY_NORMAL;
  1709. viewer->options.invert_normals = *((bool *) param);
  1710. }
  1711. void TW_CALL Viewer::get_invert_normals_cb(void *param, void *clientData)
  1712. {
  1713. *((bool *) param) = static_cast<Viewer *>(clientData)->options.invert_normals;
  1714. }
  1715. void TW_CALL Viewer::set_face_based_cb(const void *param, void *clientData)
  1716. {
  1717. Viewer *viewer = static_cast<Viewer *>(clientData);
  1718. viewer->data.dirty = Viewer::DIRTY_ALL;
  1719. viewer->options.face_based = *((bool *) param);
  1720. }
  1721. void TW_CALL Viewer::get_face_based_cb(void *param, void *clientData)
  1722. {
  1723. *((bool *) param) = static_cast<Viewer *>(clientData)->options.face_based;
  1724. }
  1725. void TW_CALL Viewer::open_dialog_mesh(void *clientData)
  1726. {
  1727. std::string fname = igl::file_dialog_open();
  1728. if (fname.length() == 0)
  1729. return;
  1730. static_cast<Viewer *>(clientData)->load_mesh_from_file(fname.c_str());
  1731. }
  1732. // Serialization
  1733. void Viewer::Options::InitSerialization()
  1734. {
  1735. #ifdef ENABLE_XML_SERIALIZATION
  1736. xmlSerializer->Add(shininess, "shininess");
  1737. xmlSerializer->Add(background_color, "background_color");
  1738. xmlSerializer->Add(line_color, "line_color");
  1739. xmlSerializer->Add(light_position, "light_position");
  1740. xmlSerializer->Add(trackball_angle, "trackball_angle");
  1741. xmlSerializer->Add(model_zoom, "model_zoom");
  1742. xmlSerializer->Add(model_translation, "model_translation");
  1743. xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
  1744. xmlSerializer->Add(model_translation_uv, "model_translation_uv");
  1745. xmlSerializer->Add(camera_zoom, "camera_zoom");
  1746. xmlSerializer->Add(orthographic, "orthographic");
  1747. xmlSerializer->Add(camera_eye, "camera_eye");
  1748. xmlSerializer->Add(camera_up, "camera_up");
  1749. xmlSerializer->Add(camera_center, "camera_center");
  1750. xmlSerializer->Add(camera_view_angle, "camera_view_angle");
  1751. xmlSerializer->Add(camera_dnear, "camera_dnear");
  1752. xmlSerializer->Add(camera_dfar, "camera_dfar");
  1753. xmlSerializer->Add(show_overlay, "show_overlay");
  1754. xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
  1755. xmlSerializer->Add(show_texture, "show_texture");
  1756. xmlSerializer->Add(show_faces, "show_faces");
  1757. xmlSerializer->Add(show_lines, "show_lines");
  1758. xmlSerializer->Add(show_vertid, "show_vertid");
  1759. xmlSerializer->Add(show_faceid, "show_faceid");
  1760. xmlSerializer->Add(point_size, "point_size");
  1761. xmlSerializer->Add(line_width, "line_width");
  1762. xmlSerializer->Add(invert_normals, "invert_normals");
  1763. xmlSerializer->Add(face_based, "face_based");
  1764. #endif
  1765. }
  1766. void Viewer::Data::InitSerialization()
  1767. {
  1768. #ifdef ENABLE_XML_SERIALIZATION
  1769. xmlSerializer->Add(V,"V");
  1770. xmlSerializer->Add(F,"F");
  1771. xmlSerializer->Add(F_normals,"F_normals");
  1772. xmlSerializer->Add(F_material_ambient,"F_material_ambient");
  1773. xmlSerializer->Add(F_material_diffuse,"F_material_diffuse");
  1774. xmlSerializer->Add(F_material_specular,"F_material_specular");
  1775. xmlSerializer->Add(V_normals,"V_normals");
  1776. xmlSerializer->Add(V_material_ambient,"V_material_ambient");
  1777. xmlSerializer->Add(V_material_diffuse,"V_material_diffuse");
  1778. xmlSerializer->Add(V_material_specular,"V_material_specular");
  1779. xmlSerializer->Add(V_uv,"V_uv");
  1780. xmlSerializer->Add(F_uv,"F_uv");
  1781. xmlSerializer->Add(texture_R,"texture_R");
  1782. xmlSerializer->Add(texture_G,"texture_G");
  1783. xmlSerializer->Add(texture_B,"texture_B");
  1784. xmlSerializer->Add(lines,"lines");
  1785. xmlSerializer->Add(points,"points");
  1786. xmlSerializer->Add(labels_positions,"labels_positions");
  1787. xmlSerializer->Add(labels_strings,"labels_strings");
  1788. #endif
  1789. }
  1790. // Helpers that draws the most common meshes
  1791. void Viewer::draw_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F)
  1792. {
  1793. if (data.V.rows() == 0 && data.F.rows() == 0)
  1794. {
  1795. clear_mesh();
  1796. data.V = V;
  1797. data.F = F;
  1798. compute_normals();
  1799. uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
  1800. Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
  1801. Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
  1802. grid_texture();
  1803. alignCameraCenter();
  1804. }
  1805. else
  1806. {
  1807. if (data.V.rows() == V.rows() && data.F.rows() == F.rows())
  1808. {
  1809. data.V = V;
  1810. data.F = F;
  1811. alignCameraCenter();
  1812. }
  1813. else
  1814. cerr << "ERROR (draw_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
  1815. }
  1816. data.dirty |= DIRTY_FACE | DIRTY_POSITION;
  1817. }
  1818. void Viewer::draw_normals(const Eigen::MatrixXd& N)
  1819. {
  1820. if (N.rows() == data.V.rows())
  1821. {
  1822. options.face_based = false;
  1823. data.V_normals = N;
  1824. }
  1825. else if (N.rows() == data.F.rows())
  1826. {
  1827. options.face_based = true;
  1828. data.F_normals = N;
  1829. }
  1830. else
  1831. cerr << "ERROR (draw_normals): Please provide a normal per face or a normal per vertex.";
  1832. data.dirty |= DIRTY_NORMAL;
  1833. }
  1834. void Viewer::draw_colors(Eigen::MatrixXd C)
  1835. {
  1836. if (C.rows() == 1)
  1837. {
  1838. for (unsigned i=0;i<data.V_material_diffuse.rows();++i)
  1839. data.V_material_diffuse.row(i) = C.row(0);
  1840. for (unsigned i=0;i<data.F_material_diffuse.rows();++i)
  1841. data.F_material_diffuse.row(i) = C.row(0);
  1842. }
  1843. else if (C.rows() == data.V.rows())
  1844. {
  1845. options.face_based = false;
  1846. data.V_material_diffuse = C;
  1847. }
  1848. else if (C.rows() == data.F.rows())
  1849. {
  1850. options.face_based = true;
  1851. data.F_material_diffuse = C;
  1852. }
  1853. else
  1854. cerr << "ERROR (draw_colors): Please provide a single color, or a color per face or per vertex.";
  1855. data.dirty |= DIRTY_DIFFUSE;
  1856. }
  1857. void Viewer::draw_UV(const Eigen::MatrixXd& UV)
  1858. {
  1859. if (UV.rows() == data.V.rows())
  1860. {
  1861. options.face_based = false;
  1862. data.V_uv = UV;
  1863. }
  1864. else
  1865. cerr << "ERROR (draw_UV): Please provide uv per vertex.";
  1866. data.dirty |= DIRTY_UV;
  1867. }
  1868. void Viewer::draw_UV(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  1869. {
  1870. options.face_based = true;
  1871. data.V_uv = UV_V;
  1872. data.F_uv = UV_F;
  1873. data.dirty |= DIRTY_UV;
  1874. }
  1875. void Viewer::draw_texture(
  1876. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& R,
  1877. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& G,
  1878. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& B)
  1879. {
  1880. data.texture_R = R;
  1881. data.texture_G = G;
  1882. data.texture_B = B;
  1883. data.dirty |= DIRTY_TEXTURE;
  1884. }
  1885. void Viewer::launch(string filename)
  1886. {
  1887. GLFWwindow* window;
  1888. glfwSetErrorCallback(glfw_error_callback);
  1889. if (!glfwInit())
  1890. exit(EXIT_FAILURE);
  1891. glfwWindowHint(GLFW_SAMPLES, 16);
  1892. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  1893. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  1894. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  1895. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  1896. window = glfwCreateWindow(1280, 800, "IGL Viewer", NULL, NULL);
  1897. if (!window)
  1898. {
  1899. glfwTerminate();
  1900. exit(EXIT_FAILURE);
  1901. }
  1902. glfwMakeContextCurrent(window);
  1903. int major, minor, rev;
  1904. major = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
  1905. minor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
  1906. rev = glfwGetWindowAttrib(window, GLFW_CONTEXT_REVISION);
  1907. #ifdef DEBUG
  1908. printf("OpenGL version recieved: %d.%d.%d\n", major, minor, rev);
  1909. printf("Supported OpenGL is %s\n", (const char*)glGetString(GL_VERSION));
  1910. printf("Supported GLSL is %s\n", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
  1911. #endif
  1912. glfwSetInputMode(window,GLFW_CURSOR,GLFW_CURSOR_NORMAL);
  1913. // Initialize AntTweakBar
  1914. TwInit(TW_OPENGL_CORE, NULL);
  1915. // // Initialize IGL viewer
  1916. init(&igl_viewer_plugin_manager);
  1917. __viewer = this;
  1918. // Register callbacks
  1919. glfwSetKeyCallback(window, glfw_key_callback);
  1920. glfwSetCursorPosCallback(window,glfw_mouse_move);
  1921. glfwSetWindowSizeCallback(window,glfw_window_size);
  1922. glfwSetMouseButtonCallback(window,glfw_mouse_press);
  1923. glfwSetScrollCallback(window,glfw_mouse_scroll);
  1924. glfwSetCharCallback(window, glfw_char_callback);
  1925. // Handle retina displays (windows and mac)
  1926. int width, height;
  1927. glfwGetFramebufferSize(window, &width, &height);
  1928. int width_window, height_window;
  1929. glfwGetWindowSize(window, &width_window, &height_window);
  1930. highdpi = width/width_window;
  1931. glfw_window_size(window,width_window,height_window);
  1932. init_opengl();
  1933. // Load the mesh passed as input
  1934. if (filename.size() > 0)
  1935. __viewer->load_mesh_from_file(filename.c_str());
  1936. // Rendering loop
  1937. while (!glfwWindowShouldClose(window))
  1938. {
  1939. __viewer->draw();
  1940. glfwSwapBuffers(window);
  1941. //glfwPollEvents();
  1942. glfwWaitEvents();
  1943. }
  1944. __viewer->free_opengl();
  1945. glfwDestroyWindow(window);
  1946. glfwTerminate();
  1947. exit(EXIT_SUCCESS);
  1948. }
  1949. } // end namespace