ViewerCore.cpp 15 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 <igl/quat_to_mat.h>
  10. #include <igl/look_at.h>
  11. #include <igl/frustum.h>
  12. #include <igl/ortho.h>
  13. #include <igl/massmatrix.h>
  14. #include <igl/barycenter.h>
  15. #include <Eigen/Geometry>
  16. #include <iostream>
  17. #ifdef ENABLE_SERIALIZATION
  18. #include <igl/serialize.h>
  19. namespace igl {
  20. namespace serialization {
  21. IGL_INLINE void serialization(bool s,igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  22. {
  23. SERIALIZE_MEMBER(shininess);
  24. SERIALIZE_MEMBER(background_color);
  25. SERIALIZE_MEMBER(line_color);
  26. SERIALIZE_MEMBER(light_position);
  27. SERIALIZE_MEMBER(lighting_factor);
  28. SERIALIZE_MEMBER(trackball_angle);
  29. SERIALIZE_MEMBER(model_zoom);
  30. SERIALIZE_MEMBER(model_translation);
  31. SERIALIZE_MEMBER(model_zoom_uv);
  32. SERIALIZE_MEMBER(model_translation_uv);
  33. SERIALIZE_MEMBER(object_scale);
  34. SERIALIZE_MEMBER(camera_zoom);
  35. SERIALIZE_MEMBER(orthographic);
  36. SERIALIZE_MEMBER(camera_view_angle);
  37. SERIALIZE_MEMBER(camera_dnear);
  38. SERIALIZE_MEMBER(camera_dfar);
  39. SERIALIZE_MEMBER(camera_eye);
  40. SERIALIZE_MEMBER(camera_center);
  41. SERIALIZE_MEMBER(camera_up);
  42. SERIALIZE_MEMBER(show_faces);
  43. SERIALIZE_MEMBER(show_lines);
  44. SERIALIZE_MEMBER(invert_normals);
  45. SERIALIZE_MEMBER(show_overlay);
  46. SERIALIZE_MEMBER(show_overlay_depth);
  47. SERIALIZE_MEMBER(show_vertid);
  48. SERIALIZE_MEMBER(show_faceid);
  49. SERIALIZE_MEMBER(show_texture);
  50. SERIALIZE_MEMBER(depth_test);
  51. SERIALIZE_MEMBER(point_size);
  52. SERIALIZE_MEMBER(line_width);
  53. SERIALIZE_MEMBER(is_animating);
  54. SERIALIZE_MEMBER(animation_max_fps);
  55. SERIALIZE_MEMBER(viewport);
  56. SERIALIZE_MEMBER(view);
  57. SERIALIZE_MEMBER(model);
  58. SERIALIZE_MEMBER(proj);
  59. }
  60. IGL_INLINE void serialize(const igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  61. {
  62. serialization(true,const_cast<igl::viewer::ViewerCore&>(obj),buffer);
  63. }
  64. IGL_INLINE void deserialize(igl::viewer::ViewerCore& obj,const std::vector<char>& buffer)
  65. {
  66. serialization(false,obj,const_cast<std::vector<char>&>(buffer));
  67. }
  68. }
  69. }
  70. #endif
  71. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  72. const Eigen::MatrixXd& V,
  73. const Eigen::MatrixXi& F)
  74. {
  75. if(V.rows() == 0)
  76. return;
  77. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  78. // Rather than crash on empty mesh...
  79. if(V.size() > 0)
  80. {
  81. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  82. }
  83. }
  84. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  85. const Eigen::MatrixXd& V,
  86. const Eigen::MatrixXi& F,
  87. float& zoom,
  88. Eigen::Vector3f& shift)
  89. {
  90. if (V.rows() == 0)
  91. return;
  92. //Eigen::SparseMatrix<double> M;
  93. //igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
  94. //const auto & MV = M*V;
  95. //Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
  96. Eigen::MatrixXd BC;
  97. igl::barycenter(V,F,BC);
  98. Eigen::RowVector3d min_point = BC.colwise().minCoeff();
  99. Eigen::RowVector3d max_point = BC.colwise().maxCoeff();
  100. Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
  101. shift = -centroid.cast<float>();
  102. double x_scale = fabs(max_point[0] - min_point[0]);
  103. double y_scale = fabs(max_point[1] - min_point[1]);
  104. double z_scale = fabs(max_point[2] - min_point[2]);
  105. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  106. }
  107. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  108. const Eigen::MatrixXd& V)
  109. {
  110. if(V.rows() == 0)
  111. return;
  112. get_scale_and_shift_to_fit_mesh(V,model_zoom,model_translation);
  113. // Rather than crash on empty mesh...
  114. if(V.size() > 0)
  115. {
  116. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  117. }
  118. }
  119. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  120. const Eigen::MatrixXd& V,
  121. float& zoom,
  122. Eigen::Vector3f& shift)
  123. {
  124. if (V.rows() == 0)
  125. return;
  126. //Eigen::SparseMatrix<double> M;
  127. //igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
  128. //const auto & MV = M*V;
  129. //Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
  130. Eigen::RowVector3d min_point = V.colwise().minCoeff();
  131. Eigen::RowVector3d max_point = V.colwise().maxCoeff();
  132. Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
  133. shift = -centroid.cast<float>();
  134. double x_scale = fabs(max_point[0] - min_point[0]);
  135. double y_scale = fabs(max_point[1] - min_point[1]);
  136. double z_scale = fabs(max_point[2] - min_point[2]);
  137. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  138. }
  139. IGL_INLINE void igl::viewer::ViewerCore::clear_framebuffers()
  140. {
  141. glClearColor(background_color[0],
  142. background_color[1],
  143. background_color[2],
  144. 1.0f);
  145. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  146. }
  147. IGL_INLINE void igl::viewer::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl, bool update_matrices)
  148. {
  149. using namespace std;
  150. using namespace Eigen;
  151. if (depth_test)
  152. glEnable(GL_DEPTH_TEST);
  153. else
  154. glDisable(GL_DEPTH_TEST);
  155. /* Bind and potentially refresh mesh/line/point data */
  156. if (data.dirty)
  157. {
  158. opengl.set_data(data, invert_normals);
  159. data.dirty = ViewerData::DIRTY_NONE;
  160. }
  161. opengl.bind_mesh();
  162. // Initialize uniform
  163. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  164. if(update_matrices)
  165. {
  166. model = Eigen::Matrix4f::Identity();
  167. view = Eigen::Matrix4f::Identity();
  168. proj = Eigen::Matrix4f::Identity();
  169. // Set view
  170. look_at( camera_eye, camera_center, camera_up, view);
  171. float width = viewport(2);
  172. float height = viewport(3);
  173. // Set projection
  174. if (orthographic)
  175. {
  176. float length = (camera_eye - camera_center).norm();
  177. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  178. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  179. }
  180. else
  181. {
  182. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  183. float fW = fH * (double)width/(double)height;
  184. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  185. }
  186. // end projection
  187. // Set model transformation
  188. float mat[16];
  189. igl::quat_to_mat(trackball_angle.coeffs().data(), mat);
  190. for (unsigned i=0;i<4;++i)
  191. for (unsigned j=0;j<4;++j)
  192. model(i,j) = mat[i+4*j];
  193. // Why not just use Eigen::Transform<double,3,Projective> for model...?
  194. model.topLeftCorner(3,3)*=camera_zoom;
  195. model.topLeftCorner(3,3)*=model_zoom;
  196. model.col(3).head(3) += model.topLeftCorner(3,3)*model_translation;
  197. }
  198. // Send transformations to the GPU
  199. GLint modeli = opengl.shader_mesh.uniform("model");
  200. GLint viewi = opengl.shader_mesh.uniform("view");
  201. GLint proji = opengl.shader_mesh.uniform("proj");
  202. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  203. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  204. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  205. // Light parameters
  206. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  207. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  208. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  209. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  210. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  211. glUniform1f(specular_exponenti, shininess);
  212. Vector3f rev_light = -1.*light_position;
  213. glUniform3fv(light_position_worldi, 1, rev_light.data());
  214. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  215. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  216. if (data.V.rows()>0)
  217. {
  218. // Render fill
  219. if (show_faces)
  220. {
  221. // Texture
  222. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  223. opengl.draw_mesh(true);
  224. glUniform1f(texture_factori, 0.0f);
  225. }
  226. // Render wireframe
  227. if (show_lines)
  228. {
  229. glLineWidth(line_width);
  230. glUniform4f(fixed_colori, line_color[0], line_color[1],
  231. line_color[2], 1.0f);
  232. opengl.draw_mesh(false);
  233. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  234. }
  235. if (show_vertid)
  236. {
  237. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  238. for (int i=0; i<data.V.rows(); ++i)
  239. textrenderer.DrawText(data.V.row(i),data.V_normals.row(i),to_string(i));
  240. textrenderer.EndDraw();
  241. }
  242. if (show_faceid)
  243. {
  244. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  245. for (int i=0; i<data.F.rows(); ++i)
  246. {
  247. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  248. for (int j=0;j<data.F.cols();++j)
  249. p += data.V.row(data.F(i,j));
  250. p /= data.F.cols();
  251. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  252. }
  253. textrenderer.EndDraw();
  254. }
  255. }
  256. if (show_overlay)
  257. {
  258. if (show_overlay_depth)
  259. glEnable(GL_DEPTH_TEST);
  260. else
  261. glDisable(GL_DEPTH_TEST);
  262. if (data.lines.rows() > 0)
  263. {
  264. opengl.bind_overlay_lines();
  265. modeli = opengl.shader_overlay_lines.uniform("model");
  266. viewi = opengl.shader_overlay_lines.uniform("view");
  267. proji = opengl.shader_overlay_lines.uniform("proj");
  268. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  269. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  270. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  271. // This must be enabled, otherwise glLineWidth has no effect
  272. glEnable(GL_LINE_SMOOTH);
  273. glLineWidth(line_width);
  274. opengl.draw_overlay_lines();
  275. }
  276. if (data.points.rows() > 0)
  277. {
  278. opengl.bind_overlay_points();
  279. modeli = opengl.shader_overlay_points.uniform("model");
  280. viewi = opengl.shader_overlay_points.uniform("view");
  281. proji = opengl.shader_overlay_points.uniform("proj");
  282. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  283. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  284. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  285. glPointSize(point_size);
  286. opengl.draw_overlay_points();
  287. }
  288. if (data.labels_positions.rows() > 0)
  289. {
  290. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  291. for (int i=0; i<data.labels_positions.rows(); ++i)
  292. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  293. data.labels_strings[i]);
  294. textrenderer.EndDraw();
  295. }
  296. glEnable(GL_DEPTH_TEST);
  297. }
  298. }
  299. IGL_INLINE void igl::viewer::ViewerCore::draw_buffer(ViewerData& data,
  300. OpenGL_state& opengl,
  301. bool update_matrices,
  302. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  303. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  304. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  305. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  306. {
  307. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  308. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  309. int x = R.rows();
  310. int y = R.cols();
  311. // Create frame buffer
  312. GLuint frameBuffer;
  313. glGenFramebuffers(1, &frameBuffer);
  314. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  315. // Create texture to hold color buffer
  316. GLuint texColorBuffer;
  317. glGenTextures(1, &texColorBuffer);
  318. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  319. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  320. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  321. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  322. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  323. // Create Renderbuffer Object to hold depth and stencil buffers
  324. GLuint rboDepthStencil;
  325. glGenRenderbuffers(1, &rboDepthStencil);
  326. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  327. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  328. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  329. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  330. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  331. // Clear the buffer
  332. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  333. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  334. // Save old viewport
  335. Eigen::Vector4f viewport_ori = viewport;
  336. viewport << 0,0,x,y;
  337. // Draw
  338. draw(data,opengl,update_matrices);
  339. // Restore viewport
  340. viewport = viewport_ori;
  341. // Copy back in the given Eigen matrices
  342. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  343. glReadPixels
  344. (
  345. 0, 0,
  346. x, y,
  347. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  348. );
  349. int count = 0;
  350. for (unsigned j=0; j<y; ++j)
  351. {
  352. for (unsigned i=0; i<x; ++i)
  353. {
  354. R(i,j) = pixels[count*4+0];
  355. G(i,j) = pixels[count*4+1];
  356. B(i,j) = pixels[count*4+2];
  357. A(i,j) = pixels[count*4+3];
  358. ++count;
  359. }
  360. }
  361. // Clean up
  362. free(pixels);
  363. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  364. glDeleteRenderbuffers(1, &rboDepthStencil);
  365. glDeleteTextures(1, &texColorBuffer);
  366. glDeleteFramebuffers(1, &frameBuffer);
  367. }
  368. IGL_INLINE igl::viewer::ViewerCore::ViewerCore()
  369. {
  370. // Default shininess
  371. shininess = 35.0f;
  372. // Default colors
  373. background_color << 0.3f, 0.3f, 0.5f;
  374. line_color << 0.0f, 0.0f, 0.0f;
  375. // Default lights settings
  376. light_position << 0.0f, -0.30f, -5.0f;
  377. lighting_factor = 1.0f; //on
  378. // Default trackball
  379. trackball_angle = Eigen::Quaternionf::Identity();
  380. // Defalut model viewing parameters
  381. model_zoom = 1.0f;
  382. model_translation << 0,0,0;
  383. // Camera parameters
  384. camera_zoom = 1.0f;
  385. orthographic = false;
  386. camera_view_angle = 45.0;
  387. camera_dnear = 1.0;
  388. camera_dfar = 100.0;
  389. camera_eye << 0, 0, 5;
  390. camera_center << 0, 0, 0;
  391. camera_up << 0, 1, 0;
  392. // Default visualization options
  393. show_faces = true;
  394. show_lines = true;
  395. invert_normals = false;
  396. show_overlay = true;
  397. show_overlay_depth = true;
  398. show_vertid = false;
  399. show_faceid = false;
  400. show_texture = false;
  401. depth_test = true;
  402. // Default point size / line width
  403. point_size = 30;
  404. line_width = 0.5f;
  405. is_animating = false;
  406. animation_max_fps = 30.;
  407. }
  408. IGL_INLINE void igl::viewer::ViewerCore::init()
  409. {
  410. textrenderer.Init();
  411. }
  412. IGL_INLINE void igl::viewer::ViewerCore::shut()
  413. {
  414. textrenderer.Shut();
  415. }