ViewerCore.cpp 14 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/snap_to_fixed_up.h>
  11. #include <igl/look_at.h>
  12. #include <igl/frustum.h>
  13. #include <igl/ortho.h>
  14. #include <igl/massmatrix.h>
  15. #include <igl/barycenter.h>
  16. #include <Eigen/Geometry>
  17. #include <iostream>
  18. #ifdef ENABLE_SERIALIZATION
  19. #include <igl/serialize.h>
  20. namespace igl {
  21. namespace serialization {
  22. IGL_INLINE void serialization(bool s,igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  23. {
  24. SERIALIZE_MEMBER(shininess);
  25. SERIALIZE_MEMBER(background_color);
  26. SERIALIZE_MEMBER(line_color);
  27. SERIALIZE_MEMBER(light_position);
  28. SERIALIZE_MEMBER(lighting_factor);
  29. SERIALIZE_MEMBER(trackball_angle);
  30. SERIALIZE_MEMBER(rotation_type);
  31. SERIALIZE_MEMBER(model_zoom);
  32. SERIALIZE_MEMBER(model_translation);
  33. SERIALIZE_MEMBER(model_zoom_uv);
  34. SERIALIZE_MEMBER(model_translation_uv);
  35. SERIALIZE_MEMBER(camera_zoom);
  36. SERIALIZE_MEMBER(orthographic);
  37. SERIALIZE_MEMBER(camera_view_angle);
  38. SERIALIZE_MEMBER(camera_dnear);
  39. SERIALIZE_MEMBER(camera_dfar);
  40. SERIALIZE_MEMBER(camera_eye);
  41. SERIALIZE_MEMBER(camera_center);
  42. SERIALIZE_MEMBER(camera_up);
  43. SERIALIZE_MEMBER(show_faces);
  44. SERIALIZE_MEMBER(show_lines);
  45. SERIALIZE_MEMBER(invert_normals);
  46. SERIALIZE_MEMBER(show_overlay);
  47. SERIALIZE_MEMBER(show_overlay_depth);
  48. SERIALIZE_MEMBER(show_vertid);
  49. SERIALIZE_MEMBER(show_faceid);
  50. SERIALIZE_MEMBER(show_texture);
  51. SERIALIZE_MEMBER(depth_test);
  52. SERIALIZE_MEMBER(point_size);
  53. SERIALIZE_MEMBER(line_width);
  54. SERIALIZE_MEMBER(is_animating);
  55. SERIALIZE_MEMBER(animation_max_fps);
  56. SERIALIZE_MEMBER(object_scale);
  57. SERIALIZE_MEMBER(viewport);
  58. SERIALIZE_MEMBER(view);
  59. SERIALIZE_MEMBER(model);
  60. SERIALIZE_MEMBER(proj);
  61. }
  62. template<>
  63. IGL_INLINE void serialize(const igl::viewer::ViewerCore& obj,std::vector<char>& buffer)
  64. {
  65. serialization(true,const_cast<igl::viewer::ViewerCore&>(obj),buffer);
  66. }
  67. template<>
  68. IGL_INLINE void deserialize(igl::viewer::ViewerCore& obj,const std::vector<char>& buffer)
  69. {
  70. serialization(false,obj,const_cast<std::vector<char>&>(buffer));
  71. }
  72. }
  73. }
  74. #endif
  75. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  76. const Eigen::MatrixXd& V,
  77. const Eigen::MatrixXi& F)
  78. {
  79. if(V.rows() == 0)
  80. return;
  81. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  82. // Rather than crash on empty mesh...
  83. if(V.size() > 0)
  84. {
  85. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  86. }
  87. }
  88. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  89. const Eigen::MatrixXd& V,
  90. const Eigen::MatrixXi& F,
  91. float& zoom,
  92. Eigen::Vector3f& shift)
  93. {
  94. if (V.rows() == 0)
  95. return;
  96. Eigen::MatrixXd BC;
  97. if (F.rows() <= 1)
  98. {
  99. BC = V;
  100. } else
  101. {
  102. igl::barycenter(V,F,BC);
  103. }
  104. return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
  105. }
  106. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  107. const Eigen::MatrixXd& V)
  108. {
  109. if(V.rows() == 0)
  110. return;
  111. get_scale_and_shift_to_fit_mesh(V,model_zoom,model_translation);
  112. // Rather than crash on empty mesh...
  113. if(V.size() > 0)
  114. {
  115. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  116. }
  117. }
  118. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  119. const Eigen::MatrixXd& V,
  120. float& zoom,
  121. Eigen::Vector3f& shift)
  122. {
  123. if (V.rows() == 0)
  124. return;
  125. auto min_point = V.colwise().minCoeff().eval();
  126. auto max_point = V.colwise().maxCoeff().eval();
  127. auto centroid = 0.5*(min_point + max_point).eval();
  128. shift.setConstant(0);
  129. shift.head(centroid.size())= -centroid.cast<float>();
  130. zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
  131. }
  132. IGL_INLINE void igl::viewer::ViewerCore::clear_framebuffers()
  133. {
  134. glClearColor(background_color[0],
  135. background_color[1],
  136. background_color[2],
  137. 1.0f);
  138. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  139. }
  140. IGL_INLINE void igl::viewer::ViewerCore::draw(
  141. ViewerData& data,
  142. OpenGL_state& opengl,
  143. bool update_matrices)
  144. {
  145. using namespace std;
  146. using namespace Eigen;
  147. if (depth_test)
  148. glEnable(GL_DEPTH_TEST);
  149. else
  150. glDisable(GL_DEPTH_TEST);
  151. glEnable(GL_BLEND);
  152. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  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. if(update_matrices)
  163. {
  164. model = Eigen::Matrix4f::Identity();
  165. view = Eigen::Matrix4f::Identity();
  166. proj = Eigen::Matrix4f::Identity();
  167. // Set view
  168. look_at( camera_eye, camera_center, camera_up, view);
  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. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  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. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  183. }
  184. // end projection
  185. // Set model transformation
  186. float mat[16];
  187. igl::quat_to_mat(trackball_angle.coeffs().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. // Why not just use Eigen::Transform<double,3,Projective> for model...?
  192. model.topLeftCorner(3,3)*=camera_zoom;
  193. model.topLeftCorner(3,3)*=model_zoom;
  194. model.col(3).head(3) += model.topLeftCorner(3,3)*model_translation;
  195. }
  196. // Send transformations to the GPU
  197. GLint modeli = opengl.shader_mesh.uniform("model");
  198. GLint viewi = opengl.shader_mesh.uniform("view");
  199. GLint proji = opengl.shader_mesh.uniform("proj");
  200. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  201. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  202. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  203. // Light parameters
  204. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  205. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  206. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  207. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  208. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  209. glUniform1f(specular_exponenti, shininess);
  210. Vector3f rev_light = -1.*light_position;
  211. glUniform3fv(light_position_worldi, 1, rev_light.data());
  212. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  213. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  214. if (data.V.rows()>0)
  215. {
  216. // Render fill
  217. if (show_faces)
  218. {
  219. // Texture
  220. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  221. opengl.draw_mesh(true);
  222. glUniform1f(texture_factori, 0.0f);
  223. }
  224. // Render wireframe
  225. if (show_lines)
  226. {
  227. glLineWidth(line_width);
  228. glUniform4f(fixed_colori, line_color[0], line_color[1],
  229. line_color[2], 1.0f);
  230. opengl.draw_mesh(false);
  231. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  232. }
  233. #ifdef IGL_VIEWER_WITH_NANOGUI
  234. if (show_vertid)
  235. {
  236. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  237. for (int i=0; i<data.V.rows(); ++i)
  238. textrenderer.DrawText(data.V.row(i),data.V_normals.row(i),to_string(i));
  239. textrenderer.EndDraw();
  240. }
  241. if (show_faceid)
  242. {
  243. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  244. for (int i=0; i<data.F.rows(); ++i)
  245. {
  246. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  247. for (int j=0;j<data.F.cols();++j)
  248. p += data.V.row(data.F(i,j));
  249. p /= data.F.cols();
  250. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  251. }
  252. textrenderer.EndDraw();
  253. }
  254. #endif
  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. #ifdef IGL_VIEWER_WITH_NANOGUI
  289. if (data.labels_positions.rows() > 0)
  290. {
  291. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  292. for (int i=0; i<data.labels_positions.rows(); ++i)
  293. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  294. data.labels_strings[i]);
  295. textrenderer.EndDraw();
  296. }
  297. #endif
  298. glEnable(GL_DEPTH_TEST);
  299. }
  300. }
  301. IGL_INLINE void igl::viewer::ViewerCore::draw_buffer(ViewerData& data,
  302. OpenGL_state& opengl,
  303. bool update_matrices,
  304. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  305. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  306. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  307. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  308. {
  309. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  310. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  311. unsigned x = R.rows();
  312. unsigned y = R.cols();
  313. // Create frame buffer
  314. GLuint frameBuffer;
  315. glGenFramebuffers(1, &frameBuffer);
  316. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  317. // Create texture to hold color buffer
  318. GLuint texColorBuffer;
  319. glGenTextures(1, &texColorBuffer);
  320. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  321. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  322. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  323. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  324. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  325. // Create Renderbuffer Object to hold depth and stencil buffers
  326. GLuint rboDepthStencil;
  327. glGenRenderbuffers(1, &rboDepthStencil);
  328. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  329. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  330. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  331. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  332. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  333. // Clear the buffer
  334. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  335. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  336. // Save old viewport
  337. Eigen::Vector4f viewport_ori = viewport;
  338. viewport << 0,0,x,y;
  339. // Draw
  340. draw(data,opengl,update_matrices);
  341. // Restore viewport
  342. viewport = viewport_ori;
  343. // Copy back in the given Eigen matrices
  344. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  345. glReadPixels
  346. (
  347. 0, 0,
  348. x, y,
  349. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  350. );
  351. int count = 0;
  352. for (unsigned j=0; j<y; ++j)
  353. {
  354. for (unsigned i=0; i<x; ++i)
  355. {
  356. R(i,j) = pixels[count*4+0];
  357. G(i,j) = pixels[count*4+1];
  358. B(i,j) = pixels[count*4+2];
  359. A(i,j) = pixels[count*4+3];
  360. ++count;
  361. }
  362. }
  363. // Clean up
  364. free(pixels);
  365. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  366. glDeleteRenderbuffers(1, &rboDepthStencil);
  367. glDeleteTextures(1, &texColorBuffer);
  368. glDeleteFramebuffers(1, &frameBuffer);
  369. }
  370. IGL_INLINE void igl::viewer::ViewerCore::set_rotation_type(
  371. const igl::viewer::ViewerCore::RotationType & value)
  372. {
  373. using namespace Eigen;
  374. using namespace std;
  375. const RotationType old_rotation_type = rotation_type;
  376. rotation_type = value;
  377. if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
  378. old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
  379. {
  380. snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
  381. }
  382. }
  383. IGL_INLINE igl::viewer::ViewerCore::ViewerCore()
  384. {
  385. // Default shininess
  386. shininess = 35.0f;
  387. // Default colors
  388. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  389. line_color << 0.0f, 0.0f, 0.0f, 1.0f;
  390. // Default lights settings
  391. light_position << 0.0f, -0.30f, -5.0f;
  392. lighting_factor = 1.0f; //on
  393. // Default trackball
  394. trackball_angle = Eigen::Quaternionf::Identity();
  395. set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
  396. // Defalut model viewing parameters
  397. model_zoom = 1.0f;
  398. model_translation << 0,0,0;
  399. // Camera parameters
  400. camera_zoom = 1.0f;
  401. orthographic = false;
  402. camera_view_angle = 45.0;
  403. camera_dnear = 1.0;
  404. camera_dfar = 100.0;
  405. camera_eye << 0, 0, 5;
  406. camera_center << 0, 0, 0;
  407. camera_up << 0, 1, 0;
  408. // Default visualization options
  409. show_faces = true;
  410. show_lines = true;
  411. invert_normals = false;
  412. show_overlay = true;
  413. show_overlay_depth = true;
  414. show_vertid = false;
  415. show_faceid = false;
  416. show_texture = false;
  417. depth_test = true;
  418. // Default point size / line width
  419. point_size = 30;
  420. line_width = 0.5f;
  421. is_animating = false;
  422. animation_max_fps = 30.;
  423. }
  424. IGL_INLINE void igl::viewer::ViewerCore::init()
  425. {
  426. #ifdef IGL_VIEWER_WITH_NANOGUI
  427. textrenderer.Init();
  428. #endif
  429. }
  430. IGL_INLINE void igl::viewer::ViewerCore::shut()
  431. {
  432. #ifdef IGL_VIEWER_WITH_NANOGUI
  433. textrenderer.Shut();
  434. #endif
  435. }