ViewerCore.cpp 12 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "ViewerCore.h"
  9. #include <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. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  19. const Eigen::MatrixXd& V,
  20. const Eigen::MatrixXi& F)
  21. {
  22. if(V.rows() == 0)
  23. return;
  24. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  25. // Rather than crash on empty mesh...
  26. if(V.size() > 0)
  27. {
  28. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  29. }
  30. }
  31. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  32. const Eigen::MatrixXd& V,
  33. const Eigen::MatrixXi& F,
  34. float& zoom,
  35. Eigen::Vector3f& shift)
  36. {
  37. if (V.rows() == 0)
  38. return;
  39. Eigen::MatrixXd BC;
  40. if (F.rows() <= 1)
  41. {
  42. BC = V;
  43. } else
  44. {
  45. igl::barycenter(V,F,BC);
  46. }
  47. return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
  48. }
  49. IGL_INLINE void igl::viewer::ViewerCore::align_camera_center(
  50. const Eigen::MatrixXd& V)
  51. {
  52. if(V.rows() == 0)
  53. return;
  54. get_scale_and_shift_to_fit_mesh(V,model_zoom,model_translation);
  55. // Rather than crash on empty mesh...
  56. if(V.size() > 0)
  57. {
  58. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  59. }
  60. }
  61. IGL_INLINE void igl::viewer::ViewerCore::get_scale_and_shift_to_fit_mesh(
  62. const Eigen::MatrixXd& V,
  63. float& zoom,
  64. Eigen::Vector3f& shift)
  65. {
  66. if (V.rows() == 0)
  67. return;
  68. auto min_point = V.colwise().minCoeff().eval();
  69. auto max_point = V.colwise().maxCoeff().eval();
  70. auto centroid = 0.5*(min_point + max_point).eval();
  71. shift.setConstant(0);
  72. shift.head(centroid.size())= -centroid.cast<float>();
  73. zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
  74. }
  75. IGL_INLINE void igl::viewer::ViewerCore::clear_framebuffers()
  76. {
  77. glClearColor(background_color[0],
  78. background_color[1],
  79. background_color[2],
  80. 1.0f);
  81. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  82. }
  83. IGL_INLINE void igl::viewer::ViewerCore::draw(
  84. ViewerData& data,
  85. OpenGL_state& opengl,
  86. bool update_matrices)
  87. {
  88. using namespace std;
  89. using namespace Eigen;
  90. if (depth_test)
  91. glEnable(GL_DEPTH_TEST);
  92. else
  93. glDisable(GL_DEPTH_TEST);
  94. /* Bind and potentially refresh mesh/line/point data */
  95. if (data.dirty)
  96. {
  97. opengl.set_data(data, invert_normals);
  98. data.dirty = ViewerData::DIRTY_NONE;
  99. }
  100. opengl.bind_mesh();
  101. // Initialize uniform
  102. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  103. if(update_matrices)
  104. {
  105. model = Eigen::Matrix4f::Identity();
  106. view = Eigen::Matrix4f::Identity();
  107. proj = Eigen::Matrix4f::Identity();
  108. // Set view
  109. look_at( camera_eye, camera_center, camera_up, view);
  110. float width = viewport(2);
  111. float height = viewport(3);
  112. // Set projection
  113. if (orthographic)
  114. {
  115. float length = (camera_eye - camera_center).norm();
  116. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  117. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  118. }
  119. else
  120. {
  121. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  122. float fW = fH * (double)width/(double)height;
  123. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  124. }
  125. // end projection
  126. // Set model transformation
  127. float mat[16];
  128. igl::quat_to_mat(trackball_angle.coeffs().data(), mat);
  129. for (unsigned i=0;i<4;++i)
  130. for (unsigned j=0;j<4;++j)
  131. model(i,j) = mat[i+4*j];
  132. // Why not just use Eigen::Transform<double,3,Projective> for model...?
  133. model.topLeftCorner(3,3)*=camera_zoom;
  134. model.topLeftCorner(3,3)*=model_zoom;
  135. model.col(3).head(3) += model.topLeftCorner(3,3)*model_translation;
  136. }
  137. // Send transformations to the GPU
  138. GLint modeli = opengl.shader_mesh.uniform("model");
  139. GLint viewi = opengl.shader_mesh.uniform("view");
  140. GLint proji = opengl.shader_mesh.uniform("proj");
  141. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  142. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  143. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  144. // Light parameters
  145. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  146. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  147. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  148. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  149. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  150. glUniform1f(specular_exponenti, shininess);
  151. Vector3f rev_light = -1.*light_position;
  152. glUniform3fv(light_position_worldi, 1, rev_light.data());
  153. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  154. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  155. if (data.V.rows()>0)
  156. {
  157. // Render fill
  158. if (show_faces)
  159. {
  160. // Texture
  161. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  162. opengl.draw_mesh(true);
  163. glUniform1f(texture_factori, 0.0f);
  164. }
  165. // Render wireframe
  166. if (show_lines)
  167. {
  168. glLineWidth(line_width);
  169. glUniform4f(fixed_colori, line_color[0], line_color[1],
  170. line_color[2], 1.0f);
  171. opengl.draw_mesh(false);
  172. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  173. }
  174. #ifdef IGL_VIEWER_WITH_NANOGUI
  175. if (show_vertid)
  176. {
  177. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  178. for (int i=0; i<data.V.rows(); ++i)
  179. textrenderer.DrawText(data.V.row(i),data.V_normals.row(i),to_string(i));
  180. textrenderer.EndDraw();
  181. }
  182. if (show_faceid)
  183. {
  184. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  185. for (int i=0; i<data.F.rows(); ++i)
  186. {
  187. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  188. for (int j=0;j<data.F.cols();++j)
  189. p += data.V.row(data.F(i,j));
  190. p /= data.F.cols();
  191. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  192. }
  193. textrenderer.EndDraw();
  194. }
  195. #endif
  196. }
  197. if (show_overlay)
  198. {
  199. if (show_overlay_depth)
  200. glEnable(GL_DEPTH_TEST);
  201. else
  202. glDisable(GL_DEPTH_TEST);
  203. if (data.lines.rows() > 0)
  204. {
  205. opengl.bind_overlay_lines();
  206. modeli = opengl.shader_overlay_lines.uniform("model");
  207. viewi = opengl.shader_overlay_lines.uniform("view");
  208. proji = opengl.shader_overlay_lines.uniform("proj");
  209. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  210. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  211. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  212. // This must be enabled, otherwise glLineWidth has no effect
  213. glEnable(GL_LINE_SMOOTH);
  214. glLineWidth(line_width);
  215. opengl.draw_overlay_lines();
  216. }
  217. if (data.points.rows() > 0)
  218. {
  219. opengl.bind_overlay_points();
  220. modeli = opengl.shader_overlay_points.uniform("model");
  221. viewi = opengl.shader_overlay_points.uniform("view");
  222. proji = opengl.shader_overlay_points.uniform("proj");
  223. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  224. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  225. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  226. glPointSize(point_size);
  227. opengl.draw_overlay_points();
  228. }
  229. #ifdef IGL_VIEWER_WITH_NANOGUI
  230. if (data.labels_positions.rows() > 0)
  231. {
  232. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  233. for (int i=0; i<data.labels_positions.rows(); ++i)
  234. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  235. data.labels_strings[i]);
  236. textrenderer.EndDraw();
  237. }
  238. #endif
  239. glEnable(GL_DEPTH_TEST);
  240. }
  241. }
  242. IGL_INLINE void igl::viewer::ViewerCore::draw_buffer(ViewerData& data,
  243. OpenGL_state& opengl,
  244. bool update_matrices,
  245. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  246. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  247. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  248. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  249. {
  250. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  251. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  252. unsigned x = R.rows();
  253. unsigned y = R.cols();
  254. // Create frame buffer
  255. GLuint frameBuffer;
  256. glGenFramebuffers(1, &frameBuffer);
  257. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  258. // Create texture to hold color buffer
  259. GLuint texColorBuffer;
  260. glGenTextures(1, &texColorBuffer);
  261. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  262. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  263. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  264. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  265. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  266. // Create Renderbuffer Object to hold depth and stencil buffers
  267. GLuint rboDepthStencil;
  268. glGenRenderbuffers(1, &rboDepthStencil);
  269. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  270. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  271. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  272. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  273. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  274. // Clear the buffer
  275. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  276. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  277. // Save old viewport
  278. Eigen::Vector4f viewport_ori = viewport;
  279. viewport << 0,0,x,y;
  280. // Draw
  281. draw(data,opengl,update_matrices);
  282. // Restore viewport
  283. viewport = viewport_ori;
  284. // Copy back in the given Eigen matrices
  285. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  286. glReadPixels
  287. (
  288. 0, 0,
  289. x, y,
  290. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  291. );
  292. int count = 0;
  293. for (unsigned j=0; j<y; ++j)
  294. {
  295. for (unsigned i=0; i<x; ++i)
  296. {
  297. R(i,j) = pixels[count*4+0];
  298. G(i,j) = pixels[count*4+1];
  299. B(i,j) = pixels[count*4+2];
  300. A(i,j) = pixels[count*4+3];
  301. ++count;
  302. }
  303. }
  304. // Clean up
  305. free(pixels);
  306. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  307. glDeleteRenderbuffers(1, &rboDepthStencil);
  308. glDeleteTextures(1, &texColorBuffer);
  309. glDeleteFramebuffers(1, &frameBuffer);
  310. }
  311. IGL_INLINE void igl::viewer::ViewerCore::set_rotation_type(
  312. const igl::viewer::ViewerCore::RotationType & value)
  313. {
  314. using namespace Eigen;
  315. using namespace std;
  316. const RotationType old_rotation_type = rotation_type;
  317. rotation_type = value;
  318. if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
  319. old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
  320. {
  321. snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
  322. }
  323. }
  324. IGL_INLINE igl::viewer::ViewerCore::ViewerCore()
  325. {
  326. // Default shininess
  327. shininess = 35.0f;
  328. // Default colors
  329. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  330. line_color << 0.0f, 0.0f, 0.0f, 1.0f;
  331. // Default lights settings
  332. light_position << 0.0f, -0.30f, -5.0f;
  333. lighting_factor = 1.0f; //on
  334. // Default trackball
  335. trackball_angle = Eigen::Quaternionf::Identity();
  336. set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
  337. // Defalut model viewing parameters
  338. model_zoom = 1.0f;
  339. model_translation << 0,0,0;
  340. // Camera parameters
  341. camera_zoom = 1.0f;
  342. orthographic = false;
  343. camera_view_angle = 45.0;
  344. camera_dnear = 1.0;
  345. camera_dfar = 100.0;
  346. camera_eye << 0, 0, 5;
  347. camera_center << 0, 0, 0;
  348. camera_up << 0, 1, 0;
  349. // Default visualization options
  350. show_faces = true;
  351. show_lines = true;
  352. invert_normals = false;
  353. show_overlay = true;
  354. show_overlay_depth = true;
  355. show_vertid = false;
  356. show_faceid = false;
  357. show_texture = false;
  358. depth_test = true;
  359. // Default point size / line width
  360. point_size = 30;
  361. line_width = 0.5f;
  362. is_animating = false;
  363. animation_max_fps = 30.;
  364. }
  365. IGL_INLINE void igl::viewer::ViewerCore::init()
  366. {
  367. #ifdef IGL_VIEWER_WITH_NANOGUI
  368. textrenderer.Init();
  369. #endif
  370. }
  371. IGL_INLINE void igl::viewer::ViewerCore::shut()
  372. {
  373. #ifdef IGL_VIEWER_WITH_NANOGUI
  374. textrenderer.Shut();
  375. #endif
  376. }