ViewerCore.cpp 11 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 "gl.h"
  10. #include "../quat_to_mat.h"
  11. #include "../snap_to_fixed_up.h"
  12. #include "../look_at.h"
  13. #include "../frustum.h"
  14. #include "../ortho.h"
  15. #include "../massmatrix.h"
  16. #include "../barycenter.h"
  17. #include "../PI.h"
  18. #include <Eigen/Geometry>
  19. #include <iostream>
  20. IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
  21. const Eigen::MatrixXd& V,
  22. const Eigen::MatrixXi& F)
  23. {
  24. if(V.rows() == 0)
  25. return;
  26. get_scale_and_shift_to_fit_mesh(V,F,camera_base_zoom,camera_base_translation);
  27. // Rather than crash on empty mesh...
  28. if(V.size() > 0)
  29. {
  30. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  31. }
  32. }
  33. IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  34. const Eigen::MatrixXd& V,
  35. const Eigen::MatrixXi& F,
  36. float& zoom,
  37. Eigen::Vector3f& shift)
  38. {
  39. if (V.rows() == 0)
  40. return;
  41. Eigen::MatrixXd BC;
  42. if (F.rows() <= 1)
  43. {
  44. BC = V;
  45. } else
  46. {
  47. igl::barycenter(V,F,BC);
  48. }
  49. return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
  50. }
  51. IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
  52. const Eigen::MatrixXd& V)
  53. {
  54. if(V.rows() == 0)
  55. return;
  56. get_scale_and_shift_to_fit_mesh(V,camera_base_zoom,camera_base_translation);
  57. // Rather than crash on empty mesh...
  58. if(V.size() > 0)
  59. {
  60. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  61. }
  62. }
  63. IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  64. const Eigen::MatrixXd& V,
  65. float& zoom,
  66. Eigen::Vector3f& shift)
  67. {
  68. if (V.rows() == 0)
  69. return;
  70. auto min_point = V.colwise().minCoeff();
  71. auto max_point = V.colwise().maxCoeff();
  72. auto centroid = (0.5*(min_point + max_point)).eval();
  73. shift.setConstant(0);
  74. shift.head(centroid.size()) = -centroid.cast<float>();
  75. zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
  76. }
  77. IGL_INLINE void igl::opengl::ViewerCore::clear_framebuffers()
  78. {
  79. glClearColor(background_color[0],
  80. background_color[1],
  81. background_color[2],
  82. 1.0f);
  83. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  84. }
  85. IGL_INLINE void igl::opengl::ViewerCore::draw(
  86. ViewerData& data,
  87. bool update_matrices)
  88. {
  89. using namespace std;
  90. using namespace Eigen;
  91. if (depth_test)
  92. glEnable(GL_DEPTH_TEST);
  93. else
  94. glDisable(GL_DEPTH_TEST);
  95. glEnable(GL_BLEND);
  96. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  97. /* Bind and potentially refresh mesh/line/point data */
  98. if (data.dirty)
  99. {
  100. data.updateGL(data, data.invert_normals,data.meshgl);
  101. data.dirty = MeshGL::DIRTY_NONE;
  102. }
  103. data.meshgl.bind_mesh();
  104. // Initialize uniform
  105. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  106. if(update_matrices)
  107. {
  108. view = Eigen::Matrix4f::Identity();
  109. proj = Eigen::Matrix4f::Identity();
  110. float width = viewport(2);
  111. float height = viewport(3);
  112. // Set view
  113. look_at( camera_eye, camera_center, camera_up, view);
  114. view = view
  115. * (trackball_angle * Eigen::Scaling(camera_zoom * camera_base_zoom)
  116. * Eigen::Translation3f(camera_translation + camera_base_translation)).matrix();
  117. // Set projection
  118. if (orthographic)
  119. {
  120. float length = (camera_eye - camera_center).norm();
  121. float h = tan(camera_view_angle/360.0 * igl::PI) * (length);
  122. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  123. }
  124. else
  125. {
  126. float fH = tan(camera_view_angle / 360.0 * igl::PI) * camera_dnear;
  127. float fW = fH * (double)width/(double)height;
  128. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  129. }
  130. }
  131. // Send transformations to the GPU
  132. GLint viewi = glGetUniformLocation(data.meshgl.shader_mesh,"view");
  133. GLint proji = glGetUniformLocation(data.meshgl.shader_mesh,"proj");
  134. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  135. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  136. // Light parameters
  137. GLint specular_exponenti = glGetUniformLocation(data.meshgl.shader_mesh,"specular_exponent");
  138. GLint light_position_eyei = glGetUniformLocation(data.meshgl.shader_mesh,"light_position_eye");
  139. GLint lighting_factori = glGetUniformLocation(data.meshgl.shader_mesh,"lighting_factor");
  140. GLint fixed_colori = glGetUniformLocation(data.meshgl.shader_mesh,"fixed_color");
  141. GLint texture_factori = glGetUniformLocation(data.meshgl.shader_mesh,"texture_factor");
  142. glUniform1f(specular_exponenti, data.shininess);
  143. Vector3f rev_light = -1.*light_position;
  144. glUniform3fv(light_position_eyei, 1, rev_light.data());
  145. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  146. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  147. if (data.V.rows()>0)
  148. {
  149. // Render fill
  150. if (data.show_faces)
  151. {
  152. // Texture
  153. glUniform1f(texture_factori, data.show_texture ? 1.0f : 0.0f);
  154. data.meshgl.draw_mesh(true);
  155. glUniform1f(texture_factori, 0.0f);
  156. }
  157. // Render wireframe
  158. if (data.show_lines)
  159. {
  160. glLineWidth(data.line_width);
  161. glUniform4f(fixed_colori,
  162. data.line_color[0],
  163. data.line_color[1],
  164. data.line_color[2], 1.0f);
  165. data.meshgl.draw_mesh(false);
  166. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  167. }
  168. }
  169. if (data.show_overlay)
  170. {
  171. if (data.show_overlay_depth)
  172. glEnable(GL_DEPTH_TEST);
  173. else
  174. glDisable(GL_DEPTH_TEST);
  175. if (data.lines.rows() > 0)
  176. {
  177. data.meshgl.bind_overlay_lines();
  178. viewi = glGetUniformLocation(data.meshgl.shader_overlay_lines,"view");
  179. proji = glGetUniformLocation(data.meshgl.shader_overlay_lines,"proj");
  180. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  181. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  182. // This must be enabled, otherwise glLineWidth has no effect
  183. glEnable(GL_LINE_SMOOTH);
  184. glLineWidth(data.line_width);
  185. data.meshgl.draw_overlay_lines();
  186. }
  187. if (data.points.rows() > 0)
  188. {
  189. data.meshgl.bind_overlay_points();
  190. viewi = glGetUniformLocation(data.meshgl.shader_overlay_points,"view");
  191. proji = glGetUniformLocation(data.meshgl.shader_overlay_points,"proj");
  192. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  193. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  194. glPointSize(data.point_size);
  195. data.meshgl.draw_overlay_points();
  196. }
  197. glEnable(GL_DEPTH_TEST);
  198. }
  199. }
  200. IGL_INLINE void igl::opengl::ViewerCore::draw_buffer(ViewerData& data,
  201. bool update_matrices,
  202. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  203. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  204. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  205. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  206. {
  207. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  208. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  209. unsigned x = R.rows();
  210. unsigned y = R.cols();
  211. // Create frame buffer
  212. GLuint frameBuffer;
  213. glGenFramebuffers(1, &frameBuffer);
  214. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  215. // Create texture to hold color buffer
  216. GLuint texColorBuffer;
  217. glGenTextures(1, &texColorBuffer);
  218. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  219. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  220. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  221. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  222. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  223. // Create Renderbuffer Object to hold depth and stencil buffers
  224. GLuint rboDepthStencil;
  225. glGenRenderbuffers(1, &rboDepthStencil);
  226. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  227. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  228. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  229. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  230. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  231. // Clear the buffer
  232. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  233. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  234. // Save old viewport
  235. Eigen::Vector4f viewport_ori = viewport;
  236. viewport << 0,0,x,y;
  237. // Draw
  238. draw(data,update_matrices);
  239. // Restore viewport
  240. viewport = viewport_ori;
  241. // Copy back in the given Eigen matrices
  242. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  243. glReadPixels
  244. (
  245. 0, 0,
  246. x, y,
  247. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  248. );
  249. int count = 0;
  250. for (unsigned j=0; j<y; ++j)
  251. {
  252. for (unsigned i=0; i<x; ++i)
  253. {
  254. R(i,j) = pixels[count*4+0];
  255. G(i,j) = pixels[count*4+1];
  256. B(i,j) = pixels[count*4+2];
  257. A(i,j) = pixels[count*4+3];
  258. ++count;
  259. }
  260. }
  261. // Clean up
  262. free(pixels);
  263. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  264. glDeleteRenderbuffers(1, &rboDepthStencil);
  265. glDeleteTextures(1, &texColorBuffer);
  266. glDeleteFramebuffers(1, &frameBuffer);
  267. }
  268. IGL_INLINE void igl::opengl::ViewerCore::set_rotation_type(
  269. const igl::opengl::ViewerCore::RotationType & value)
  270. {
  271. using namespace Eigen;
  272. using namespace std;
  273. const RotationType old_rotation_type = rotation_type;
  274. rotation_type = value;
  275. if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
  276. old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
  277. {
  278. snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
  279. }
  280. }
  281. IGL_INLINE igl::opengl::ViewerCore::ViewerCore()
  282. {
  283. // Default colors
  284. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  285. // Default lights settings
  286. light_position << 0.0f, -0.30f, -5.0f;
  287. lighting_factor = 1.0f; //on
  288. // Default trackball
  289. trackball_angle = Eigen::Quaternionf::Identity();
  290. set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
  291. // Camera parameters
  292. camera_base_zoom = 1.0f;
  293. camera_zoom = 1.0f;
  294. orthographic = false;
  295. camera_view_angle = 45.0;
  296. camera_dnear = 1.0;
  297. camera_dfar = 100.0;
  298. camera_base_translation << 0,0,0;
  299. camera_translation << 0,0,0;
  300. camera_eye << 0, 0, 5;
  301. camera_center << 0, 0, 0;
  302. camera_up << 0, 1, 0;
  303. depth_test = true;
  304. is_animating = false;
  305. animation_max_fps = 30.;
  306. viewport.setZero();
  307. }
  308. IGL_INLINE void igl::opengl::ViewerCore::init()
  309. {
  310. }
  311. IGL_INLINE void igl::opengl::ViewerCore::shut()
  312. {
  313. }