Viewer.cpp 74 KB

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  1. #include "Viewer.h"
  2. #ifdef _WIN32
  3. # include <windows.h>
  4. # undef max
  5. # undef min
  6. # include <GL/glew.h>
  7. #endif
  8. #ifdef __APPLE__
  9. # include <OpenGL/gl3.h>
  10. # define __gl_h_ /* Prevent inclusion of the old gl.h */
  11. #else
  12. # ifdef _WIN32
  13. # include <windows.h>
  14. # endif
  15. # include <GL/gl.h>
  16. #endif
  17. #include <Eigen/LU>
  18. #define GLFW_INCLUDE_GLU
  19. #include <GLFW/glfw3.h>
  20. #include <cmath>
  21. #include <cstdio>
  22. #include <sstream>
  23. #include <iomanip>
  24. #include <iostream>
  25. #include <fstream>
  26. #include <algorithm>
  27. //OK NV
  28. Eigen::Vector3f project(const Eigen::Vector3f& obj,
  29. const Eigen::Matrix4f& model,
  30. const Eigen::Matrix4f& proj,
  31. const Eigen::Vector4f& viewport)
  32. {
  33. Eigen::Vector4f tmp;
  34. tmp << obj,1;
  35. tmp = model * tmp;
  36. tmp = proj * tmp;
  37. tmp = tmp.array() / tmp(3);
  38. tmp = tmp.array() * 0.5f + 0.5f;
  39. tmp(0) = tmp(0) * viewport(2) + viewport(0);
  40. tmp(1) = tmp(1) * viewport(3) + viewport(1);
  41. return tmp.head(3);
  42. }
  43. Eigen::Vector3f unproject(const Eigen::Vector3f& win,
  44. const Eigen::Matrix4f& model,
  45. const Eigen::Matrix4f& proj,
  46. const Eigen::Vector4f& viewport)
  47. {
  48. Eigen::Matrix4f Inverse = (proj * model).inverse();
  49. Eigen::Vector4f tmp;
  50. tmp << win, 1;
  51. tmp(0) = (tmp(0) - viewport(0)) / viewport(2);
  52. tmp(1) = (tmp(1) - viewport(1)) / viewport(3);
  53. tmp = tmp.array() * 2.0f - 1.0f;
  54. Eigen::Vector4f obj = Inverse * tmp;
  55. obj /= obj(3);
  56. return obj.head(3);
  57. }
  58. Eigen::Matrix4f lookAt (
  59. const Eigen::Vector3f& eye,
  60. const Eigen::Vector3f& center,
  61. const Eigen::Vector3f& up)
  62. {
  63. Eigen::Vector3f f = (center - eye).normalized();
  64. Eigen::Vector3f s = f.cross(up).normalized();
  65. Eigen::Vector3f u = s.cross(f);
  66. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  67. Result(0,0) = s(0);
  68. Result(0,1) = s(1);
  69. Result(0,2) = s(2);
  70. Result(1,0) = u(0);
  71. Result(1,1) = u(1);
  72. Result(1,2) = u(2);
  73. Result(2,0) =-f(0);
  74. Result(2,1) =-f(1);
  75. Result(2,2) =-f(2);
  76. Result(0,3) =-s.transpose() * eye;
  77. Result(1,3) =-u.transpose() * eye;
  78. Result(2,3) = f.transpose() * eye;
  79. return Result;
  80. }
  81. Eigen::Matrix4f ortho (
  82. const float left,
  83. const float right,
  84. const float bottom,
  85. const float top,
  86. const float zNear,
  87. const float zFar
  88. )
  89. {
  90. Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
  91. Result(0,0) = 2.0f / (right - left);
  92. Result(1,1) = 2.0f / (top - bottom);
  93. Result(2,2) = - 2.0f / (zFar - zNear);
  94. Result(0,3) = - (right + left) / (right - left);
  95. Result(1,3) = - (top + bottom) / (top - bottom);
  96. Result(2,3) = - (zFar + zNear) / (zFar - zNear);
  97. return Result;
  98. }
  99. Eigen::Matrix4f frustum (
  100. const float left,
  101. const float right,
  102. const float bottom,
  103. const float top,
  104. const float nearVal,
  105. const float farVal)
  106. {
  107. Eigen::Matrix4f Result = Eigen::Matrix4f::Zero();
  108. Result(0,0) = (2.0f * nearVal) / (right - left);
  109. Result(1,1) = (2.0f * nearVal) / (top - bottom);
  110. Result(0,2) = (right + left) / (right - left);
  111. Result(1,2) = (top + bottom) / (top - bottom);
  112. Result(2,2) = -(farVal + nearVal) / (farVal - nearVal);
  113. Result(3,2) = -1.0f;
  114. Result(2,3) = -(2.0f * farVal * nearVal) / (farVal - nearVal);
  115. return Result;
  116. }
  117. Eigen::Matrix4f scale (const Eigen::Matrix4f& m,
  118. const Eigen::Vector3f& v)
  119. {
  120. Eigen::Matrix4f Result;
  121. Result.col(0) = m.col(0).array() * v(0);
  122. Result.col(1) = m.col(1).array() * v(1);
  123. Result.col(2) = m.col(2).array() * v(2);
  124. Result.col(3) = m.col(3);
  125. return Result;
  126. }
  127. Eigen::Matrix4f translate(
  128. const Eigen::Matrix4f& m,
  129. const Eigen::Vector3f& v)
  130. {
  131. Eigen::Matrix4f Result = m;
  132. 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();
  133. return Result;
  134. }
  135. #include <limits>
  136. #include <cassert>
  137. #ifdef ENABLE_XML_SERIALIZATION
  138. #include "igl/xml/XMLSerializer.h"
  139. #endif
  140. #include <igl/readOBJ.h>
  141. #include <igl/readOFF.h>
  142. #include <igl/per_face_normals.h>
  143. #include <igl/per_vertex_normals.h>
  144. #include <igl/per_corner_normals.h>
  145. #include <igl/vf.h>
  146. #include <igl/adjacency_list.h>
  147. #include <igl/writeOBJ.h>
  148. #include <igl/writeOFF.h>
  149. #include <igl/massmatrix.h>
  150. #include <igl/file_dialog_open.h>
  151. #include <igl/file_dialog_save.h>
  152. #include <igl/quat_to_mat.h>
  153. #include <igl/quat_mult.h>
  154. #include <igl/axis_angle_to_quat.h>
  155. #include <igl/trackball.h>
  156. #include <igl/snap_to_canonical_view_quat.h>
  157. #include <TwOpenGLCore.h>
  158. // Plugin manager (exported to other compilation units)
  159. igl::Plugin_manager igl_viewer_plugin_manager;
  160. // Internal global variables used for glfw event handling
  161. static igl::Viewer * __viewer;
  162. static double highdpi = 1;
  163. static double scroll_x = 0;
  164. static double scroll_y = 0;
  165. /* This class extends the font rendering code in AntTweakBar
  166. so that it can be used to render text at arbitrary 3D positions */
  167. class TextRenderer : public CTwGraphOpenGLCore {
  168. public:
  169. TextRenderer() : m_shaderHandleBackup(0) { }
  170. virtual int Init()
  171. {
  172. int retval = CTwGraphOpenGLCore::Init();
  173. if (retval == 1)
  174. {
  175. std::string vertexShader =
  176. "#version 150\n"
  177. "uniform vec2 offset;"
  178. "uniform vec2 wndSize;"
  179. "uniform vec4 color;"
  180. "uniform float depth;"
  181. "in vec2 vertex;"
  182. "in vec2 uv;"
  183. "out vec4 fcolor;"
  184. "out vec2 fuv;"
  185. "void main() {"
  186. " gl_Position = vec4(2.0*(vertex.x+offset.x-0.5)/wndSize.x - 1.0,"
  187. " 1.0 - 2.0*(vertex.y+offset.y-0.5)/wndSize.y,"
  188. " depth, 1);"
  189. " fuv = uv;"
  190. " fcolor = color;"
  191. "}";
  192. std::string fragmentShader =
  193. "#version 150\n"
  194. "uniform sampler2D tex;"
  195. "in vec2 fuv;"
  196. "in vec4 fcolor;"
  197. "out vec4 outColor;"
  198. "void main() { outColor.rgb = fcolor.bgr; outColor.a = fcolor.a * texture(tex, fuv).r; }";
  199. if (!m_shader.init(vertexShader, fragmentShader, "outColor"))
  200. return 0;
  201. /* Adjust location bindings */
  202. glBindAttribLocation(m_shader.program_shader, 0, "vertex");
  203. glBindAttribLocation(m_shader.program_shader, 1, "uv");
  204. glBindAttribLocation(m_shader.program_shader, 2, "color");
  205. glLinkProgram(m_shader.program_shader);
  206. m_shaderHandleBackup = m_TriTexUniProgram;
  207. m_TriTexUniProgram = m_shader.program_shader;
  208. m_TriTexUniLocationOffset = m_shader.uniform("offset");
  209. m_TriTexUniLocationWndSize = m_shader.uniform("wndSize");
  210. m_TriTexUniLocationColor = m_shader.uniform("color");
  211. m_TriTexUniLocationTexture = m_shader.uniform("tex");
  212. m_TriTexUniLocationDepth = m_shader.uniform("depth");
  213. }
  214. return retval;
  215. }
  216. virtual int Shut()
  217. {
  218. for (auto kv : m_textObjects)
  219. DeleteTextObj(kv.second);
  220. m_shader.free();
  221. m_TriTexUniProgram = m_shaderHandleBackup;
  222. return CTwGraphOpenGLCore::Shut();
  223. }
  224. void BeginDraw(const Eigen::Matrix4f &view, const Eigen::Matrix4f &proj,
  225. const Eigen::Vector4f &_viewport, float _object_scale)
  226. {
  227. viewport = _viewport;
  228. proj_matrix = proj;
  229. view_matrix = view;
  230. CTwGraphOpenGLCore::BeginDraw(viewport[2], viewport[3]);
  231. glEnable(GL_DEPTH_TEST);
  232. glDepthMask(GL_FALSE);
  233. object_scale = _object_scale;
  234. }
  235. void EndDraw()
  236. {
  237. /* Limit the number of cached text objects */
  238. for (auto it = m_textObjects.cbegin(); it != m_textObjects.cend(); )
  239. {
  240. if (m_textObjects.size() < 1000000)
  241. break;
  242. DeleteTextObj(it->second);
  243. m_textObjects.erase(it++);
  244. }
  245. glDepthMask(GL_TRUE);
  246. CTwGraphOpenGLCore::EndDraw();
  247. }
  248. void DrawText(Eigen::Vector3d pos, Eigen::Vector3d normal, const std::string &text)
  249. {
  250. pos += normal * 0.005f * object_scale;
  251. Eigen::Vector3f coord = project(Eigen::Vector3f(pos(0), pos(1), pos(2)),
  252. view_matrix, proj_matrix, viewport);
  253. auto it = m_textObjects.find(text);
  254. void *text_obj = nullptr;
  255. if (it == m_textObjects.end())
  256. {
  257. text_obj = NewTextObj();
  258. BuildText(text_obj, &text, NULL, NULL, 1, g_DefaultNormalFont, 0, 0);
  259. m_textObjects[text] = text_obj;
  260. } else {
  261. text_obj = it->second;
  262. }
  263. m_shader.bind();
  264. glUniform1f(m_TriTexUniLocationDepth, 2*(coord(2)-0.5f));
  265. CTwGraphOpenGLCore::DrawText(text_obj, coord[0], viewport[3] - coord[1], COLOR32_BLUE, 0);
  266. }
  267. protected:
  268. igl::Viewer::OpenGL_shader m_shader;
  269. std::map<std::string, void *> m_textObjects;
  270. GLuint m_shaderHandleBackup;
  271. GLuint m_TriTexUniLocationDepth;
  272. Eigen::Matrix4f view_matrix, proj_matrix;
  273. Eigen::Vector4f viewport;
  274. float object_scale;
  275. };
  276. static TextRenderer __font_renderer;
  277. static void glfw_mouse_press(GLFWwindow* window, int button, int action, int modifier)
  278. {
  279. bool tw_used = TwEventMouseButtonGLFW(button, action);
  280. igl::Viewer::MouseButton mb;
  281. if (button == GLFW_MOUSE_BUTTON_1)
  282. mb = igl::Viewer::IGL_LEFT;
  283. else if (button == GLFW_MOUSE_BUTTON_2)
  284. mb = igl::Viewer::IGL_RIGHT;
  285. else //if (button == GLFW_MOUSE_BUTTON_3)
  286. mb = igl::Viewer::IGL_MIDDLE;
  287. if (action == GLFW_PRESS)
  288. {
  289. if(!tw_used)
  290. {
  291. __viewer->mouse_down(mb,modifier);
  292. }
  293. } else
  294. {
  295. // Always call mouse_up on up
  296. __viewer->mouse_up(mb,modifier);
  297. }
  298. }
  299. static void glfw_error_callback(int error, const char* description)
  300. {
  301. fputs(description, stderr);
  302. }
  303. int global_KMod = 0;
  304. int TwEventKeyGLFW3(int glfwKey, int glfwAction)
  305. {
  306. int handled = 0;
  307. // Register of modifiers state
  308. if (glfwAction==GLFW_PRESS)
  309. {
  310. switch (glfwKey)
  311. {
  312. case GLFW_KEY_LEFT_SHIFT:
  313. case GLFW_KEY_RIGHT_SHIFT:
  314. global_KMod |= TW_KMOD_SHIFT;
  315. break;
  316. case GLFW_KEY_LEFT_CONTROL:
  317. case GLFW_KEY_RIGHT_CONTROL:
  318. global_KMod |= TW_KMOD_CTRL;
  319. break;
  320. case GLFW_KEY_LEFT_ALT:
  321. case GLFW_KEY_RIGHT_ALT:
  322. global_KMod |= TW_KMOD_ALT;
  323. break;
  324. }
  325. }
  326. else
  327. {
  328. switch (glfwKey)
  329. {
  330. case GLFW_KEY_LEFT_SHIFT:
  331. case GLFW_KEY_RIGHT_SHIFT:
  332. global_KMod &= ~TW_KMOD_SHIFT;
  333. break;
  334. case GLFW_KEY_LEFT_CONTROL:
  335. case GLFW_KEY_RIGHT_CONTROL:
  336. global_KMod &= ~TW_KMOD_CTRL;
  337. break;
  338. case GLFW_KEY_LEFT_ALT:
  339. case GLFW_KEY_RIGHT_ALT:
  340. global_KMod &= ~TW_KMOD_ALT;
  341. break;
  342. }
  343. }
  344. // Process key pressed
  345. if (glfwAction==GLFW_PRESS)
  346. {
  347. int mod = global_KMod;
  348. int testkp = ((mod&TW_KMOD_CTRL) || (mod&TW_KMOD_ALT)) ? 1 : 0;
  349. if ((mod&TW_KMOD_CTRL) && glfwKey>0 && glfwKey<GLFW_KEY_ESCAPE ) // CTRL cases
  350. handled = TwKeyPressed(glfwKey, mod);
  351. else if (glfwKey>=GLFW_KEY_ESCAPE )
  352. {
  353. int k = 0;
  354. if (glfwKey>=GLFW_KEY_F1 && glfwKey<=GLFW_KEY_F15)
  355. k = TW_KEY_F1 + (glfwKey-GLFW_KEY_F1);
  356. else if (testkp && glfwKey>=GLFW_KEY_KP_0 && glfwKey<=GLFW_KEY_KP_9)
  357. k = '0' + (glfwKey-GLFW_KEY_KP_0);
  358. else
  359. {
  360. switch (glfwKey)
  361. {
  362. case GLFW_KEY_ESCAPE :
  363. k = TW_KEY_ESCAPE;
  364. break;
  365. case GLFW_KEY_UP:
  366. k = TW_KEY_UP;
  367. break;
  368. case GLFW_KEY_DOWN:
  369. k = TW_KEY_DOWN;
  370. break;
  371. case GLFW_KEY_LEFT:
  372. k = TW_KEY_LEFT;
  373. break;
  374. case GLFW_KEY_RIGHT:
  375. k = TW_KEY_RIGHT;
  376. break;
  377. case GLFW_KEY_TAB:
  378. k = TW_KEY_TAB;
  379. break;
  380. case GLFW_KEY_ENTER:
  381. k = TW_KEY_RETURN;
  382. break;
  383. case GLFW_KEY_BACKSPACE:
  384. k = TW_KEY_BACKSPACE;
  385. break;
  386. case GLFW_KEY_INSERT:
  387. k = TW_KEY_INSERT;
  388. break;
  389. case GLFW_KEY_DELETE:
  390. k = TW_KEY_DELETE;
  391. break;
  392. case GLFW_KEY_PAGE_UP:
  393. k = TW_KEY_PAGE_UP;
  394. break;
  395. case GLFW_KEY_PAGE_DOWN:
  396. k = TW_KEY_PAGE_DOWN;
  397. break;
  398. case GLFW_KEY_HOME:
  399. k = TW_KEY_HOME;
  400. break;
  401. case GLFW_KEY_END:
  402. k = TW_KEY_END;
  403. break;
  404. case GLFW_KEY_KP_ENTER:
  405. k = TW_KEY_RETURN;
  406. break;
  407. case GLFW_KEY_KP_DIVIDE:
  408. if (testkp)
  409. k = '/';
  410. break;
  411. case GLFW_KEY_KP_MULTIPLY:
  412. if (testkp)
  413. k = '*';
  414. break;
  415. case GLFW_KEY_KP_SUBTRACT:
  416. if (testkp)
  417. k = '-';
  418. break;
  419. case GLFW_KEY_KP_ADD:
  420. if (testkp)
  421. k = '+';
  422. break;
  423. case GLFW_KEY_KP_DECIMAL:
  424. if (testkp)
  425. k = '.';
  426. break;
  427. case GLFW_KEY_KP_EQUAL:
  428. if (testkp)
  429. k = '=';
  430. break;
  431. }
  432. }
  433. if (k>0)
  434. handled = TwKeyPressed(k, mod);
  435. }
  436. }
  437. return handled;
  438. }
  439. static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int modifier)
  440. {
  441. if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
  442. glfwSetWindowShouldClose(window, GL_TRUE);
  443. if (!TwEventKeyGLFW3(key,action))
  444. {
  445. if (action == GLFW_PRESS)
  446. __viewer->key_down(key, modifier);
  447. else
  448. __viewer->key_up(key, modifier);
  449. }
  450. }
  451. static void glfw_window_size(GLFWwindow* window, int width, int height)
  452. {
  453. int w = width*highdpi;
  454. int h = height*highdpi;
  455. __viewer->resize(w, h);
  456. TwWindowSize(w, h);
  457. const auto & bar = __viewer->bar;
  458. // Keep AntTweakBar on right side of screen and height == opengl height
  459. // get the current position of a bar
  460. int size[2];
  461. TwGetParam(bar, NULL, "size", TW_PARAM_INT32, 2, size);
  462. int pos[2];
  463. // Place bar on left side of opengl rect (padded by 10 pixels)
  464. pos[0] = 10;//max(10,(int)width - size[0] - 10);
  465. // place bar at top (padded by 10 pixels)
  466. pos[1] = 10;
  467. // Set height to new height of window (padded by 10 pixels on bottom)
  468. size[1] = height-pos[1]-10;
  469. TwSetParam(bar, NULL, "position", TW_PARAM_INT32, 2, pos);
  470. TwSetParam(bar, NULL, "size", TW_PARAM_INT32, 2,size);
  471. }
  472. static void glfw_mouse_move(GLFWwindow* window, double x, double y)
  473. {
  474. if(!TwEventMousePosGLFW(x*highdpi,y*highdpi) || __viewer->down)
  475. {
  476. // Call if TwBar hasn't used or if down
  477. __viewer->mouse_move(x*highdpi, y*highdpi);
  478. }
  479. }
  480. static void glfw_mouse_scroll(GLFWwindow* window, double x, double y)
  481. {
  482. using namespace std;
  483. scroll_x += x;
  484. scroll_y += y;
  485. if (!TwEventMouseWheelGLFW(scroll_y))
  486. __viewer->mouse_scroll(y);
  487. }
  488. static void glfw_char_callback(GLFWwindow* window, unsigned int c)
  489. {
  490. if ((c & 0xff00)==0)
  491. TwKeyPressed(c, global_KMod);
  492. }
  493. namespace igl
  494. {
  495. void Viewer::init(Plugin_manager* pm)
  496. {
  497. plugin_manager = pm;
  498. // Create a tweak bar
  499. bar = TwNewBar("libIGL-Viewer");
  500. TwDefine(" libIGL-Viewer help='This is a simple 3D mesh viewer.' "); // Message added to the help bar->
  501. TwDefine(" libIGL-Viewer size='200 685'"); // change default tweak bar size
  502. TwDefine(" libIGL-Viewer color='76 76 127' "); // change default tweak bar color
  503. TwDefine(" libIGL-Viewer refresh=0.5"); // change refresh rate
  504. // ---------------------- LOADING ----------------------
  505. #ifdef ENABLE_XML_SERIALIZATION
  506. TwAddButton(bar,"Load Scene", load_scene_cb, this, "group='Workspace'");
  507. TwAddButton(bar,"Save Scene", save_scene_cb, this, "group='Workspace'");
  508. #endif
  509. #ifdef ENABLE_IO
  510. TwAddButton(bar,"Load Mesh", open_dialog_mesh, this, "group='Mesh' key=o");
  511. #endif
  512. // ---------------------- SCENE ----------------------
  513. TwAddButton(bar,"Center object", align_camera_center_cb, this,
  514. " group='Viewing Options'"
  515. " label='Center object' key=A help='Set the center of the camera to the mesh center.'");
  516. TwAddVarRW(bar, "Zoom", TW_TYPE_FLOAT, &(options.camera_zoom),
  517. " min=0.05 max=50 step=0.1 keyIncr=+ keyDecr=- help='Scale the object (1=original size).' group='Scene'");
  518. TwAddButton(bar,"SnapView", snap_to_canonical_quaternion_cb, this,
  519. " group='Scene'"
  520. " label='Snap to canonical view' key=Z "
  521. " help='Snaps view to nearest canonical view.'");
  522. TwAddVarRW(bar,"LightDir", TW_TYPE_DIR3F, options.light_position.data(),
  523. " group='Scene'"
  524. " label='Light direction' open help='Change the light direction.' ");
  525. // ---------------------- DRAW OPTIONS ----------------------
  526. TwAddVarRW(bar, "Toggle Orthographic/Perspective", TW_TYPE_BOOLCPP, &(options.orthographic),
  527. " group='Viewing Options'"
  528. " label='Orthographic view' "
  529. " help='Toggles orthographic / perspective view. Default: perspective.'");
  530. TwAddVarCB(bar,"Face-based Normals/Colors", TW_TYPE_BOOLCPP, set_face_based_cb, get_face_based_cb, this,
  531. " group='Draw options'"
  532. " label='Face-based' key=T help='Toggle per face shading/colors.' ");
  533. TwAddVarRW(bar,"Show texture", TW_TYPE_BOOLCPP, &(options.show_texture),
  534. " group='Draw options'");
  535. TwAddVarCB(bar,"Invert Normals", TW_TYPE_BOOLCPP, set_invert_normals_cb, get_invert_normals_cb, this,
  536. " group='Draw options'"
  537. " label='Invert normals' key=i help='Invert normal directions for inside out meshes.' ");
  538. TwAddVarRW(bar,"ShowOverlay", TW_TYPE_BOOLCPP, &(options.show_overlay),
  539. " group='Draw options'"
  540. " label='Show overlay' key=o help='Show the overlay layers.' ");
  541. TwAddVarRW(bar,"ShowOverlayDepth", TW_TYPE_BOOLCPP, &(options.show_overlay_depth),
  542. " group='Draw options'"
  543. " label='Show overlay depth test' help='Enable the depth test for overlay layer.' ");
  544. TwAddVarRW(bar,"Background color", TW_TYPE_COLOR3F,
  545. options.background_color.data(),
  546. " help='Select a background color' colormode=hls group='Draw options'");
  547. TwAddVarRW(bar, "LineColor", TW_TYPE_COLOR3F,
  548. options.line_color.data(),
  549. " label='Line color' help='Select a outline color' group='Draw options'");
  550. TwAddVarRW(bar,"Shininess",TW_TYPE_FLOAT,&options.shininess," group='Draw options'"
  551. " min=1 max=128");
  552. // ---------------------- Overlays ----------------------
  553. TwAddVarRW(bar,"Wireframe", TW_TYPE_BOOLCPP, &(options.show_lines),
  554. " group='Overlays'"
  555. " label='Wireframe' key=l help='Toggle wire frame of mesh'");
  556. TwAddVarRW(bar,"Fill", TW_TYPE_BOOLCPP, &(options.show_faces),
  557. " group='Overlays'"
  558. " label='Fill' key=t help='Display filled polygons of mesh'");
  559. TwAddVarRW(bar,"ShowVertexId", TW_TYPE_BOOLCPP, &(options.show_vertid),
  560. " group='Overlays'"
  561. " label='Show Vertex Labels' key=';' help='Toggle vertex indices'");
  562. TwAddVarRW(bar,"ShowFaceId", TW_TYPE_BOOLCPP, &(options.show_faceid),
  563. " group='Overlays'"
  564. " label='Show Faces Labels' key='CTRL+;' help='Toggle face"
  565. " indices'");
  566. __font_renderer.Init();
  567. init_plugins();
  568. }
  569. Viewer::Viewer()
  570. {
  571. plugin_manager = 0;
  572. // Default shininess
  573. options.shininess = 35.0f;
  574. // Default colors
  575. options.background_color << 0.3f, 0.3f, 0.5f;
  576. options.line_color << 0.0f, 0.0f, 0.0f;
  577. // Default lights settings
  578. options.light_position << 0.0f, -0.30f, -5.0f;
  579. // Default trackball
  580. options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  581. // Defalut model viewing parameters
  582. options.model_zoom = 1.0f;
  583. options.model_translation << 0,0,0;
  584. // Camera parameters
  585. options.camera_zoom = 1.0f;
  586. options.orthographic = false;
  587. options.camera_view_angle = 45.0;
  588. options.camera_dnear = 1.0;
  589. options.camera_dfar = 100.0;
  590. options.camera_eye << 0, 0, 5;
  591. options.camera_center << 0, 0, 0;
  592. options.camera_up << 0, 1, 0;
  593. // Default visualization options
  594. options.show_faces = true;
  595. options.show_lines = true;
  596. options.invert_normals = false;
  597. options.show_overlay = true;
  598. options.show_overlay_depth = true;
  599. options.show_vertid = false;
  600. options.show_faceid = false;
  601. options.show_texture = false;
  602. // Default point size / line width
  603. options.point_size = 15;
  604. options.line_width = 0.5f;
  605. // Temporary variables initialization
  606. down = false;
  607. scroll_position = 0.0f;
  608. // Per face
  609. set_face_based(false);
  610. // C-style callbacks
  611. callback_pre_draw = 0;
  612. callback_post_draw = 0;
  613. callback_mouse_down = 0;
  614. callback_mouse_up = 0;
  615. callback_mouse_move = 0;
  616. callback_mouse_scroll = 0;
  617. callback_key_down = 0;
  618. callback_key_up = 0;
  619. }
  620. void Viewer::init_plugins()
  621. {
  622. // Init all plugins
  623. if (plugin_manager)
  624. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  625. plugin_manager->plugin_list[i]->init(this);
  626. }
  627. Viewer::~Viewer()
  628. {
  629. }
  630. void Viewer::shutdown_plugins()
  631. {
  632. if (plugin_manager)
  633. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  634. plugin_manager->plugin_list[i]->shutdown();
  635. }
  636. bool Viewer::load_mesh_from_file(const char* mesh_file_name)
  637. {
  638. std::string mesh_file_name_string = std::string(mesh_file_name);
  639. // first try to load it with a plugin
  640. if (plugin_manager)
  641. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  642. if (plugin_manager->plugin_list[i]->load(mesh_file_name_string))
  643. return true;
  644. clear_mesh();
  645. size_t last_dot = mesh_file_name_string.rfind('.');
  646. if (last_dot == std::string::npos)
  647. {
  648. printf("Error: No file extension found in %s\n",mesh_file_name);
  649. return false;
  650. }
  651. std::string extension = mesh_file_name_string.substr(last_dot+1);
  652. if (extension == "off" || extension =="OFF")
  653. {
  654. if (!igl::readOFF(mesh_file_name_string, data.V, data.F))
  655. return false;
  656. }
  657. else if (extension == "obj" || extension =="OBJ")
  658. {
  659. Eigen::MatrixXd corner_normals;
  660. Eigen::MatrixXi fNormIndices;
  661. Eigen::MatrixXd UV_V;
  662. Eigen::MatrixXi UV_F;
  663. if (!(igl::readOBJ(mesh_file_name_string, data.V, data.F, corner_normals, fNormIndices, UV_V, UV_F)))
  664. return false;
  665. }
  666. else
  667. {
  668. // unrecognized file type
  669. printf("Error: %s is not a recognized file type.\n",extension.c_str());
  670. return false;
  671. }
  672. compute_normals();
  673. uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
  674. Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
  675. Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
  676. if (data.V_uv.rows() == 0)
  677. grid_texture();
  678. align_camera_center();
  679. if (plugin_manager)
  680. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  681. if (plugin_manager->plugin_list[i]->post_load())
  682. return true;
  683. return true;
  684. }
  685. void Viewer::compute_normals()
  686. {
  687. igl::per_face_normals(data.V, data.F, data.F_normals);
  688. igl::per_vertex_normals(data.V, data.F, data.F_normals, data.V_normals);
  689. data.dirty |= DIRTY_NORMAL;
  690. }
  691. void Viewer::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
  692. {
  693. data.V_material_ambient.resize(data.V.rows(),3);
  694. data.V_material_diffuse.resize(data.V.rows(),3);
  695. data.V_material_specular.resize(data.V.rows(),3);
  696. for (unsigned i=0; i<data.V.rows();++i)
  697. {
  698. data.V_material_ambient.row(i) = ambient;
  699. data.V_material_diffuse.row(i) = diffuse;
  700. data.V_material_specular.row(i) = specular;
  701. }
  702. data.F_material_ambient.resize(data.F.rows(),3);
  703. data.F_material_diffuse.resize(data.F.rows(),3);
  704. data.F_material_specular.resize(data.F.rows(),3);
  705. for (unsigned i=0; i<data.F.rows();++i)
  706. {
  707. data.F_material_ambient.row(i) = ambient;
  708. data.F_material_diffuse.row(i) = diffuse;
  709. data.F_material_specular.row(i) = specular;
  710. }
  711. data.dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
  712. }
  713. void Viewer::grid_texture()
  714. {
  715. if (data.V_uv.rows() == 0)
  716. {
  717. data.V_uv = data.V.block(0, 0, data.V.rows(), 2);
  718. data.V_uv.col(0) = data.V_uv.col(0).array() - data.V_uv.col(0).minCoeff();
  719. data.V_uv.col(0) = data.V_uv.col(0).array() / data.V_uv.col(0).maxCoeff();
  720. data.V_uv.col(1) = data.V_uv.col(1).array() - data.V_uv.col(1).minCoeff();
  721. data.V_uv.col(1) = data.V_uv.col(1).array() / data.V_uv.col(1).maxCoeff();
  722. data.V_uv = data.V_uv.array() * 10;
  723. data.dirty |= DIRTY_TEXTURE;
  724. }
  725. unsigned size = 128;
  726. unsigned size2 = size/2;
  727. data.texture_R.resize(size, size);
  728. for (unsigned i=0; i<size; ++i)
  729. {
  730. for (unsigned j=0; j<size; ++j)
  731. {
  732. data.texture_R(i,j) = 0;
  733. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  734. data.texture_R(i,j) = 255;
  735. }
  736. }
  737. data.texture_G = data.texture_R;
  738. data.texture_B = data.texture_R;
  739. data.dirty |= DIRTY_TEXTURE;
  740. }
  741. bool Viewer::save_mesh_to_file(const char* mesh_file_name)
  742. {
  743. std::string mesh_file_name_string(mesh_file_name);
  744. // first try to load it with a plugin
  745. if (plugin_manager)
  746. for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
  747. if (plugin_manager->plugin_list[i]->save(mesh_file_name_string))
  748. return true;
  749. size_t last_dot = mesh_file_name_string.rfind('.');
  750. if (last_dot == std::string::npos)
  751. {
  752. // No file type determined
  753. printf("Error: No file extension found in %s\n",mesh_file_name);
  754. return false;
  755. }
  756. std::string extension = mesh_file_name_string.substr(last_dot+1);
  757. if (extension == "off" || extension =="OFF")
  758. {
  759. return igl::writeOFF(mesh_file_name_string,data.V,data.F);
  760. }
  761. else if (extension == "obj" || extension =="OBJ")
  762. {
  763. Eigen::MatrixXd corner_normals;
  764. Eigen::MatrixXi fNormIndices;
  765. Eigen::MatrixXd UV_V;
  766. Eigen::MatrixXi UV_F;
  767. return igl::writeOBJ(mesh_file_name_string, data.V,
  768. data.F, corner_normals, fNormIndices, UV_V, UV_F);
  769. }
  770. else
  771. {
  772. // unrecognized file type
  773. printf("Error: %s is not a recognized file type.\n",extension.c_str());
  774. return false;
  775. }
  776. return true;
  777. }
  778. void Viewer::clear_mesh()
  779. {
  780. data.V = Eigen::MatrixXd (0,3);
  781. data.F = Eigen::MatrixXi (0,3);
  782. data.F_material_ambient = Eigen::MatrixXd (0,3);
  783. data.F_material_diffuse = Eigen::MatrixXd (0,3);
  784. data.F_material_specular = Eigen::MatrixXd (0,3);
  785. data.V_material_ambient = Eigen::MatrixXd (0,3);
  786. data.V_material_diffuse = Eigen::MatrixXd (0,3);
  787. data.V_material_specular = Eigen::MatrixXd (0,3);
  788. data.F_normals = Eigen::MatrixXd (0,3);
  789. data.V_normals = Eigen::MatrixXd (0,3);
  790. data.V_uv = Eigen::MatrixXd (0,2);
  791. data.F_uv = Eigen::MatrixXi (0,3);
  792. data.lines = Eigen::MatrixXd (0,9);
  793. data.points = Eigen::MatrixXd (0,6);
  794. data.labels_positions = Eigen::MatrixXd (0,3);
  795. data.labels_strings.clear();
  796. }
  797. bool Viewer::key_down(unsigned char key, int modifiers)
  798. {
  799. if (callback_key_down)
  800. if (callback_key_down(*this,key,modifiers))
  801. return true;
  802. if (plugin_manager)
  803. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  804. if (plugin_manager->plugin_list[i]->key_down(key, modifiers))
  805. return true;
  806. if (key == 'S')
  807. mouse_scroll(1);
  808. if (key == 'A')
  809. mouse_scroll(-1);
  810. // Why aren't these handled view AntTweakBar?
  811. if (key == 'z') // Don't use 'Z' because that clobbers snap_to_canonical_view_quat
  812. options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  813. if (key == 'y')
  814. options.trackball_angle << -sqrt(2.0f)/2.0f, 0.0f, 0.0f, sqrt(2.0f)/2.0f;
  815. if (key == 'x')
  816. options.trackball_angle << -0.5f, -0.5f, -0.5f, 0.5f;
  817. return false;
  818. }
  819. bool Viewer::key_up(unsigned char key, int modifiers)
  820. {
  821. if (callback_key_up)
  822. if (callback_key_up(*this,key,modifiers))
  823. return true;
  824. if (plugin_manager)
  825. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  826. if (plugin_manager->plugin_list[i]->key_up(key, modifiers))
  827. return true;
  828. return false;
  829. }
  830. bool Viewer::mouse_down(MouseButton button, int modifier)
  831. {
  832. if (callback_mouse_down)
  833. if (callback_mouse_down(*this,button,modifier))
  834. return true;
  835. if (plugin_manager)
  836. for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
  837. if (plugin_manager->plugin_list[i]->mouse_down(button,modifier))
  838. return true;
  839. down = true;
  840. down_mouse_x = current_mouse_x;
  841. down_mouse_y = current_mouse_y;
  842. down_translation = options.model_translation;
  843. // Initialization code for the trackball
  844. Eigen::RowVector3d center;
  845. if (data.V.rows() == 0)
  846. center << 0,0,0;
  847. else
  848. center = data.V.colwise().sum()/data.V.rows();
  849. Eigen::Vector3f coord = project(Eigen::Vector3f(center(0),center(1),center(2)), view * model, proj, viewport);
  850. down_mouse_z = coord[2];
  851. down_rotation = options.trackball_angle;
  852. mouse_mode = ROTATION;
  853. switch (button)
  854. {
  855. case IGL_LEFT:
  856. mouse_mode = ROTATION;
  857. break;
  858. case IGL_RIGHT:
  859. mouse_mode = TRANSLATE;
  860. break;
  861. default:
  862. mouse_mode = NOTHING;
  863. break;
  864. }
  865. return true;
  866. }
  867. bool Viewer::mouse_up(MouseButton button, int modifier)
  868. {
  869. down = false;
  870. if (callback_mouse_up)
  871. if (callback_mouse_up(*this,button,modifier))
  872. return true;
  873. if (plugin_manager)
  874. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  875. if (plugin_manager->plugin_list[i]->mouse_up(button,modifier))
  876. return true;
  877. mouse_mode = NOTHING;
  878. return true;
  879. }
  880. bool Viewer::mouse_move(int mouse_x, int mouse_y)
  881. {
  882. current_mouse_x = mouse_x;
  883. current_mouse_y = mouse_y;
  884. if (callback_mouse_move)
  885. if (callback_mouse_move(*this,mouse_x,mouse_y))
  886. return true;
  887. if (plugin_manager)
  888. for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
  889. if (plugin_manager->plugin_list[i]->mouse_move(mouse_x, mouse_y))
  890. return true;
  891. if (down)
  892. {
  893. switch (mouse_mode)
  894. {
  895. case ROTATION :
  896. {
  897. igl::trackball(width,
  898. height,
  899. 2.0f,
  900. down_rotation.data(),
  901. down_mouse_x,
  902. down_mouse_y,
  903. mouse_x,
  904. mouse_y,
  905. options.trackball_angle.data());
  906. //Eigen::Vector4f snapq = options.trackball_angle;
  907. break;
  908. }
  909. case TRANSLATE:
  910. {
  911. //translation
  912. Eigen::Vector3f pos1 = unproject(Eigen::Vector3f(mouse_x, viewport[3] - mouse_y, down_mouse_z), view * model, proj, viewport);
  913. Eigen::Vector3f pos0 = unproject(Eigen::Vector3f(down_mouse_x, viewport[3] - down_mouse_y, down_mouse_z), view * model, proj, viewport);
  914. Eigen::Vector3f diff = pos1 - pos0;
  915. options.model_translation = down_translation + Eigen::Vector3f(diff[0],diff[1],diff[2]);
  916. break;
  917. }
  918. case ZOOM:
  919. {
  920. //float delta = 0.001f * (mouse_x - down_mouse_x + mouse_y - down_mouse_y);
  921. float delta = 0.001f * (mouse_x - down_mouse_x + mouse_y - down_mouse_y);
  922. options.camera_zoom *= 1 + delta;
  923. down_mouse_x = mouse_x;
  924. down_mouse_y = mouse_y;
  925. break;
  926. }
  927. default:
  928. break;
  929. }
  930. }
  931. return true;
  932. }
  933. bool Viewer::mouse_scroll(float delta_y)
  934. {
  935. scroll_position += delta_y;
  936. if (callback_mouse_scroll)
  937. if (callback_mouse_scroll(*this,delta_y))
  938. return true;
  939. if (plugin_manager)
  940. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  941. if (plugin_manager->plugin_list[i]->mouse_scroll(delta_y))
  942. return true;
  943. // Only zoom if there's actually a change
  944. if(delta_y != 0)
  945. {
  946. float mult = (1.0+((delta_y>0)?1.:-1.)*0.05);
  947. const float min_zoom = 0.1f;
  948. options.camera_zoom = (options.camera_zoom * mult > min_zoom ? options.camera_zoom * mult : min_zoom);
  949. }
  950. return true;
  951. }
  952. static GLuint create_shader_helper(GLint type, const std::string &shader_string)
  953. {
  954. using namespace std;
  955. if (shader_string.empty())
  956. return (GLuint) 0;
  957. GLuint id = glCreateShader(type);
  958. const char *shader_string_const = shader_string.c_str();
  959. glShaderSource(id, 1, &shader_string_const, NULL);
  960. glCompileShader(id);
  961. GLint status;
  962. glGetShaderiv(id, GL_COMPILE_STATUS, &status);
  963. if (status != GL_TRUE)
  964. {
  965. char buffer[512];
  966. if (type == GL_VERTEX_SHADER)
  967. cerr << "Vertex shader:" << endl;
  968. else if (type == GL_FRAGMENT_SHADER)
  969. cerr << "Fragment shader:" << endl;
  970. else if (type == GL_GEOMETRY_SHADER)
  971. cerr << "Geometry shader:" << endl;
  972. cerr << shader_string << endl << endl;
  973. glGetShaderInfoLog(id, 512, NULL, buffer);
  974. cerr << "Error: " << endl << buffer << endl;
  975. return (GLuint) 0;
  976. }
  977. return id;
  978. }
  979. bool Viewer::OpenGL_shader::init_from_files(
  980. const std::string &vertex_shader_filename,
  981. const std::string &fragment_shader_filename,
  982. const std::string &fragment_data_name,
  983. const std::string &geometry_shader_filename,
  984. int geometry_shader_max_vertices)
  985. {
  986. auto file_to_string = [](const std::string &filename)
  987. {
  988. std::ifstream t(filename);
  989. return std::string((std::istreambuf_iterator<char>(t)),
  990. std::istreambuf_iterator<char>());
  991. };
  992. return init(
  993. file_to_string(vertex_shader_filename),
  994. file_to_string(fragment_shader_filename),
  995. fragment_data_name,
  996. file_to_string(geometry_shader_filename),
  997. geometry_shader_max_vertices
  998. );
  999. }
  1000. bool Viewer::OpenGL_shader::init(
  1001. const std::string &vertex_shader_string,
  1002. const std::string &fragment_shader_string,
  1003. const std::string &fragment_data_name,
  1004. const std::string &geometry_shader_string,
  1005. int geometry_shader_max_vertices)
  1006. {
  1007. using namespace std;
  1008. vertex_shader = create_shader_helper(GL_VERTEX_SHADER, vertex_shader_string);
  1009. geometry_shader = create_shader_helper(GL_GEOMETRY_SHADER, geometry_shader_string);
  1010. fragment_shader = create_shader_helper(GL_FRAGMENT_SHADER, fragment_shader_string);
  1011. if (!vertex_shader || !fragment_shader)
  1012. return false;
  1013. program_shader = glCreateProgram();
  1014. glAttachShader(program_shader, vertex_shader);
  1015. glAttachShader(program_shader, fragment_shader);
  1016. if (geometry_shader)
  1017. {
  1018. glAttachShader(program_shader, geometry_shader);
  1019. /* This covers only basic cases and may need to be modified */
  1020. glProgramParameteri(program_shader, GL_GEOMETRY_INPUT_TYPE, GL_TRIANGLES);
  1021. glProgramParameteri(program_shader, GL_GEOMETRY_OUTPUT_TYPE, GL_TRIANGLES);
  1022. glProgramParameteri(program_shader, GL_GEOMETRY_VERTICES_OUT, geometry_shader_max_vertices);
  1023. }
  1024. glBindFragDataLocation(program_shader, 0, fragment_data_name.c_str());
  1025. glLinkProgram(program_shader);
  1026. GLint status;
  1027. glGetProgramiv(program_shader, GL_LINK_STATUS, &status);
  1028. if (status != GL_TRUE)
  1029. {
  1030. char buffer[512];
  1031. glGetProgramInfoLog(program_shader, 512, NULL, buffer);
  1032. cerr << "Linker error: " << endl << buffer << endl;
  1033. program_shader = 0;
  1034. return false;
  1035. }
  1036. return true;
  1037. }
  1038. void Viewer::OpenGL_shader::bind()
  1039. {
  1040. glUseProgram(program_shader);
  1041. }
  1042. GLint Viewer::OpenGL_shader::attrib(const std::string &name) const
  1043. {
  1044. return glGetAttribLocation(program_shader, name.c_str());
  1045. }
  1046. GLint Viewer::OpenGL_shader::uniform(const std::string &name) const
  1047. {
  1048. return glGetUniformLocation(program_shader, name.c_str());
  1049. }
  1050. GLint Viewer::OpenGL_shader::bindVertexAttribArray(
  1051. const std::string &name, GLuint bufferID, const Eigen::MatrixXf &M, bool refresh) const
  1052. {
  1053. GLint id = attrib(name);
  1054. if (id < 0)
  1055. return id;
  1056. if (M.size() == 0)
  1057. {
  1058. glDisableVertexAttribArray(id);
  1059. return id;
  1060. }
  1061. glBindBuffer(GL_ARRAY_BUFFER, bufferID);
  1062. if (refresh)
  1063. glBufferData(GL_ARRAY_BUFFER, sizeof(float)*M.size(), M.data(), GL_DYNAMIC_DRAW);
  1064. glVertexAttribPointer(id, M.rows(), GL_FLOAT, GL_FALSE, 0, 0);
  1065. glEnableVertexAttribArray(id);
  1066. return id;
  1067. }
  1068. void Viewer::OpenGL_shader::free()
  1069. {
  1070. if (program_shader)
  1071. {
  1072. glDeleteProgram(program_shader);
  1073. program_shader = 0;
  1074. }
  1075. if (vertex_shader)
  1076. {
  1077. glDeleteShader(vertex_shader);
  1078. vertex_shader = 0;
  1079. }
  1080. if (fragment_shader)
  1081. {
  1082. glDeleteShader(fragment_shader);
  1083. fragment_shader = 0;
  1084. }
  1085. if (geometry_shader)
  1086. {
  1087. glDeleteShader(geometry_shader);
  1088. geometry_shader = 0;
  1089. }
  1090. }
  1091. void Viewer::OpenGL_state::init()
  1092. {
  1093. // Mesh: Vertex Array Object & Buffer objects
  1094. glGenVertexArrays(1, &vao_mesh);
  1095. glBindVertexArray(vao_mesh);
  1096. glGenBuffers(1, &vbo_V);
  1097. glGenBuffers(1, &vbo_V_normals);
  1098. glGenBuffers(1, &vbo_V_ambient);
  1099. glGenBuffers(1, &vbo_V_diffuse);
  1100. glGenBuffers(1, &vbo_V_specular);
  1101. glGenBuffers(1, &vbo_V_uv);
  1102. glGenBuffers(1, &vbo_F);
  1103. glGenTextures(1, &vbo_tex);
  1104. // Line overlay
  1105. glGenVertexArrays(1, &vao_overlay_lines);
  1106. glBindVertexArray(vao_overlay_lines);
  1107. glGenBuffers(1, &vbo_lines_F);
  1108. glGenBuffers(1, &vbo_lines_V);
  1109. glGenBuffers(1, &vbo_lines_V_colors);
  1110. // Point overlay
  1111. glGenVertexArrays(1, &vao_overlay_points);
  1112. glBindVertexArray(vao_overlay_points);
  1113. glGenBuffers(1, &vbo_points_F);
  1114. glGenBuffers(1, &vbo_points_V);
  1115. glGenBuffers(1, &vbo_points_V_colors);
  1116. dirty = DIRTY_ALL;
  1117. }
  1118. void Viewer::OpenGL_state::free()
  1119. {
  1120. glDeleteVertexArrays(1, &vao_mesh);
  1121. glDeleteVertexArrays(1, &vao_overlay_lines);
  1122. glDeleteVertexArrays(1, &vao_overlay_points);
  1123. glDeleteBuffers(1, &vbo_V);
  1124. glDeleteBuffers(1, &vbo_V_normals);
  1125. glDeleteBuffers(1, &vbo_V_ambient);
  1126. glDeleteBuffers(1, &vbo_V_diffuse);
  1127. glDeleteBuffers(1, &vbo_V_specular);
  1128. glDeleteBuffers(1, &vbo_V_uv);
  1129. glDeleteBuffers(1, &vbo_F);
  1130. glDeleteBuffers(1, &vbo_lines_F);
  1131. glDeleteBuffers(1, &vbo_lines_V);
  1132. glDeleteBuffers(1, &vbo_lines_V_colors);
  1133. glDeleteBuffers(1, &vbo_points_F);
  1134. glDeleteBuffers(1, &vbo_points_V);
  1135. glDeleteBuffers(1, &vbo_points_V_colors);
  1136. glDeleteTextures(1, &vbo_tex);
  1137. }
  1138. void Viewer::OpenGL_state::set_data(const Data &data, bool face_based, bool invert_normals)
  1139. {
  1140. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  1141. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  1142. dirty |= data.dirty;
  1143. if (!face_based)
  1144. {
  1145. if (!per_corner_uv)
  1146. {
  1147. // Vertex positions
  1148. if (dirty & DIRTY_POSITION)
  1149. V_vbo = (data.V.transpose()).cast<float>();
  1150. // Vertex normals
  1151. if (dirty & DIRTY_NORMAL)
  1152. {
  1153. V_normals_vbo = (data.V_normals.transpose()).cast<float>();
  1154. if (invert_normals)
  1155. V_normals_vbo = -V_normals_vbo;
  1156. }
  1157. // Per-vertex material settings
  1158. if (dirty & DIRTY_AMBIENT)
  1159. V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
  1160. if (dirty & DIRTY_DIFFUSE)
  1161. V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
  1162. if (dirty & DIRTY_SPECULAR)
  1163. V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
  1164. // Face indices
  1165. if (dirty & DIRTY_FACE)
  1166. F_vbo = (data.F.transpose()).cast<unsigned>();
  1167. // Texture coordinates
  1168. if (dirty & DIRTY_UV)
  1169. V_uv_vbo = (data.V_uv.transpose()).cast<float>();
  1170. }
  1171. else
  1172. {
  1173. // Per vertex properties with per corner UVs
  1174. if (dirty & DIRTY_POSITION)
  1175. {
  1176. V_vbo.resize(3,data.F.rows()*3);
  1177. for (unsigned i=0; i<data.F.rows();++i)
  1178. for (unsigned j=0;j<3;++j)
  1179. V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
  1180. }
  1181. if (dirty & DIRTY_AMBIENT)
  1182. {
  1183. V_ambient_vbo.resize(3,data.F.rows()*3);
  1184. for (unsigned i=0; i<data.F.rows();++i)
  1185. for (unsigned j=0;j<3;++j)
  1186. V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
  1187. }
  1188. if (dirty & DIRTY_DIFFUSE)
  1189. {
  1190. V_diffuse_vbo.resize(3,data.F.rows()*3);
  1191. for (unsigned i=0; i<data.F.rows();++i)
  1192. for (unsigned j=0;j<3;++j)
  1193. V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
  1194. }
  1195. if (dirty & DIRTY_SPECULAR)
  1196. {
  1197. V_specular_vbo.resize(3,data.F.rows()*3);
  1198. for (unsigned i=0; i<data.F.rows();++i)
  1199. for (unsigned j=0;j<3;++j)
  1200. V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
  1201. }
  1202. if (dirty & DIRTY_NORMAL)
  1203. {
  1204. V_normals_vbo.resize(3,data.F.rows()*3);
  1205. for (unsigned i=0; i<data.F.rows();++i)
  1206. for (unsigned j=0;j<3;++j)
  1207. V_normals_vbo.col (i*3+j) = data.V_normals.row(data.F(i,j)).transpose().cast<float>();
  1208. if (invert_normals)
  1209. V_normals_vbo = -V_normals_vbo;
  1210. }
  1211. if (dirty & DIRTY_FACE)
  1212. {
  1213. F_vbo.resize(3,data.F.rows());
  1214. for (unsigned i=0; i<data.F.rows();++i)
  1215. F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
  1216. }
  1217. if (dirty & DIRTY_UV)
  1218. {
  1219. V_uv_vbo.resize(2,data.F.rows()*3);
  1220. for (unsigned i=0; i<data.F.rows();++i)
  1221. for (unsigned j=0;j<3;++j)
  1222. V_uv_vbo.col(i*3+j) = data.V_uv.row(data.F(i,j)).transpose().cast<float>();
  1223. }
  1224. }
  1225. }
  1226. else
  1227. {
  1228. if (dirty & DIRTY_POSITION)
  1229. {
  1230. V_vbo.resize(3,data.F.rows()*3);
  1231. for (unsigned i=0; i<data.F.rows();++i)
  1232. for (unsigned j=0;j<3;++j)
  1233. V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
  1234. }
  1235. if (dirty & DIRTY_AMBIENT)
  1236. {
  1237. V_ambient_vbo.resize(3,data.F.rows()*3);
  1238. for (unsigned i=0; i<data.F.rows();++i)
  1239. for (unsigned j=0;j<3;++j)
  1240. V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
  1241. }
  1242. if (dirty & DIRTY_DIFFUSE)
  1243. {
  1244. V_diffuse_vbo.resize(3,data.F.rows()*3);
  1245. for (unsigned i=0; i<data.F.rows();++i)
  1246. for (unsigned j=0;j<3;++j)
  1247. V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
  1248. }
  1249. if (dirty & DIRTY_SPECULAR)
  1250. {
  1251. V_specular_vbo.resize(3,data.F.rows()*3);
  1252. for (unsigned i=0; i<data.F.rows();++i)
  1253. for (unsigned j=0;j<3;++j)
  1254. V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
  1255. }
  1256. if (dirty & DIRTY_NORMAL)
  1257. {
  1258. V_normals_vbo.resize(3,data.F.rows()*3);
  1259. for (unsigned i=0; i<data.F.rows();++i)
  1260. for (unsigned j=0;j<3;++j)
  1261. V_normals_vbo.col (i*3+j) =
  1262. per_corner_normals ?
  1263. data.F_normals.row(i*3+j).transpose().cast<float>() :
  1264. data.F_normals.row(i).transpose().cast<float>();
  1265. if (invert_normals)
  1266. V_normals_vbo = -V_normals_vbo;
  1267. }
  1268. if (dirty & DIRTY_FACE)
  1269. {
  1270. F_vbo.resize(3,data.F.rows());
  1271. for (unsigned i=0; i<data.F.rows();++i)
  1272. F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
  1273. }
  1274. if (dirty & DIRTY_UV)
  1275. {
  1276. V_uv_vbo.resize(2,data.F.rows()*3);
  1277. for (unsigned i=0; i<data.F.rows();++i)
  1278. for (unsigned j=0;j<3;++j)
  1279. 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>();
  1280. }
  1281. }
  1282. if (dirty & DIRTY_TEXTURE)
  1283. {
  1284. tex_u = data.texture_R.rows();
  1285. tex_v = data.texture_R.cols();
  1286. tex.resize(data.texture_R.size()*3);
  1287. for (unsigned i=0;i<data.texture_R.size();++i)
  1288. {
  1289. tex(i*3+0) = data.texture_R(i);
  1290. tex(i*3+1) = data.texture_G(i);
  1291. tex(i*3+2) = data.texture_B(i);
  1292. }
  1293. }
  1294. if (dirty & DIRTY_OVERLAY_LINES)
  1295. {
  1296. lines_V_vbo.resize(3, data.lines.rows()*2);
  1297. lines_V_colors_vbo.resize(3, data.lines.rows()*2);
  1298. lines_F_vbo.resize(1, data.lines.rows()*2);
  1299. for (unsigned i=0; i<data.lines.rows();++i)
  1300. {
  1301. lines_V_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 0).transpose().cast<float>();
  1302. lines_V_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 3).transpose().cast<float>();
  1303. lines_V_colors_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
  1304. lines_V_colors_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
  1305. lines_F_vbo(2*i+0) = 2*i+0;
  1306. lines_F_vbo(2*i+1) = 2*i+1;
  1307. }
  1308. }
  1309. if (dirty & DIRTY_OVERLAY_POINTS)
  1310. {
  1311. points_V_vbo.resize(3, data.points.rows());
  1312. points_V_colors_vbo.resize(3, data.points.rows());
  1313. points_F_vbo.resize(1, data.points.rows());
  1314. for (unsigned i=0; i<data.points.rows();++i)
  1315. {
  1316. points_V_vbo.col(i) = data.points.block<1, 3>(i, 0).transpose().cast<float>();
  1317. points_V_colors_vbo.col(i) = data.points.block<1, 3>(i, 3).transpose().cast<float>();
  1318. points_F_vbo(i) = i;
  1319. }
  1320. }
  1321. }
  1322. void Viewer::OpenGL_state::bind_mesh()
  1323. {
  1324. glBindVertexArray(vao_mesh);
  1325. shader_mesh.bind();
  1326. shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & DIRTY_POSITION);
  1327. shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & DIRTY_NORMAL);
  1328. shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & DIRTY_AMBIENT);
  1329. shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & DIRTY_DIFFUSE);
  1330. shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & DIRTY_SPECULAR);
  1331. shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & DIRTY_UV);
  1332. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
  1333. if (dirty & DIRTY_FACE)
  1334. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
  1335. glActiveTexture(GL_TEXTURE0);
  1336. glBindTexture(GL_TEXTURE_2D, vbo_tex);
  1337. if (dirty & DIRTY_TEXTURE)
  1338. {
  1339. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  1340. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  1341. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1342. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1343. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_u, tex_v, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data());
  1344. }
  1345. glUniform1i(shader_mesh.uniform("tex"), 0);
  1346. dirty &= ~DIRTY_MESH;
  1347. }
  1348. void Viewer::OpenGL_state::bind_overlay_lines()
  1349. {
  1350. bool is_dirty = dirty & DIRTY_OVERLAY_LINES;
  1351. glBindVertexArray(vao_overlay_lines);
  1352. shader_overlay_lines.bind();
  1353. shader_overlay_lines.bindVertexAttribArray("position", vbo_lines_V, lines_V_vbo, is_dirty);
  1354. shader_overlay_lines.bindVertexAttribArray("color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
  1355. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
  1356. if (is_dirty)
  1357. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
  1358. dirty &= ~DIRTY_OVERLAY_LINES;
  1359. }
  1360. void Viewer::OpenGL_state::bind_overlay_points()
  1361. {
  1362. bool is_dirty = dirty & DIRTY_OVERLAY_POINTS;
  1363. glBindVertexArray(vao_overlay_points);
  1364. shader_overlay_points.bind();
  1365. shader_overlay_points.bindVertexAttribArray("position", vbo_points_V, points_V_vbo, is_dirty);
  1366. shader_overlay_points.bindVertexAttribArray("color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
  1367. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
  1368. if (is_dirty)
  1369. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
  1370. dirty &= ~DIRTY_OVERLAY_POINTS;
  1371. }
  1372. void Viewer::OpenGL_state::draw_mesh(bool solid)
  1373. {
  1374. glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
  1375. /* Avoid Z-buffer fighting between filled triangles & wireframe lines */
  1376. if (solid)
  1377. {
  1378. glEnable(GL_POLYGON_OFFSET_FILL);
  1379. glPolygonOffset(1.0, 1.0);
  1380. }
  1381. glDrawElements(GL_TRIANGLES, 3*F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1382. glDisable(GL_POLYGON_OFFSET_FILL);
  1383. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  1384. }
  1385. void Viewer::OpenGL_state::draw_overlay_lines()
  1386. {
  1387. glDrawElements(GL_LINES, lines_F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1388. }
  1389. void Viewer::OpenGL_state::draw_overlay_points()
  1390. {
  1391. glDrawElements(GL_POINTS, points_F_vbo.cols(), GL_UNSIGNED_INT, 0);
  1392. }
  1393. void Viewer::init_opengl()
  1394. {
  1395. std::string mesh_vertex_shader_string =
  1396. "#version 150\n"
  1397. "uniform mat4 model;"
  1398. "uniform mat4 view;"
  1399. "uniform mat4 proj;"
  1400. "in vec3 position;"
  1401. "in vec3 normal;"
  1402. "out vec3 position_eye;"
  1403. "out vec3 normal_eye;"
  1404. "in vec3 Ka;"
  1405. "in vec3 Kd;"
  1406. "in vec3 Ks;"
  1407. "in vec2 texcoord;"
  1408. "out vec2 texcoordi;"
  1409. "out vec3 Kai;"
  1410. "out vec3 Kdi;"
  1411. "out vec3 Ksi;"
  1412. "void main()"
  1413. "{"
  1414. " position_eye = vec3 (view * model * vec4 (position, 1.0));"
  1415. " normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
  1416. " normal_eye = normalize(normal_eye);"
  1417. " gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
  1418. " Kai = Ka;"
  1419. " Kdi = Kd;"
  1420. " Ksi = Ks;"
  1421. " texcoordi = texcoord;"
  1422. "}";
  1423. std::string mesh_fragment_shader_string =
  1424. "#version 150\n"
  1425. "uniform mat4 model;"
  1426. "uniform mat4 view;"
  1427. "uniform mat4 proj;"
  1428. "uniform vec4 fixed_color;"
  1429. "in vec3 position_eye;"
  1430. "in vec3 normal_eye;"
  1431. "uniform vec3 light_position_world;"
  1432. "vec3 Ls = vec3 (1, 1, 1);"
  1433. "vec3 Ld = vec3 (1, 1, 1);"
  1434. "vec3 La = vec3 (1, 1, 1);"
  1435. "in vec3 Ksi;"
  1436. "in vec3 Kdi;"
  1437. "in vec3 Kai;"
  1438. "in vec2 texcoordi;"
  1439. "uniform sampler2D tex;"
  1440. "uniform float specular_exponent;"
  1441. "uniform float lighting_factor;"
  1442. "uniform float texture_factor;"
  1443. "out vec4 outColor;"
  1444. "void main()"
  1445. "{"
  1446. "vec3 Ia = La * Kai;" // ambient intensity
  1447. "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
  1448. "vec3 distance_to_light_eye = light_position_eye - position_eye;"
  1449. "vec3 direction_to_light_eye = normalize (distance_to_light_eye);"
  1450. "float dot_prod = dot (direction_to_light_eye, normal_eye);"
  1451. "dot_prod = max (dot_prod, 0.0);"
  1452. "vec3 Id = Ld * Kdi * dot_prod;" // Diffuse intensity
  1453. "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
  1454. "vec3 surface_to_viewer_eye = normalize (-position_eye);"
  1455. "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
  1456. "dot_prod_specular = max (dot_prod_specular, 0.0);"
  1457. "float specular_factor = pow (dot_prod_specular, specular_exponent);"
  1458. "vec3 Is = Ls * Ksi * specular_factor;" // specular intensity
  1459. "vec4 color = vec4(lighting_factor * (Is + Id) + Ia, 1.0);"
  1460. "outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;"
  1461. "if (fixed_color != vec4(0.0)) outColor = fixed_color;"
  1462. "}";
  1463. std::string overlay_vertex_shader_string =
  1464. "#version 150\n"
  1465. "uniform mat4 model;"
  1466. "uniform mat4 view;"
  1467. "uniform mat4 proj;"
  1468. "in vec3 position;"
  1469. "in vec3 color;"
  1470. "out vec3 color_frag;"
  1471. "void main()"
  1472. "{"
  1473. " gl_Position = proj * view * model * vec4 (position, 1.0);"
  1474. " color_frag = color;"
  1475. "}";
  1476. std::string overlay_fragment_shader_string =
  1477. "#version 150\n"
  1478. "in vec3 color_frag;"
  1479. "out vec4 outColor;"
  1480. "void main()"
  1481. "{"
  1482. " outColor = vec4(color_frag, 1.0);"
  1483. "}";
  1484. std::string overlay_point_fragment_shader_string =
  1485. "#version 150\n"
  1486. "in vec3 color_frag;"
  1487. "out vec4 outColor;"
  1488. "void main()"
  1489. "{"
  1490. " if (length(gl_PointCoord - vec2(0.5)) > 0.5)"
  1491. " discard;"
  1492. " outColor = vec4(color_frag, 1.0);"
  1493. "}";
  1494. opengl.init();
  1495. opengl.shader_mesh.init(mesh_vertex_shader_string,
  1496. mesh_fragment_shader_string, "outColor");
  1497. opengl.shader_overlay_lines.init(overlay_vertex_shader_string,
  1498. overlay_fragment_shader_string, "outColor");
  1499. opengl.shader_overlay_points.init(overlay_vertex_shader_string,
  1500. overlay_point_fragment_shader_string, "outColor");
  1501. }
  1502. void Viewer::free_opengl()
  1503. {
  1504. opengl.shader_mesh.free();
  1505. opengl.shader_overlay_lines.free();
  1506. opengl.shader_overlay_points.free();
  1507. opengl.free();
  1508. __font_renderer.Shut();
  1509. }
  1510. void Viewer::draw()
  1511. {
  1512. using namespace std;
  1513. using namespace Eigen;
  1514. glClearColor(options.background_color[0],
  1515. options.background_color[1],
  1516. options.background_color[2],
  1517. 1.0f);
  1518. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1519. glEnable(GL_DEPTH_TEST);
  1520. if (callback_pre_draw)
  1521. if (callback_pre_draw(*this))
  1522. return;
  1523. if (plugin_manager)
  1524. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1525. if (plugin_manager->plugin_list[i]->pre_draw())
  1526. return;
  1527. /* Bind and potentially refresh mesh/line/point data */
  1528. if (data.dirty)
  1529. {
  1530. opengl.set_data(data, options.face_based, options.invert_normals);
  1531. data.dirty = DIRTY_NONE;
  1532. }
  1533. opengl.bind_mesh();
  1534. // Initialize uniform
  1535. glViewport(0, 0, width, height);
  1536. model = Eigen::Matrix4f::Identity();
  1537. view = Eigen::Matrix4f::Identity();
  1538. proj = Eigen::Matrix4f::Identity();
  1539. // Set view
  1540. view = lookAt(Eigen::Vector3f(options.camera_eye[0], options.camera_eye[1], options.camera_eye[2]),
  1541. Eigen::Vector3f(options.camera_center[0], options.camera_center[1], options.camera_center[2]),
  1542. Eigen::Vector3f(options.camera_up[0], options.camera_up[1], options.camera_up[2]));
  1543. // Set projection
  1544. if (options.orthographic)
  1545. {
  1546. float length = (options.camera_eye - options.camera_center).norm();
  1547. float h = tan(options.camera_view_angle/360.0 * M_PI) * (length);
  1548. proj = ortho(-h*width/height, h*width/height, -h, h, options.camera_dnear, options.camera_dfar);
  1549. }
  1550. else
  1551. {
  1552. float fH = tan(options.camera_view_angle / 360.0 * M_PI) * options.camera_dnear;
  1553. float fW = fH * (double)width/(double)height;
  1554. proj = frustum(-fW, fW, -fH, fH, options.camera_dnear, options.camera_dfar);
  1555. }
  1556. // end projection
  1557. // Set model transformation
  1558. float mat[16];
  1559. igl::quat_to_mat(options.trackball_angle.data(), mat);
  1560. for (unsigned i=0;i<4;++i)
  1561. for (unsigned j=0;j<4;++j)
  1562. model(i,j) = mat[i+4*j];
  1563. model = scale(model, Eigen::Vector3f(options.camera_zoom,options.camera_zoom,options.camera_zoom));
  1564. model = scale(model, Eigen::Vector3f(options.model_zoom,options.model_zoom,options.model_zoom));
  1565. model = translate(model, Eigen::Vector3f(options.model_translation[0],options.model_translation[1],options.model_translation[2]));
  1566. // Send transformations to the GPU
  1567. GLint modeli = opengl.shader_mesh.uniform("model");
  1568. GLint viewi = opengl.shader_mesh.uniform("view");
  1569. GLint proji = opengl.shader_mesh.uniform("proj");
  1570. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1571. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1572. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1573. // Light parameters
  1574. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  1575. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  1576. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  1577. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  1578. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  1579. glUniform1f(specular_exponenti, options.shininess);
  1580. Vector3f rev_light = -1.*options.light_position;
  1581. glUniform3fv(light_position_worldi, 1, rev_light.data());
  1582. glUniform1f(lighting_factori, 1.0f); // enables lighting
  1583. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  1584. if (data.V.rows()>0)
  1585. {
  1586. // Render fill
  1587. if (options.show_faces)
  1588. {
  1589. // Texture
  1590. glUniform1f(texture_factori, options.show_texture ? 1.0f : 0.0f);
  1591. opengl.draw_mesh(true);
  1592. glUniform1f(texture_factori, 0.0f);
  1593. }
  1594. // Render wireframe
  1595. if (options.show_lines)
  1596. {
  1597. glLineWidth(options.line_width);
  1598. glUniform4f(fixed_colori, options.line_color[0], options.line_color[1],
  1599. options.line_color[2], 1.0f);
  1600. opengl.draw_mesh(false);
  1601. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  1602. }
  1603. if (options.show_vertid)
  1604. {
  1605. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1606. for (int i=0; i<data.V.rows(); ++i)
  1607. __font_renderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
  1608. __font_renderer.EndDraw();
  1609. }
  1610. if (options.show_faceid)
  1611. {
  1612. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1613. for (int i=0; i<data.F.rows(); ++i)
  1614. {
  1615. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  1616. for (int j=0;j<data.F.cols();++j)
  1617. p += data.V.row(data.F(i,j));
  1618. p /= data.F.cols();
  1619. __font_renderer.DrawText(p, data.F_normals.row(i), to_string(i));
  1620. }
  1621. __font_renderer.EndDraw();
  1622. }
  1623. }
  1624. if (options.show_overlay)
  1625. {
  1626. if (options.show_overlay_depth)
  1627. glEnable(GL_DEPTH_TEST);
  1628. else
  1629. glDisable(GL_DEPTH_TEST);
  1630. if (data.lines.rows() > 0)
  1631. {
  1632. opengl.bind_overlay_lines();
  1633. modeli = opengl.shader_overlay_lines.uniform("model");
  1634. viewi = opengl.shader_overlay_lines.uniform("view");
  1635. proji = opengl.shader_overlay_lines.uniform("proj");
  1636. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1637. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1638. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1639. glLineWidth(options.line_width);
  1640. opengl.draw_overlay_lines();
  1641. }
  1642. if (data.points.rows() > 0)
  1643. {
  1644. opengl.bind_overlay_points();
  1645. modeli = opengl.shader_overlay_points.uniform("model");
  1646. viewi = opengl.shader_overlay_points.uniform("view");
  1647. proji = opengl.shader_overlay_points.uniform("proj");
  1648. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  1649. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  1650. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  1651. glPointSize(options.point_size);
  1652. opengl.draw_overlay_points();
  1653. }
  1654. if (data.labels_positions.rows() > 0)
  1655. {
  1656. __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
  1657. for (int i=0; i<data.labels_positions.rows(); ++i)
  1658. __font_renderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  1659. data.labels_strings[i]);
  1660. __font_renderer.EndDraw();
  1661. }
  1662. glEnable(GL_DEPTH_TEST);
  1663. }
  1664. if (callback_post_draw)
  1665. if (callback_post_draw(*this))
  1666. return;
  1667. if (plugin_manager)
  1668. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1669. if (plugin_manager->plugin_list[i]->post_draw())
  1670. break;
  1671. TwDraw();
  1672. }
  1673. bool Viewer::save_scene()
  1674. {
  1675. #ifdef ENABLE_XML_SERIALIZATION
  1676. string fname = igl::file_dialog_save();
  1677. if (fname.length() == 0)
  1678. return false;
  1679. ::igl::XMLSerializer serializer("Viewer");
  1680. serializer.Add(data,"Data");
  1681. serializer.Add(options,"Options");
  1682. if (plugin_manager)
  1683. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1684. serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
  1685. serializer.Save(fname.c_str(),true);
  1686. #endif
  1687. return true;
  1688. }
  1689. bool Viewer::load_scene()
  1690. {
  1691. #ifdef ENABLE_XML_SERIALIZATION
  1692. string fname = igl::file_dialog_open();
  1693. if (fname.length() == 0)
  1694. return false;
  1695. ::igl::XMLSerializer serializer("Viewer");
  1696. serializer.Add(data,"Data");
  1697. serializer.Add(options,"Options");
  1698. if (plugin_manager)
  1699. for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
  1700. serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
  1701. serializer.Load(fname.c_str());
  1702. #endif
  1703. return true;
  1704. }
  1705. void Viewer::align_camera_center()
  1706. {
  1707. get_scale_and_shift_to_fit_mesh(data.V,data.F,options.model_zoom,options.model_translation);
  1708. data.object_scale = (data.V.colwise().maxCoeff() - data.V.colwise().minCoeff()).norm();
  1709. }
  1710. void Viewer::resize(int w, int h)
  1711. {
  1712. width = w;
  1713. height = h;
  1714. viewport = Eigen::Vector4f(0,0,width,height);
  1715. }
  1716. void Viewer::get_scale_and_shift_to_fit_mesh(
  1717. const Eigen::MatrixXd& V,
  1718. const Eigen::MatrixXi& F,
  1719. float& zoom,
  1720. Eigen::Vector3f& shift)
  1721. {
  1722. if (V.rows() == 0)
  1723. return;
  1724. //Compute mesh centroid
  1725. Eigen::SparseMatrix<double> M;
  1726. igl::massmatrix(V,F,igl::MASSMATRIX_VORONOI,M);
  1727. const auto & MV = M*V;
  1728. Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
  1729. Eigen::RowVector3d min_point = V.colwise().minCoeff();
  1730. Eigen::RowVector3d max_point = V.colwise().maxCoeff();
  1731. shift = -centroid.cast<float>();
  1732. double x_scale = fabs(max_point[0] - min_point[0]);
  1733. double y_scale = fabs(max_point[1] - min_point[1]);
  1734. double z_scale = fabs(max_point[2] - min_point[2]);
  1735. zoom = 2.0/ std::max(z_scale,std::max(x_scale,y_scale));
  1736. }
  1737. void TW_CALL Viewer::snap_to_canonical_quaternion_cb(void *clientData)
  1738. {
  1739. Eigen::Vector4f snapq = static_cast<Viewer *>(clientData)->options.trackball_angle;
  1740. igl::snap_to_canonical_view_quat<float>(snapq.data(),1,static_cast<Viewer *>(clientData)->options.trackball_angle.data());
  1741. }
  1742. void TW_CALL Viewer::align_camera_center_cb(void *clientData)
  1743. {
  1744. static_cast<Viewer *>(clientData)->align_camera_center();
  1745. }
  1746. void TW_CALL Viewer::save_scene_cb(void *clientData)
  1747. {
  1748. static_cast<Viewer *>(clientData)->save_scene();
  1749. }
  1750. void TW_CALL Viewer::load_scene_cb(void *clientData)
  1751. {
  1752. static_cast<Viewer *>(clientData)->load_scene();
  1753. }
  1754. void TW_CALL Viewer::set_invert_normals_cb(const void *param, void *clientData)
  1755. {
  1756. Viewer *viewer = static_cast<Viewer *>(clientData);
  1757. viewer->data.dirty |= Viewer::DIRTY_NORMAL;
  1758. viewer->options.invert_normals = *((bool *) param);
  1759. }
  1760. void TW_CALL Viewer::get_invert_normals_cb(void *param, void *clientData)
  1761. {
  1762. *((bool *) param) = static_cast<Viewer *>(clientData)->options.invert_normals;
  1763. }
  1764. void TW_CALL Viewer::set_face_based_cb(const void *param, void *clientData)
  1765. {
  1766. Viewer *viewer = static_cast<Viewer *>(clientData);
  1767. viewer->set_face_based(*((bool *) param));
  1768. }
  1769. void TW_CALL Viewer::get_face_based_cb(void *param, void *clientData)
  1770. {
  1771. *((bool *) param) = static_cast<Viewer *>(clientData)->options.face_based;
  1772. }
  1773. void TW_CALL Viewer::open_dialog_mesh(void *clientData)
  1774. {
  1775. std::string fname = igl::file_dialog_open();
  1776. if (fname.length() == 0)
  1777. return;
  1778. static_cast<Viewer *>(clientData)->load_mesh_from_file(fname.c_str());
  1779. }
  1780. // Serialization
  1781. void Viewer::Options::InitSerialization()
  1782. {
  1783. #ifdef ENABLE_XML_SERIALIZATION
  1784. xmlSerializer->Add(shininess, "shininess");
  1785. xmlSerializer->Add(background_color, "background_color");
  1786. xmlSerializer->Add(line_color, "line_color");
  1787. xmlSerializer->Add(light_position, "light_position");
  1788. xmlSerializer->Add(trackball_angle, "trackball_angle");
  1789. xmlSerializer->Add(model_zoom, "model_zoom");
  1790. xmlSerializer->Add(model_translation, "model_translation");
  1791. xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
  1792. xmlSerializer->Add(model_translation_uv, "model_translation_uv");
  1793. xmlSerializer->Add(camera_zoom, "camera_zoom");
  1794. xmlSerializer->Add(orthographic, "orthographic");
  1795. xmlSerializer->Add(camera_eye, "camera_eye");
  1796. xmlSerializer->Add(camera_up, "camera_up");
  1797. xmlSerializer->Add(camera_center, "camera_center");
  1798. xmlSerializer->Add(camera_view_angle, "camera_view_angle");
  1799. xmlSerializer->Add(camera_dnear, "camera_dnear");
  1800. xmlSerializer->Add(camera_dfar, "camera_dfar");
  1801. xmlSerializer->Add(show_overlay, "show_overlay");
  1802. xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
  1803. xmlSerializer->Add(show_texture, "show_texture");
  1804. xmlSerializer->Add(show_faces, "show_faces");
  1805. xmlSerializer->Add(show_lines, "show_lines");
  1806. xmlSerializer->Add(show_vertid, "show_vertid");
  1807. xmlSerializer->Add(show_faceid, "show_faceid");
  1808. xmlSerializer->Add(point_size, "point_size");
  1809. xmlSerializer->Add(line_width, "line_width");
  1810. xmlSerializer->Add(invert_normals, "invert_normals");
  1811. xmlSerializer->Add(face_based, "face_based");
  1812. #endif
  1813. }
  1814. void Viewer::Data::InitSerialization()
  1815. {
  1816. #ifdef ENABLE_XML_SERIALIZATION
  1817. xmlSerializer->Add(V,"V");
  1818. xmlSerializer->Add(F,"F");
  1819. xmlSerializer->Add(F_normals,"F_normals");
  1820. xmlSerializer->Add(F_material_ambient,"F_material_ambient");
  1821. xmlSerializer->Add(F_material_diffuse,"F_material_diffuse");
  1822. xmlSerializer->Add(F_material_specular,"F_material_specular");
  1823. xmlSerializer->Add(V_normals,"V_normals");
  1824. xmlSerializer->Add(V_material_ambient,"V_material_ambient");
  1825. xmlSerializer->Add(V_material_diffuse,"V_material_diffuse");
  1826. xmlSerializer->Add(V_material_specular,"V_material_specular");
  1827. xmlSerializer->Add(V_uv,"V_uv");
  1828. xmlSerializer->Add(F_uv,"F_uv");
  1829. xmlSerializer->Add(texture_R,"texture_R");
  1830. xmlSerializer->Add(texture_G,"texture_G");
  1831. xmlSerializer->Add(texture_B,"texture_B");
  1832. xmlSerializer->Add(lines,"lines");
  1833. xmlSerializer->Add(points,"points");
  1834. xmlSerializer->Add(labels_positions,"labels_positions");
  1835. xmlSerializer->Add(labels_strings,"labels_strings");
  1836. #endif
  1837. }
  1838. void Viewer::set_face_based(bool newvalue)
  1839. {
  1840. if (options.face_based != newvalue)
  1841. {
  1842. options.face_based = newvalue;
  1843. data.dirty = DIRTY_ALL;
  1844. }
  1845. }
  1846. // Helpers that draws the most common meshes
  1847. void Viewer::set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F)
  1848. {
  1849. using namespace std;
  1850. Eigen::MatrixXd V_temp;
  1851. // If V only has two columns, pad with a column of zeros
  1852. if (V.cols() == 2)
  1853. {
  1854. V_temp = Eigen::MatrixXd::Zero(V.rows(),3);
  1855. V_temp.block(0,0,V.rows(),2) = V;
  1856. }
  1857. else
  1858. V_temp = V;
  1859. if (data.V.rows() == 0 && data.F.rows() == 0)
  1860. {
  1861. clear_mesh();
  1862. data.V = V_temp;
  1863. data.F = F;
  1864. compute_normals();
  1865. uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
  1866. Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
  1867. Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
  1868. grid_texture();
  1869. align_camera_center();
  1870. }
  1871. else
  1872. {
  1873. if (data.V.rows() == V.rows() && data.F.rows() == F.rows())
  1874. {
  1875. data.V = V_temp;
  1876. data.F = F;
  1877. align_camera_center();
  1878. }
  1879. else
  1880. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
  1881. }
  1882. data.dirty |= DIRTY_FACE | DIRTY_POSITION;
  1883. }
  1884. void Viewer::set_vertices(const Eigen::MatrixXd& V)
  1885. {
  1886. data.V = V;
  1887. assert(F.empty() || F.maxCoeff() < V.rows());
  1888. data.dirty |= DIRTY_POSITION;
  1889. }
  1890. void Viewer::set_normals(const Eigen::MatrixXd& N)
  1891. {
  1892. using namespace std;
  1893. if (N.rows() == data.V.rows())
  1894. {
  1895. set_face_based(false);
  1896. data.V_normals = N;
  1897. }
  1898. else if (N.rows() == data.F.rows() || N.rows() == data.F.rows()*3)
  1899. {
  1900. set_face_based(true);
  1901. data.F_normals = N;
  1902. }
  1903. else
  1904. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex.";
  1905. data.dirty |= DIRTY_NORMAL;
  1906. }
  1907. void Viewer::set_colors(const Eigen::MatrixXd &C)
  1908. {
  1909. using namespace std;
  1910. using namespace Eigen;
  1911. // Ambient color should be darker color
  1912. const auto ambient = [](const MatrixXd & C)->MatrixXd
  1913. {
  1914. return 0.1*C;
  1915. };
  1916. // Specular color should be a less saturated and darker color: dampened
  1917. // highlights
  1918. const auto specular = [](const MatrixXd & C)->MatrixXd
  1919. {
  1920. const double grey = 0.3;
  1921. return grey+0.1*(C.array()-grey);
  1922. };
  1923. if (C.rows() == 1)
  1924. {
  1925. for (unsigned i=0;i<data.V_material_diffuse.rows();++i)
  1926. {
  1927. data.V_material_diffuse.row(i) = C.row(0);
  1928. }
  1929. data.V_material_ambient = ambient(data.V_material_diffuse);
  1930. data.V_material_specular = specular(data.V_material_diffuse);
  1931. for (unsigned i=0;i<data.F_material_diffuse.rows();++i)
  1932. {
  1933. data.F_material_diffuse.row(i) = C.row(0);
  1934. }
  1935. data.F_material_ambient = ambient(data.F_material_diffuse);
  1936. data.F_material_specular = specular(data.F_material_diffuse);
  1937. }
  1938. else if (C.rows() == data.V.rows())
  1939. {
  1940. set_face_based(false);
  1941. data.V_material_diffuse = C;
  1942. data.V_material_ambient = ambient(data.V_material_diffuse);
  1943. data.V_material_specular = specular(data.V_material_diffuse);
  1944. }
  1945. else if (C.rows() == data.F.rows())
  1946. {
  1947. set_face_based(true);
  1948. data.F_material_diffuse = C;
  1949. data.F_material_ambient = ambient(data.F_material_diffuse);
  1950. data.F_material_specular = specular(data.F_material_diffuse);
  1951. }
  1952. else
  1953. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex.";
  1954. data.dirty |= DIRTY_DIFFUSE;
  1955. }
  1956. void Viewer::set_uv(const Eigen::MatrixXd& UV)
  1957. {
  1958. using namespace std;
  1959. if (UV.rows() == data.V.rows())
  1960. {
  1961. set_face_based(false);
  1962. data.V_uv = UV;
  1963. }
  1964. else
  1965. cerr << "ERROR (set_UV): Please provide uv per vertex.";
  1966. data.dirty |= DIRTY_UV;
  1967. }
  1968. void Viewer::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  1969. {
  1970. set_face_based(true);
  1971. data.V_uv = UV_V;
  1972. data.F_uv = UV_F;
  1973. data.dirty |= DIRTY_UV;
  1974. }
  1975. void Viewer::set_texture(
  1976. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& R,
  1977. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& G,
  1978. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& B)
  1979. {
  1980. data.texture_R = R;
  1981. data.texture_G = G;
  1982. data.texture_B = B;
  1983. data.dirty |= DIRTY_TEXTURE;
  1984. }
  1985. void Viewer::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  1986. {
  1987. int lastid = data.points.rows();
  1988. data.points.conservativeResize(data.points.rows() + P.rows(),6);
  1989. for (unsigned i=0; i<P.rows(); ++i)
  1990. data.points.row(lastid+i) << P.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  1991. data.dirty |= DIRTY_OVERLAY_POINTS;
  1992. }
  1993. void Viewer::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  1994. {
  1995. int lastid = data.lines.rows();
  1996. data.lines.conservativeResize(data.lines.rows() + P1.rows(),9);
  1997. for (unsigned i=0; i<P1.rows(); ++i)
  1998. data.lines.row(lastid+i) << P1.row(i), P2.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  1999. data.dirty |= DIRTY_OVERLAY_LINES;
  2000. }
  2001. void Viewer::add_label(const Eigen::VectorXd& P, const std::string& str)
  2002. {
  2003. int lastid = data.labels_positions.rows();
  2004. data.labels_positions.conservativeResize(lastid+1, 3);
  2005. data.labels_positions.row(lastid) = P;
  2006. data.labels_strings.push_back(str);
  2007. }
  2008. void Viewer::launch(std::string filename)
  2009. {
  2010. GLFWwindow* window;
  2011. glfwSetErrorCallback(glfw_error_callback);
  2012. if (!glfwInit())
  2013. exit(EXIT_FAILURE);
  2014. glfwWindowHint(GLFW_SAMPLES, 16);
  2015. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  2016. glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  2017. glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  2018. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  2019. window = glfwCreateWindow(1280, 800, "IGL Viewer", NULL, NULL);
  2020. if (!window)
  2021. {
  2022. glfwTerminate();
  2023. exit(EXIT_FAILURE);
  2024. }
  2025. glfwMakeContextCurrent(window);
  2026. #ifdef _WIN32
  2027. glewExperimental = true;
  2028. GLenum err = glewInit();
  2029. if (GLEW_OK != err)
  2030. {
  2031. /* Problem: glewInit failed, something is seriously wrong. */
  2032. fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
  2033. }
  2034. fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
  2035. #endif
  2036. #ifdef DEBUG
  2037. int major, minor, rev;
  2038. major = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
  2039. minor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
  2040. rev = glfwGetWindowAttrib(window, GLFW_CONTEXT_REVISION);
  2041. printf("OpenGL version recieved: %d.%d.%d\n", major, minor, rev);
  2042. printf("Supported OpenGL is %s\n", (const char*)glGetString(GL_VERSION));
  2043. printf("Supported GLSL is %s\n", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
  2044. #endif
  2045. glfwSetInputMode(window,GLFW_CURSOR,GLFW_CURSOR_NORMAL);
  2046. // Initialize AntTweakBar
  2047. TwInit(TW_OPENGL_CORE, NULL);
  2048. // Initialize IGL viewer
  2049. init(&igl_viewer_plugin_manager);
  2050. __viewer = this;
  2051. // Register callbacks
  2052. glfwSetKeyCallback(window, glfw_key_callback);
  2053. glfwSetCursorPosCallback(window,glfw_mouse_move);
  2054. glfwSetWindowSizeCallback(window,glfw_window_size);
  2055. glfwSetMouseButtonCallback(window,glfw_mouse_press);
  2056. glfwSetScrollCallback(window,glfw_mouse_scroll);
  2057. glfwSetCharCallback(window, glfw_char_callback);
  2058. // Handle retina displays (windows and mac)
  2059. int width, height;
  2060. glfwGetFramebufferSize(window, &width, &height);
  2061. int width_window, height_window;
  2062. glfwGetWindowSize(window, &width_window, &height_window);
  2063. highdpi = width/width_window;
  2064. glfw_window_size(window,width_window,height_window);
  2065. init_opengl();
  2066. // Load the mesh passed as input
  2067. if (filename.size() > 0)
  2068. load_mesh_from_file(filename.c_str());
  2069. // Rendering loop
  2070. while (!glfwWindowShouldClose(window))
  2071. {
  2072. draw();
  2073. glfwSwapBuffers(window);
  2074. //glfwPollEvents();
  2075. glfwWaitEvents();
  2076. }
  2077. free_opengl();
  2078. shutdown_plugins();
  2079. glfwDestroyWindow(window);
  2080. glfwTerminate();
  2081. exit(EXIT_SUCCESS);
  2082. }
  2083. } // end namespace