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