ViewerCore.cpp 12 KB

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