ViewerData.h 8.8 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. #ifndef IGL_VIEWERDATA_H
  9. #define IGL_VIEWERDATA_H
  10. #include <cstdint>
  11. #include <vector>
  12. #include <Eigen/Core>
  13. #include "../igl_inline.h"
  14. #include "MeshGL.h"
  15. // Alec: This is a mesh class containing a variety of data types (normals,
  16. // overlays, material colors, etc.)
  17. //
  18. namespace igl
  19. {
  20. // TODO: write documentation
  21. namespace opengl
  22. {
  23. class ViewerData
  24. {
  25. public:
  26. ViewerData();
  27. // Empty all fields
  28. IGL_INLINE void clear();
  29. // Change the visualization mode, invalidating the cache if necessary
  30. IGL_INLINE void set_face_based(bool newvalue);
  31. // Helpers that can draw the most common meshes
  32. IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
  33. IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
  34. IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
  35. // Set the color of the mesh
  36. //
  37. // Inputs:
  38. // C #V|#F|1 by 3 list of colors
  39. IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
  40. // Set per-vertex UV coordinates
  41. //
  42. // Inputs:
  43. // UV #V by 2 list of UV coordinates (indexed by F)
  44. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV);
  45. // Set per-corner UV coordinates
  46. //
  47. // Inputs:
  48. // UV_V #UV by 2 list of UV coordinates
  49. // UV_F #F by 3 list of UV indices into UV_V
  50. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
  51. // Set the texture associated with the mesh.
  52. //
  53. // Inputs:
  54. // R width by height image matrix of red channel
  55. // G width by height image matrix of green channel
  56. // B width by height image matrix of blue channel
  57. //
  58. IGL_INLINE void set_texture(
  59. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  60. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  61. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B);
  62. // Set the texture associated with the mesh.
  63. //
  64. // Inputs:
  65. // R width by height image matrix of red channel
  66. // G width by height image matrix of green channel
  67. // B width by height image matrix of blue channel
  68. // A width by height image matrix of alpha channel
  69. //
  70. IGL_INLINE void set_texture(
  71. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  72. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  73. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  74. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A);
  75. // Sets points given a list of point vertices. In constrast to `set_points`
  76. // this will (purposefully) clober existing points.
  77. //
  78. // Inputs:
  79. // P #P by 3 list of vertex positions
  80. // C #P|1 by 3 color(s)
  81. IGL_INLINE void set_points(
  82. const Eigen::MatrixXd& P,
  83. const Eigen::MatrixXd& C);
  84. IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
  85. // Sets edges given a list of edge vertices and edge indices. In constrast
  86. // to `add_edges` this will (purposefully) clober existing edges.
  87. //
  88. // Inputs:
  89. // P #P by 3 list of vertex positions
  90. // E #E by 2 list of edge indices into P
  91. // C #E|1 by 3 color(s)
  92. IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
  93. IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
  94. IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str);
  95. // Computes the normals of the mesh
  96. IGL_INLINE void compute_normals();
  97. // Assigns uniform colors to all faces/vertices
  98. IGL_INLINE void uniform_colors(
  99. const Eigen::Vector3d& diffuse,
  100. const Eigen::Vector3d& ambient,
  101. const Eigen::Vector3d& specular);
  102. // Assigns uniform colors to all faces/vertices
  103. IGL_INLINE void uniform_colors(
  104. const Eigen::Vector4d& ambient,
  105. const Eigen::Vector4d& diffuse,
  106. const Eigen::Vector4d& specular);
  107. // Generates a default grid texture
  108. IGL_INLINE void grid_texture();
  109. Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
  110. Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
  111. // Per face attributes
  112. Eigen::MatrixXd F_normals; // One normal per face
  113. Eigen::MatrixXd F_material_ambient; // Per face ambient color
  114. Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
  115. Eigen::MatrixXd F_material_specular; // Per face specular color
  116. // Per vertex attributes
  117. Eigen::MatrixXd V_normals; // One normal per vertex
  118. Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
  119. Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
  120. Eigen::MatrixXd V_material_specular; // Per vertex specular color
  121. // UV parametrization
  122. Eigen::MatrixXd V_uv; // UV vertices
  123. Eigen::MatrixXi F_uv; // optional faces for UVs
  124. // Texture
  125. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
  126. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
  127. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
  128. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_A;
  129. // Overlays
  130. // Lines plotted over the scene
  131. // (Every row contains 9 doubles in the following format S_x, S_y, S_z, T_x, T_y, T_z, C_r, C_g, C_b),
  132. // with S and T the coordinates of the two vertices of the line in global coordinates, and C the color in floating point rgb format
  133. Eigen::MatrixXd lines;
  134. // Points plotted over the scene
  135. // (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b),
  136. // with P the position in global coordinates of the center of the point, and C the color in floating point rgb format
  137. Eigen::MatrixXd points;
  138. // Text labels plotted over the scene
  139. // Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored
  140. // Texts contains in the i-th position the text of the i-th label
  141. Eigen::MatrixXd labels_positions;
  142. std::vector<std::string> labels_strings;
  143. // Marks dirty buffers that need to be uploaded to OpenGL
  144. uint32_t dirty;
  145. // Enable per-face or per-vertex properties
  146. bool face_based;
  147. // Visualization options
  148. bool show_overlay;
  149. bool show_overlay_depth;
  150. bool show_texture;
  151. bool show_faces;
  152. bool show_lines;
  153. bool show_vertid;
  154. bool show_faceid;
  155. bool invert_normals;
  156. // Point size / line width
  157. float point_size;
  158. float line_width;
  159. Eigen::Vector4f line_color;
  160. // Shape material
  161. float shininess;
  162. // OpenGL representation of the mesh
  163. igl::opengl::MeshGL meshgl;
  164. // Update contents from a 'Data' instance
  165. IGL_INLINE void updateGL(
  166. const igl::opengl::ViewerData& data,
  167. const bool invert_normals,
  168. igl::opengl::MeshGL& meshgl);
  169. };
  170. }
  171. }
  172. #ifdef ENABLE_SERIALIZATION
  173. #include <igl/serialize.h>
  174. namespace igl
  175. {
  176. namespace serialization
  177. {
  178. inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector<char>& buffer)
  179. {
  180. SERIALIZE_MEMBER(V);
  181. SERIALIZE_MEMBER(F);
  182. SERIALIZE_MEMBER(F_normals);
  183. SERIALIZE_MEMBER(F_material_ambient);
  184. SERIALIZE_MEMBER(F_material_diffuse);
  185. SERIALIZE_MEMBER(F_material_specular);
  186. SERIALIZE_MEMBER(V_normals);
  187. SERIALIZE_MEMBER(V_material_ambient);
  188. SERIALIZE_MEMBER(V_material_diffuse);
  189. SERIALIZE_MEMBER(V_material_specular);
  190. SERIALIZE_MEMBER(V_uv);
  191. SERIALIZE_MEMBER(F_uv);
  192. SERIALIZE_MEMBER(texture_R);
  193. SERIALIZE_MEMBER(texture_G);
  194. SERIALIZE_MEMBER(texture_B);
  195. SERIALIZE_MEMBER(texture_A);
  196. SERIALIZE_MEMBER(lines);
  197. SERIALIZE_MEMBER(points);
  198. SERIALIZE_MEMBER(labels_positions);
  199. SERIALIZE_MEMBER(labels_strings);
  200. SERIALIZE_MEMBER(dirty);
  201. SERIALIZE_MEMBER(face_based);
  202. SERIALIZE_MEMBER(show_faces);
  203. SERIALIZE_MEMBER(show_lines);
  204. SERIALIZE_MEMBER(invert_normals);
  205. SERIALIZE_MEMBER(show_overlay);
  206. SERIALIZE_MEMBER(show_overlay_depth);
  207. SERIALIZE_MEMBER(show_vertid);
  208. SERIALIZE_MEMBER(show_faceid);
  209. SERIALIZE_MEMBER(show_texture);
  210. SERIALIZE_MEMBER(point_size);
  211. SERIALIZE_MEMBER(line_width);
  212. SERIALIZE_MEMBER(line_color);
  213. SERIALIZE_MEMBER(shininess);
  214. }
  215. template<>
  216. inline void serialize(const igl::opengl::ViewerData& obj, std::vector<char>& buffer)
  217. {
  218. serialization(true, const_cast<igl::opengl::ViewerData&>(obj), buffer);
  219. }
  220. template<>
  221. inline void deserialize(igl::opengl::ViewerData& obj, const std::vector<char>& buffer)
  222. {
  223. serialization(false, obj, const_cast<std::vector<char>&>(buffer));
  224. obj.dirty = igl::opengl::MeshGL::DIRTY_ALL;
  225. }
  226. }
  227. }
  228. #endif
  229. #ifndef IGL_STATIC_LIBRARY
  230. # include "ViewerData.cpp"
  231. #endif
  232. #endif