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