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 "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. background_color[3]);
  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. }
  180. if (data.show_overlay)
  181. {
  182. if (data.show_overlay_depth)
  183. glEnable(GL_DEPTH_TEST);
  184. else
  185. glDisable(GL_DEPTH_TEST);
  186. if (data.lines.rows() > 0)
  187. {
  188. data.meshgl.bind_overlay_lines();
  189. modeli = glGetUniformLocation(data.meshgl.shader_overlay_lines,"model");
  190. viewi = glGetUniformLocation(data.meshgl.shader_overlay_lines,"view");
  191. proji = glGetUniformLocation(data.meshgl.shader_overlay_lines,"proj");
  192. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  193. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  194. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  195. // This must be enabled, otherwise glLineWidth has no effect
  196. glEnable(GL_LINE_SMOOTH);
  197. glLineWidth(data.line_width);
  198. data.meshgl.draw_overlay_lines();
  199. }
  200. if (data.points.rows() > 0)
  201. {
  202. data.meshgl.bind_overlay_points();
  203. modeli = glGetUniformLocation(data.meshgl.shader_overlay_points,"model");
  204. viewi = glGetUniformLocation(data.meshgl.shader_overlay_points,"view");
  205. proji = glGetUniformLocation(data.meshgl.shader_overlay_points,"proj");
  206. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  207. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  208. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  209. glPointSize(data.point_size);
  210. data.meshgl.draw_overlay_points();
  211. }
  212. glEnable(GL_DEPTH_TEST);
  213. }
  214. }
  215. IGL_INLINE void igl::opengl::ViewerCore::draw_buffer(ViewerData& data,
  216. bool update_matrices,
  217. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  218. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  219. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  220. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  221. {
  222. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  223. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  224. unsigned width = R.rows();
  225. unsigned height = R.cols();
  226. // https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
  227. unsigned int framebuffer;
  228. glGenFramebuffers(1, &framebuffer);
  229. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  230. // create a multisampled color attachment texture
  231. unsigned int textureColorBufferMultiSampled;
  232. glGenTextures(1, &textureColorBufferMultiSampled);
  233. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
  234. glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
  235. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
  236. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
  237. // create a (also multisampled) renderbuffer object for depth and stencil attachments
  238. unsigned int rbo;
  239. glGenRenderbuffers(1, &rbo);
  240. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  241. glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
  242. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  243. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
  244. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  245. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  246. // configure second post-processing framebuffer
  247. unsigned int intermediateFBO;
  248. glGenFramebuffers(1, &intermediateFBO);
  249. glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
  250. // create a color attachment texture
  251. unsigned int screenTexture;
  252. glGenTextures(1, &screenTexture);
  253. glBindTexture(GL_TEXTURE_2D, screenTexture);
  254. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  255. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  256. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  257. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
  258. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  259. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  260. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  261. // Clear the buffer
  262. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  263. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  264. // Save old viewport
  265. Eigen::Vector4f viewport_ori = viewport;
  266. viewport << 0,0,width,height;
  267. // Draw
  268. draw(data,update_matrices);
  269. // Restore viewport
  270. viewport = viewport_ori;
  271. glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
  272. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
  273. glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  274. glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
  275. // Copy back in the given Eigen matrices
  276. GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
  277. glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  278. // Clean up
  279. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  280. glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  281. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  282. glDeleteTextures(1, &screenTexture);
  283. glDeleteTextures(1, &textureColorBufferMultiSampled);
  284. glDeleteFramebuffers(1, &framebuffer);
  285. glDeleteFramebuffers(1, &intermediateFBO);
  286. glDeleteRenderbuffers(1, &rbo);
  287. int count = 0;
  288. for (unsigned j=0; j<height; ++j)
  289. {
  290. for (unsigned i=0; i<width; ++i)
  291. {
  292. R(i,j) = pixels[count*4+0];
  293. G(i,j) = pixels[count*4+1];
  294. B(i,j) = pixels[count*4+2];
  295. A(i,j) = pixels[count*4+3];
  296. ++count;
  297. }
  298. }
  299. // Clean up
  300. free(pixels);
  301. }
  302. IGL_INLINE void igl::opengl::ViewerCore::set_rotation_type(
  303. const igl::opengl::ViewerCore::RotationType & value)
  304. {
  305. using namespace Eigen;
  306. using namespace std;
  307. const RotationType old_rotation_type = rotation_type;
  308. rotation_type = value;
  309. if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
  310. old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
  311. {
  312. snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
  313. }
  314. }
  315. IGL_INLINE igl::opengl::ViewerCore::ViewerCore()
  316. {
  317. // Default colors
  318. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  319. // Default lights settings
  320. light_position << 0.0f, -0.30f, -5.0f;
  321. lighting_factor = 1.0f; //on
  322. // Default trackball
  323. trackball_angle = Eigen::Quaternionf::Identity();
  324. set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
  325. // Defalut model viewing parameters
  326. model_zoom = 1.0f;
  327. model_translation << 0,0,0;
  328. // Camera parameters
  329. camera_zoom = 1.0f;
  330. orthographic = false;
  331. camera_view_angle = 45.0;
  332. camera_dnear = 1.0;
  333. camera_dfar = 100.0;
  334. camera_eye << 0, 0, 5;
  335. camera_center << 0, 0, 0;
  336. camera_up << 0, 1, 0;
  337. depth_test = true;
  338. is_animating = false;
  339. animation_max_fps = 30.;
  340. viewport.setZero();
  341. }
  342. IGL_INLINE void igl::opengl::ViewerCore::init()
  343. {
  344. }
  345. IGL_INLINE void igl::opengl::ViewerCore::shut()
  346. {
  347. }