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