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