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