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/look_at.h>
  11. #include <igl/frustum.h>
  12. #include <igl/ortho.h>
  13. #include <igl/massmatrix.h>
  14. #include <igl/barycenter.h>
  15. #include <Eigen/Geometry>
  16. #include <iostream>
  17. #ifdef ENABLE_SERIALIZATION
  18. #include <igl/serialize.h>
  19. namespace igl {
  20. namespace serialization {
  21. IGL_INLINE void serialization(bool s,ViewerCore& obj,std::vector<char>& buffer)
  22. {
  23. SERIALIZE_MEMBER(shininess);
  24. SERIALIZE_MEMBER(background_color);
  25. SERIALIZE_MEMBER(line_color);
  26. SERIALIZE_MEMBER(light_position);
  27. SERIALIZE_MEMBER(lighting_factor);
  28. SERIALIZE_MEMBER(trackball_angle);
  29. SERIALIZE_MEMBER(model_zoom);
  30. SERIALIZE_MEMBER(model_translation);
  31. SERIALIZE_MEMBER(model_zoom_uv);
  32. SERIALIZE_MEMBER(model_translation_uv);
  33. SERIALIZE_MEMBER(object_scale);
  34. SERIALIZE_MEMBER(camera_zoom);
  35. SERIALIZE_MEMBER(orthographic);
  36. SERIALIZE_MEMBER(camera_view_angle);
  37. SERIALIZE_MEMBER(camera_dnear);
  38. SERIALIZE_MEMBER(camera_dfar);
  39. SERIALIZE_MEMBER(camera_eye);
  40. SERIALIZE_MEMBER(camera_center);
  41. SERIALIZE_MEMBER(camera_up);
  42. SERIALIZE_MEMBER(show_faces);
  43. SERIALIZE_MEMBER(show_lines);
  44. SERIALIZE_MEMBER(invert_normals);
  45. SERIALIZE_MEMBER(show_overlay);
  46. SERIALIZE_MEMBER(show_overlay_depth);
  47. SERIALIZE_MEMBER(show_vertid);
  48. SERIALIZE_MEMBER(show_faceid);
  49. SERIALIZE_MEMBER(show_texture);
  50. SERIALIZE_MEMBER(depth_test);
  51. SERIALIZE_MEMBER(point_size);
  52. SERIALIZE_MEMBER(line_width);
  53. SERIALIZE_MEMBER(is_animating);
  54. SERIALIZE_MEMBER(animation_max_fps);
  55. SERIALIZE_MEMBER(viewport);
  56. SERIALIZE_MEMBER(view);
  57. SERIALIZE_MEMBER(model);
  58. SERIALIZE_MEMBER(proj);
  59. }
  60. IGL_INLINE void serialize(const ViewerCore& obj,std::vector<char>& buffer)
  61. {
  62. serialization(true,const_cast<ViewerCore&>(obj),buffer);
  63. }
  64. IGL_INLINE void deserialize(ViewerCore& obj,const std::vector<char>& buffer)
  65. {
  66. serialization(false,obj,const_cast<std::vector<char>&>(buffer));
  67. }
  68. }
  69. }
  70. #endif
  71. IGL_INLINE void igl::ViewerCore::align_camera_center(
  72. const Eigen::MatrixXd& V,
  73. const Eigen::MatrixXi& F)
  74. {
  75. if(V.rows() == 0)
  76. return;
  77. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  78. // Rather than crash on empty mesh...
  79. if(V.size() > 0)
  80. {
  81. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  82. }
  83. }
  84. IGL_INLINE void igl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  85. const Eigen::MatrixXd& V,
  86. const Eigen::MatrixXi& F,
  87. float& zoom,
  88. Eigen::Vector3f& shift)
  89. {
  90. if (V.rows() == 0)
  91. return;
  92. //Eigen::SparseMatrix<double> M;
  93. //igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
  94. //const auto & MV = M*V;
  95. //Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
  96. Eigen::MatrixXd BC;
  97. igl::barycenter(V,F,BC);
  98. Eigen::RowVector3d min_point = BC.colwise().minCoeff();
  99. Eigen::RowVector3d max_point = BC.colwise().maxCoeff();
  100. Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
  101. shift = -centroid.cast<float>();
  102. double x_scale = fabs(max_point[0] - min_point[0]);
  103. double y_scale = fabs(max_point[1] - min_point[1]);
  104. double z_scale = fabs(max_point[2] - min_point[2]);
  105. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  106. }
  107. IGL_INLINE void igl::ViewerCore::clear_framebuffers()
  108. {
  109. glClearColor(background_color[0],
  110. background_color[1],
  111. background_color[2],
  112. 1.0f);
  113. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  114. }
  115. IGL_INLINE void igl::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl, bool update_matrices)
  116. {
  117. using namespace std;
  118. using namespace Eigen;
  119. if (depth_test)
  120. glEnable(GL_DEPTH_TEST);
  121. else
  122. glDisable(GL_DEPTH_TEST);
  123. /* Bind and potentially refresh mesh/line/point data */
  124. if (data.dirty)
  125. {
  126. opengl.set_data(data, invert_normals);
  127. data.dirty = ViewerData::DIRTY_NONE;
  128. }
  129. opengl.bind_mesh();
  130. // Initialize uniform
  131. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  132. if(update_matrices)
  133. {
  134. model = Eigen::Matrix4f::Identity();
  135. view = Eigen::Matrix4f::Identity();
  136. proj = Eigen::Matrix4f::Identity();
  137. // Set view
  138. look_at( camera_eye, camera_center, camera_up, view);
  139. float width = viewport(2);
  140. float height = viewport(3);
  141. // Set projection
  142. if (orthographic)
  143. {
  144. float length = (camera_eye - camera_center).norm();
  145. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  146. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  147. }
  148. else
  149. {
  150. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  151. float fW = fH * (double)width/(double)height;
  152. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  153. }
  154. // end projection
  155. // Set model transformation
  156. float mat[16];
  157. igl::quat_to_mat(trackball_angle.data(), mat);
  158. for (unsigned i=0;i<4;++i)
  159. for (unsigned j=0;j<4;++j)
  160. model(i,j) = mat[i+4*j];
  161. // Why not just use Eigen::Transform<double,3,Projective> for model...?
  162. model.topLeftCorner(3,3)*=camera_zoom;
  163. model.topLeftCorner(3,3)*=model_zoom;
  164. model.col(3).head(3) += model.topLeftCorner(3,3)*model_translation;
  165. }
  166. // Send transformations to the GPU
  167. GLint modeli = opengl.shader_mesh.uniform("model");
  168. GLint viewi = opengl.shader_mesh.uniform("view");
  169. GLint proji = opengl.shader_mesh.uniform("proj");
  170. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  171. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  172. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  173. // Light parameters
  174. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  175. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  176. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  177. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  178. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  179. glUniform1f(specular_exponenti, shininess);
  180. Vector3f rev_light = -1.*light_position;
  181. glUniform3fv(light_position_worldi, 1, rev_light.data());
  182. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  183. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  184. if (data.V.rows()>0)
  185. {
  186. // Render fill
  187. if (show_faces)
  188. {
  189. // Texture
  190. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  191. opengl.draw_mesh(true);
  192. glUniform1f(texture_factori, 0.0f);
  193. }
  194. // Render wireframe
  195. if (show_lines)
  196. {
  197. glLineWidth(line_width);
  198. glUniform4f(fixed_colori, line_color[0], line_color[1],
  199. line_color[2], 1.0f);
  200. opengl.draw_mesh(false);
  201. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  202. }
  203. if (show_vertid)
  204. {
  205. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  206. for (int i=0; i<data.V.rows(); ++i)
  207. textrenderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
  208. textrenderer.EndDraw();
  209. }
  210. if (show_faceid)
  211. {
  212. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  213. for (int i=0; i<data.F.rows(); ++i)
  214. {
  215. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  216. for (int j=0;j<data.F.cols();++j)
  217. p += data.V.row(data.F(i,j));
  218. p /= data.F.cols();
  219. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  220. }
  221. textrenderer.EndDraw();
  222. }
  223. }
  224. if (show_overlay)
  225. {
  226. if (show_overlay_depth)
  227. glEnable(GL_DEPTH_TEST);
  228. else
  229. glDisable(GL_DEPTH_TEST);
  230. if (data.lines.rows() > 0)
  231. {
  232. opengl.bind_overlay_lines();
  233. modeli = opengl.shader_overlay_lines.uniform("model");
  234. viewi = opengl.shader_overlay_lines.uniform("view");
  235. proji = opengl.shader_overlay_lines.uniform("proj");
  236. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  237. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  238. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  239. // This must be enabled, otherwise glLineWidth has no effect
  240. glEnable(GL_LINE_SMOOTH);
  241. glLineWidth(line_width);
  242. opengl.draw_overlay_lines();
  243. }
  244. if (data.points.rows() > 0)
  245. {
  246. opengl.bind_overlay_points();
  247. modeli = opengl.shader_overlay_points.uniform("model");
  248. viewi = opengl.shader_overlay_points.uniform("view");
  249. proji = opengl.shader_overlay_points.uniform("proj");
  250. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  251. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  252. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  253. glPointSize(point_size);
  254. opengl.draw_overlay_points();
  255. }
  256. if (data.labels_positions.rows() > 0)
  257. {
  258. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  259. for (int i=0; i<data.labels_positions.rows(); ++i)
  260. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  261. data.labels_strings[i]);
  262. textrenderer.EndDraw();
  263. }
  264. glEnable(GL_DEPTH_TEST);
  265. }
  266. }
  267. IGL_INLINE void igl::ViewerCore::draw_buffer(ViewerData& data,
  268. OpenGL_state& opengl,
  269. bool update_matrices,
  270. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  271. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  272. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  273. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  274. {
  275. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  276. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  277. int x = R.rows();
  278. int y = R.cols();
  279. // Create frame buffer
  280. GLuint frameBuffer;
  281. glGenFramebuffers(1, &frameBuffer);
  282. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  283. // Create texture to hold color buffer
  284. GLuint texColorBuffer;
  285. glGenTextures(1, &texColorBuffer);
  286. glBindTexture(GL_TEXTURE_2D, texColorBuffer);
  287. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  288. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  289. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  290. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0);
  291. // Create Renderbuffer Object to hold depth and stencil buffers
  292. GLuint rboDepthStencil;
  293. glGenRenderbuffers(1, &rboDepthStencil);
  294. glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
  295. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, x, y);
  296. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
  297. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  298. glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
  299. // Clear the buffer
  300. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  301. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  302. // Save old viewport
  303. Eigen::Vector4f viewport_ori = viewport;
  304. viewport << 0,0,x,y;
  305. // Draw
  306. draw(data,opengl,update_matrices);
  307. // Restore viewport
  308. viewport = viewport_ori;
  309. // Copy back in the given Eigen matrices
  310. GLubyte* pixels = (GLubyte*)calloc(x*y*4,sizeof(GLubyte));
  311. glReadPixels
  312. (
  313. 0, 0,
  314. x, y,
  315. GL_RGBA, GL_UNSIGNED_BYTE, pixels
  316. );
  317. int count = 0;
  318. for (unsigned j=0; j<y; ++j)
  319. {
  320. for (unsigned i=0; i<x; ++i)
  321. {
  322. R(i,j) = pixels[count*4+0];
  323. G(i,j) = pixels[count*4+1];
  324. B(i,j) = pixels[count*4+2];
  325. A(i,j) = pixels[count*4+3];
  326. ++count;
  327. }
  328. }
  329. // Clean up
  330. free(pixels);
  331. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  332. glDeleteRenderbuffers(1, &rboDepthStencil);
  333. glDeleteTextures(1, &texColorBuffer);
  334. glDeleteFramebuffers(1, &frameBuffer);
  335. }
  336. IGL_INLINE igl::ViewerCore::ViewerCore()
  337. {
  338. // Default shininess
  339. shininess = 35.0f;
  340. // Default colors
  341. background_color << 0.3f, 0.3f, 0.5f;
  342. line_color << 0.0f, 0.0f, 0.0f;
  343. // Default lights settings
  344. light_position << 0.0f, -0.30f, -5.0f;
  345. lighting_factor = 1.0f; //on
  346. // Default trackball
  347. trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  348. // Defalut model viewing parameters
  349. model_zoom = 1.0f;
  350. model_translation << 0,0,0;
  351. // Camera parameters
  352. camera_zoom = 1.0f;
  353. orthographic = false;
  354. camera_view_angle = 45.0;
  355. camera_dnear = 1.0;
  356. camera_dfar = 100.0;
  357. camera_eye << 0, 0, 5;
  358. camera_center << 0, 0, 0;
  359. camera_up << 0, 1, 0;
  360. // Default visualization options
  361. show_faces = true;
  362. show_lines = true;
  363. invert_normals = false;
  364. show_overlay = true;
  365. show_overlay_depth = true;
  366. show_vertid = false;
  367. show_faceid = false;
  368. show_texture = false;
  369. depth_test = true;
  370. // Default point size / line width
  371. point_size = 30;
  372. line_width = 0.5f;
  373. is_animating = false;
  374. animation_max_fps = 30.;
  375. }
  376. IGL_INLINE void igl::ViewerCore::init()
  377. {
  378. textrenderer.Init();
  379. }
  380. IGL_INLINE void igl::ViewerCore::shut()
  381. {
  382. textrenderer.Shut();
  383. }