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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
- //
- // This Source Code Form is subject to the terms of the Mozilla Public License
- // v. 2.0. If a copy of the MPL was not distributed with this file, You can
- // obtain one at http://mozilla.org/MPL/2.0/.
- #include "ViewerCore.h"
- #include <igl/quat_to_mat.h>
- #include <igl/massmatrix.h>
- #include <Eigen/Geometry>
- #include <iostream>
- Eigen::Matrix4f lookAt (
- const Eigen::Vector3f& eye,
- const Eigen::Vector3f& center,
- const Eigen::Vector3f& up)
- {
- Eigen::Vector3f f = (center - eye).normalized();
- Eigen::Vector3f s = f.cross(up).normalized();
- Eigen::Vector3f u = s.cross(f);
- Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
- Result(0,0) = s(0);
- Result(0,1) = s(1);
- Result(0,2) = s(2);
- Result(1,0) = u(0);
- Result(1,1) = u(1);
- Result(1,2) = u(2);
- Result(2,0) =-f(0);
- Result(2,1) =-f(1);
- Result(2,2) =-f(2);
- Result(0,3) =-s.transpose() * eye;
- Result(1,3) =-u.transpose() * eye;
- Result(2,3) = f.transpose() * eye;
- return Result;
- }
- Eigen::Matrix4f ortho (
- const float left,
- const float right,
- const float bottom,
- const float top,
- const float zNear,
- const float zFar
- )
- {
- Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
- Result(0,0) = 2.0f / (right - left);
- Result(1,1) = 2.0f / (top - bottom);
- Result(2,2) = - 2.0f / (zFar - zNear);
- Result(0,3) = - (right + left) / (right - left);
- Result(1,3) = - (top + bottom) / (top - bottom);
- Result(2,3) = - (zFar + zNear) / (zFar - zNear);
- return Result;
- }
- Eigen::Matrix4f frustum (
- const float left,
- const float right,
- const float bottom,
- const float top,
- const float nearVal,
- const float farVal)
- {
- Eigen::Matrix4f Result = Eigen::Matrix4f::Zero();
- Result(0,0) = (2.0f * nearVal) / (right - left);
- Result(1,1) = (2.0f * nearVal) / (top - bottom);
- Result(0,2) = (right + left) / (right - left);
- Result(1,2) = (top + bottom) / (top - bottom);
- Result(2,2) = -(farVal + nearVal) / (farVal - nearVal);
- Result(3,2) = -1.0f;
- Result(2,3) = -(2.0f * farVal * nearVal) / (farVal - nearVal);
- return Result;
- }
- Eigen::Matrix4f scale (const Eigen::Matrix4f& m,
- const Eigen::Vector3f& v)
- {
- Eigen::Matrix4f Result;
- Result.col(0) = m.col(0).array() * v(0);
- Result.col(1) = m.col(1).array() * v(1);
- Result.col(2) = m.col(2).array() * v(2);
- Result.col(3) = m.col(3);
- return Result;
- }
- Eigen::Matrix4f translate(
- const Eigen::Matrix4f& m,
- const Eigen::Vector3f& v)
- {
- Eigen::Matrix4f Result = m;
- 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();
- return Result;
- }
- void igl::ViewerCore::InitSerialization()
- {
- #ifdef ENABLE_XML_SERIALIZATION
- xmlSerializer->Add(shininess, "shininess");
- xmlSerializer->Add(background_color, "background_color");
- xmlSerializer->Add(line_color, "line_color");
- xmlSerializer->Add(light_position, "light_position");
- xmlSerializer->Add(lighting_factor, "lighting_factor");
- xmlSerializer->Add(trackball_angle, "trackball_angle");
- xmlSerializer->Add(model_zoom, "model_zoom");
- xmlSerializer->Add(model_translation, "model_translation");
- xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
- xmlSerializer->Add(model_translation_uv, "model_translation_uv");
- xmlSerializer->Add(camera_zoom, "camera_zoom");
- xmlSerializer->Add(orthographic, "orthographic");
- xmlSerializer->Add(camera_eye, "camera_eye");
- xmlSerializer->Add(camera_up, "camera_up");
- xmlSerializer->Add(camera_center, "camera_center");
- xmlSerializer->Add(camera_view_angle, "camera_view_angle");
- xmlSerializer->Add(camera_dnear, "camera_dnear");
- xmlSerializer->Add(camera_dfar, "camera_dfar");
- xmlSerializer->Add(show_overlay, "show_overlay");
- xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
- xmlSerializer->Add(show_texture, "show_texture");
- xmlSerializer->Add(show_faces, "show_faces");
- xmlSerializer->Add(show_lines, "show_lines");
- xmlSerializer->Add(show_vertid, "show_vertid");
- xmlSerializer->Add(show_faceid, "show_faceid");
- xmlSerializer->Add(point_size, "point_size");
- xmlSerializer->Add(line_width, "line_width");
- xmlSerializer->Add(invert_normals, "invert_normals");
- xmlSerializer->Add(face_based, "face_based");
- xmlSerializer->Add(face_based, "object_scale");
- xmlSerializer->Add(viewport, "viewport");
- xmlSerializer->Add(view, "view");
- xmlSerializer->Add(model, "model");
- xmlSerializer->Add(proj, "proj");
- #endif
- }
- IGL_INLINE void igl::ViewerCore::align_camera_center(
- const Eigen::MatrixXd& V,
- const Eigen::MatrixXi& F)
- {
- get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
- // Rather than crash on empty mesh...
- if(V.size() > 0)
- {
- object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
- }
- }
- IGL_INLINE void igl::ViewerCore::get_scale_and_shift_to_fit_mesh(
- const Eigen::MatrixXd& V,
- const Eigen::MatrixXi& F,
- float& zoom,
- Eigen::Vector3f& shift)
- {
- if (V.rows() == 0)
- return;
- //Eigen::SparseMatrix<double> M;
- //igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
- //const auto & MV = M*V;
- //Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
- Eigen::RowVector3d min_point = V.colwise().minCoeff();
- Eigen::RowVector3d max_point = V.colwise().maxCoeff();
- Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
- shift = -centroid.cast<float>();
- double x_scale = fabs(max_point[0] - min_point[0]);
- double y_scale = fabs(max_point[1] - min_point[1]);
- double z_scale = fabs(max_point[2] - min_point[2]);
- zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
- }
- IGL_INLINE void igl::ViewerCore::clear_framebuffers()
- {
- glClearColor(background_color[0],
- background_color[1],
- background_color[2],
- 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- IGL_INLINE void igl::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl)
- {
- using namespace std;
- using namespace Eigen;
- glEnable(GL_DEPTH_TEST);
- /* Bind and potentially refresh mesh/line/point data */
- if (data.dirty)
- {
- opengl.set_data(data, invert_normals);
- data.dirty = ViewerData::DIRTY_NONE;
- }
- opengl.bind_mesh();
- // Initialize uniform
- glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
- model = Eigen::Matrix4f::Identity();
- view = Eigen::Matrix4f::Identity();
- proj = Eigen::Matrix4f::Identity();
- // Set view
- view = lookAt(Eigen::Vector3f(camera_eye[0], camera_eye[1], camera_eye[2]),
- Eigen::Vector3f(camera_center[0], camera_center[1], camera_center[2]),
- Eigen::Vector3f(camera_up[0], camera_up[1], camera_up[2]));
- float width = viewport(2);
- float height = viewport(3);
- // Set projection
- if (orthographic)
- {
- float length = (camera_eye - camera_center).norm();
- float h = tan(camera_view_angle/360.0 * M_PI) * (length);
- proj = ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar);
- }
- else
- {
- float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
- float fW = fH * (double)width/(double)height;
- proj = frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar);
- }
- // end projection
- // Set model transformation
- float mat[16];
- igl::quat_to_mat(trackball_angle.data(), mat);
- for (unsigned i=0;i<4;++i)
- for (unsigned j=0;j<4;++j)
- model(i,j) = mat[i+4*j];
- model = scale(model, Eigen::Vector3f(camera_zoom,camera_zoom,camera_zoom));
- model = scale(model, Eigen::Vector3f(model_zoom,model_zoom,model_zoom));
- model = translate(model, Eigen::Vector3f(model_translation[0],model_translation[1],model_translation[2]));
- // Send transformations to the GPU
- GLint modeli = opengl.shader_mesh.uniform("model");
- GLint viewi = opengl.shader_mesh.uniform("view");
- GLint proji = opengl.shader_mesh.uniform("proj");
- glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- // Light parameters
- GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
- GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
- GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
- GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
- GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
- glUniform1f(specular_exponenti, shininess);
- Vector3f rev_light = -1.*light_position;
- glUniform3fv(light_position_worldi, 1, rev_light.data());
- glUniform1f(lighting_factori, lighting_factor); // enables lighting
- glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
- if (data.V.rows()>0)
- {
- // Render fill
- if (show_faces)
- {
- // Texture
- glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
- opengl.draw_mesh(true);
- glUniform1f(texture_factori, 0.0f);
- }
- // Render wireframe
- if (show_lines)
- {
- glLineWidth(line_width);
- glUniform4f(fixed_colori, line_color[0], line_color[1],
- line_color[2], 1.0f);
- opengl.draw_mesh(false);
- glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
- }
- if (show_vertid)
- {
- textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
- for (int i=0; i<data.V.rows(); ++i)
- textrenderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
- textrenderer.EndDraw();
- }
- if (show_faceid)
- {
- textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
- for (int i=0; i<data.F.rows(); ++i)
- {
- Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
- for (int j=0;j<data.F.cols();++j)
- p += data.V.row(data.F(i,j));
- p /= data.F.cols();
- textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
- }
- textrenderer.EndDraw();
- }
- }
- if (show_overlay)
- {
- if (show_overlay_depth)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- if (data.lines.rows() > 0)
- {
- opengl.bind_overlay_lines();
- modeli = opengl.shader_overlay_lines.uniform("model");
- viewi = opengl.shader_overlay_lines.uniform("view");
- proji = opengl.shader_overlay_lines.uniform("proj");
- glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- // This must be enabled, otherwise glLineWidth has no effect
- glEnable(GL_LINE_SMOOTH);
- glLineWidth(line_width);
- opengl.draw_overlay_lines();
- }
- if (data.points.rows() > 0)
- {
- opengl.bind_overlay_points();
- modeli = opengl.shader_overlay_points.uniform("model");
- viewi = opengl.shader_overlay_points.uniform("view");
- proji = opengl.shader_overlay_points.uniform("proj");
- glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- glPointSize(point_size);
- opengl.draw_overlay_points();
- }
- if (data.labels_positions.rows() > 0)
- {
- textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
- for (int i=0; i<data.labels_positions.rows(); ++i)
- textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
- data.labels_strings[i]);
- textrenderer.EndDraw();
- }
- glEnable(GL_DEPTH_TEST);
- }
- }
- IGL_INLINE igl::ViewerCore::ViewerCore()
- #ifdef ENABLE_XML_SERIALIZATION
- : XMLSerialization("Core")
- #endif
- {
- // Default shininess
- shininess = 35.0f;
- // Default colors
- background_color << 0.3f, 0.3f, 0.5f;
- line_color << 0.0f, 0.0f, 0.0f;
- // Default lights settings
- light_position << 0.0f, -0.30f, -5.0f;
- lighting_factor = 1.0f; //on
- // Default trackball
- trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
- // Defalut model viewing parameters
- model_zoom = 1.0f;
- model_translation << 0,0,0;
- // Camera parameters
- camera_zoom = 1.0f;
- orthographic = false;
- camera_view_angle = 45.0;
- camera_dnear = 1.0;
- camera_dfar = 100.0;
- camera_eye << 0, 0, 5;
- camera_center << 0, 0, 0;
- camera_up << 0, 1, 0;
- // Default visualization options
- show_faces = true;
- show_lines = true;
- invert_normals = false;
- show_overlay = true;
- show_overlay_depth = true;
- show_vertid = false;
- show_faceid = false;
- show_texture = false;
- // Default point size / line width
- point_size = 15;
- line_width = 0.5f;
- is_animating = false;
- animation_max_fps = 30.;
- }
- IGL_INLINE void igl::ViewerCore::init()
- {
- textrenderer.Init();
- }
- IGL_INLINE void igl::ViewerCore::shut()
- {
- textrenderer.Shut();
- }
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