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/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. #ifdef ENABLE_XML_SERIALIZATION
  93. xmlSerializer->Add(shininess, "shininess");
  94. xmlSerializer->Add(background_color, "background_color");
  95. xmlSerializer->Add(line_color, "line_color");
  96. xmlSerializer->Add(light_position, "light_position");
  97. xmlSerializer->Add(lighting_factor, "lighting_factor");
  98. xmlSerializer->Add(trackball_angle, "trackball_angle");
  99. xmlSerializer->Add(model_zoom, "model_zoom");
  100. xmlSerializer->Add(model_translation, "model_translation");
  101. xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
  102. xmlSerializer->Add(model_translation_uv, "model_translation_uv");
  103. xmlSerializer->Add(camera_zoom, "camera_zoom");
  104. xmlSerializer->Add(orthographic, "orthographic");
  105. xmlSerializer->Add(camera_eye, "camera_eye");
  106. xmlSerializer->Add(camera_up, "camera_up");
  107. xmlSerializer->Add(camera_center, "camera_center");
  108. xmlSerializer->Add(camera_view_angle, "camera_view_angle");
  109. xmlSerializer->Add(camera_dnear, "camera_dnear");
  110. xmlSerializer->Add(camera_dfar, "camera_dfar");
  111. xmlSerializer->Add(show_overlay, "show_overlay");
  112. xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
  113. xmlSerializer->Add(show_texture, "show_texture");
  114. xmlSerializer->Add(show_faces, "show_faces");
  115. xmlSerializer->Add(show_lines, "show_lines");
  116. xmlSerializer->Add(show_vertid, "show_vertid");
  117. xmlSerializer->Add(show_faceid, "show_faceid");
  118. xmlSerializer->Add(point_size, "point_size");
  119. xmlSerializer->Add(line_width, "line_width");
  120. xmlSerializer->Add(invert_normals, "invert_normals");
  121. xmlSerializer->Add(face_based, "face_based");
  122. xmlSerializer->Add(face_based, "object_scale");
  123. xmlSerializer->Add(viewport, "viewport");
  124. xmlSerializer->Add(view, "view");
  125. xmlSerializer->Add(model, "model");
  126. xmlSerializer->Add(proj, "proj");
  127. #endif
  128. }
  129. IGL_INLINE void igl::ViewerCore::align_camera_center(
  130. const Eigen::MatrixXd& V,
  131. const Eigen::MatrixXi& F)
  132. {
  133. get_scale_and_shift_to_fit_mesh(V,F,model_zoom,model_translation);
  134. // Rather than crash on empty mesh...
  135. if(V.size() > 0)
  136. {
  137. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  138. }
  139. }
  140. IGL_INLINE void igl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  141. const Eigen::MatrixXd& V,
  142. const Eigen::MatrixXi& F,
  143. float& zoom,
  144. Eigen::Vector3f& shift)
  145. {
  146. if (V.rows() == 0)
  147. return;
  148. //Eigen::SparseMatrix<double> M;
  149. //igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
  150. //const auto & MV = M*V;
  151. //Eigen::RowVector3d centroid = MV.colwise().sum()/M.diagonal().sum();
  152. Eigen::RowVector3d min_point = V.colwise().minCoeff();
  153. Eigen::RowVector3d max_point = V.colwise().maxCoeff();
  154. Eigen::RowVector3d centroid = 0.5*(min_point + max_point);
  155. shift = -centroid.cast<float>();
  156. double x_scale = fabs(max_point[0] - min_point[0]);
  157. double y_scale = fabs(max_point[1] - min_point[1]);
  158. double z_scale = fabs(max_point[2] - min_point[2]);
  159. zoom = 2.0 / std::max(z_scale,std::max(x_scale,y_scale));
  160. }
  161. IGL_INLINE void igl::ViewerCore::clear_framebuffers()
  162. {
  163. glClearColor(background_color[0],
  164. background_color[1],
  165. background_color[2],
  166. 1.0f);
  167. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  168. }
  169. IGL_INLINE void igl::ViewerCore::draw(ViewerData& data, OpenGL_state& opengl)
  170. {
  171. using namespace std;
  172. using namespace Eigen;
  173. glEnable(GL_DEPTH_TEST);
  174. /* Bind and potentially refresh mesh/line/point data */
  175. if (data.dirty)
  176. {
  177. opengl.set_data(data, invert_normals);
  178. data.dirty = ViewerData::DIRTY_NONE;
  179. }
  180. opengl.bind_mesh();
  181. // Initialize uniform
  182. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  183. model = Eigen::Matrix4f::Identity();
  184. view = Eigen::Matrix4f::Identity();
  185. proj = Eigen::Matrix4f::Identity();
  186. // Set view
  187. view = lookAt(Eigen::Vector3f(camera_eye[0], camera_eye[1], camera_eye[2]),
  188. Eigen::Vector3f(camera_center[0], camera_center[1], camera_center[2]),
  189. Eigen::Vector3f(camera_up[0], camera_up[1], camera_up[2]));
  190. float width = viewport(2);
  191. float height = viewport(3);
  192. // Set projection
  193. if (orthographic)
  194. {
  195. float length = (camera_eye - camera_center).norm();
  196. float h = tan(camera_view_angle/360.0 * M_PI) * (length);
  197. proj = ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar);
  198. }
  199. else
  200. {
  201. float fH = tan(camera_view_angle / 360.0 * M_PI) * camera_dnear;
  202. float fW = fH * (double)width/(double)height;
  203. proj = frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar);
  204. }
  205. // end projection
  206. // Set model transformation
  207. float mat[16];
  208. igl::quat_to_mat(trackball_angle.data(), mat);
  209. for (unsigned i=0;i<4;++i)
  210. for (unsigned j=0;j<4;++j)
  211. model(i,j) = mat[i+4*j];
  212. model = scale(model, Eigen::Vector3f(camera_zoom,camera_zoom,camera_zoom));
  213. model = scale(model, Eigen::Vector3f(model_zoom,model_zoom,model_zoom));
  214. model = translate(model, Eigen::Vector3f(model_translation[0],model_translation[1],model_translation[2]));
  215. // Send transformations to the GPU
  216. GLint modeli = opengl.shader_mesh.uniform("model");
  217. GLint viewi = opengl.shader_mesh.uniform("view");
  218. GLint proji = opengl.shader_mesh.uniform("proj");
  219. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  220. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  221. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  222. // Light parameters
  223. GLint specular_exponenti = opengl.shader_mesh.uniform("specular_exponent");
  224. GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
  225. GLint lighting_factori = opengl.shader_mesh.uniform("lighting_factor");
  226. GLint fixed_colori = opengl.shader_mesh.uniform("fixed_color");
  227. GLint texture_factori = opengl.shader_mesh.uniform("texture_factor");
  228. glUniform1f(specular_exponenti, shininess);
  229. Vector3f rev_light = -1.*light_position;
  230. glUniform3fv(light_position_worldi, 1, rev_light.data());
  231. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  232. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  233. if (data.V.rows()>0)
  234. {
  235. // Render fill
  236. if (show_faces)
  237. {
  238. // Texture
  239. glUniform1f(texture_factori, show_texture ? 1.0f : 0.0f);
  240. opengl.draw_mesh(true);
  241. glUniform1f(texture_factori, 0.0f);
  242. }
  243. // Render wireframe
  244. if (show_lines)
  245. {
  246. glLineWidth(line_width);
  247. glUniform4f(fixed_colori, line_color[0], line_color[1],
  248. line_color[2], 1.0f);
  249. opengl.draw_mesh(false);
  250. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  251. }
  252. if (show_vertid)
  253. {
  254. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  255. for (int i=0; i<data.V.rows(); ++i)
  256. textrenderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
  257. textrenderer.EndDraw();
  258. }
  259. if (show_faceid)
  260. {
  261. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  262. for (int i=0; i<data.F.rows(); ++i)
  263. {
  264. Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
  265. for (int j=0;j<data.F.cols();++j)
  266. p += data.V.row(data.F(i,j));
  267. p /= data.F.cols();
  268. textrenderer.DrawText(p, data.F_normals.row(i), to_string(i));
  269. }
  270. textrenderer.EndDraw();
  271. }
  272. }
  273. if (show_overlay)
  274. {
  275. if (show_overlay_depth)
  276. glEnable(GL_DEPTH_TEST);
  277. else
  278. glDisable(GL_DEPTH_TEST);
  279. if (data.lines.rows() > 0)
  280. {
  281. opengl.bind_overlay_lines();
  282. modeli = opengl.shader_overlay_lines.uniform("model");
  283. viewi = opengl.shader_overlay_lines.uniform("view");
  284. proji = opengl.shader_overlay_lines.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. // This must be enabled, otherwise glLineWidth has no effect
  289. glEnable(GL_LINE_SMOOTH);
  290. glLineWidth(line_width);
  291. opengl.draw_overlay_lines();
  292. }
  293. if (data.points.rows() > 0)
  294. {
  295. opengl.bind_overlay_points();
  296. modeli = opengl.shader_overlay_points.uniform("model");
  297. viewi = opengl.shader_overlay_points.uniform("view");
  298. proji = opengl.shader_overlay_points.uniform("proj");
  299. glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
  300. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  301. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  302. glPointSize(point_size);
  303. opengl.draw_overlay_points();
  304. }
  305. if (data.labels_positions.rows() > 0)
  306. {
  307. textrenderer.BeginDraw(view*model, proj, viewport, object_scale);
  308. for (int i=0; i<data.labels_positions.rows(); ++i)
  309. textrenderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
  310. data.labels_strings[i]);
  311. textrenderer.EndDraw();
  312. }
  313. glEnable(GL_DEPTH_TEST);
  314. }
  315. }
  316. IGL_INLINE igl::ViewerCore::ViewerCore()
  317. #ifdef ENABLE_XML_SERIALIZATION
  318. : XMLSerialization("Core")
  319. #endif
  320. {
  321. // Default shininess
  322. shininess = 35.0f;
  323. // Default colors
  324. background_color << 0.3f, 0.3f, 0.5f;
  325. line_color << 0.0f, 0.0f, 0.0f;
  326. // Default lights settings
  327. light_position << 0.0f, -0.30f, -5.0f;
  328. lighting_factor = 1.0f; //on
  329. // Default trackball
  330. trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
  331. // Defalut model viewing parameters
  332. model_zoom = 1.0f;
  333. model_translation << 0,0,0;
  334. // Camera parameters
  335. camera_zoom = 1.0f;
  336. orthographic = false;
  337. camera_view_angle = 45.0;
  338. camera_dnear = 1.0;
  339. camera_dfar = 100.0;
  340. camera_eye << 0, 0, 5;
  341. camera_center << 0, 0, 0;
  342. camera_up << 0, 1, 0;
  343. // Default visualization options
  344. show_faces = true;
  345. show_lines = true;
  346. invert_normals = false;
  347. show_overlay = true;
  348. show_overlay_depth = true;
  349. show_vertid = false;
  350. show_faceid = false;
  351. show_texture = false;
  352. // Default point size / line width
  353. point_size = 15;
  354. line_width = 0.5f;
  355. is_animating = false;
  356. animation_max_fps = 30.;
  357. }
  358. IGL_INLINE void igl::ViewerCore::init()
  359. {
  360. textrenderer.Init();
  361. }
  362. IGL_INLINE void igl::ViewerCore::shut()
  363. {
  364. textrenderer.Shut();
  365. }