ViewerData.cpp 27 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 <[email protected]>
  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 "ViewerData.h"
  9. #include "ViewerCore.h"
  10. #include "../per_face_normals.h"
  11. #include "../material_colors.h"
  12. #include "../per_vertex_normals.h"
  13. // Really? Just for GL_NEAREST?
  14. #include "gl.h"
  15. #include <iostream>
  16. IGL_INLINE igl::opengl::ViewerData::ViewerData()
  17. : dirty(MeshGL::DIRTY_ALL),
  18. show_faces (~unsigned(0)),
  19. show_lines (~unsigned(0)),
  20. face_based (false),
  21. double_sided (false),
  22. invert_normals (false),
  23. show_overlay (~unsigned(0)),
  24. show_overlay_depth(~unsigned(0)),
  25. show_vertex_labels(0),
  26. show_face_labels (0),
  27. show_custom_labels(0),
  28. show_texture (false),
  29. use_matcap (false),
  30. point_size(30),
  31. line_width(0.5f),
  32. label_size(1),
  33. line_color(0,0,0,1),
  34. label_color(0,0,0.04,1),
  35. shininess(35.0f),
  36. id(-1),
  37. is_visible (~unsigned(0))
  38. {
  39. clear();
  40. };
  41. IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
  42. {
  43. if (face_based != newvalue)
  44. {
  45. face_based = newvalue;
  46. dirty = MeshGL::DIRTY_ALL;
  47. }
  48. }
  49. // Helpers that draws the most common meshes
  50. IGL_INLINE void igl::opengl::ViewerData::set_mesh(
  51. const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  52. {
  53. using namespace std;
  54. Eigen::MatrixXd V_temp;
  55. // If V only has two columns, pad with a column of zeros
  56. if (_V.cols() == 2)
  57. {
  58. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  59. V_temp.block(0,0,_V.rows(),2) = _V;
  60. }
  61. else
  62. V_temp = _V;
  63. if (V.rows() == 0 && F.rows() == 0)
  64. {
  65. V = V_temp;
  66. F = _F;
  67. compute_normals();
  68. uniform_colors(
  69. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  70. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  71. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  72. // Generates a checkerboard texture
  73. grid_texture();
  74. }
  75. else
  76. {
  77. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  78. {
  79. V = V_temp;
  80. F = _F;
  81. }
  82. else
  83. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  84. }
  85. dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
  86. }
  87. IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  88. {
  89. V = _V;
  90. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  91. dirty |= MeshGL::DIRTY_POSITION;
  92. }
  93. IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
  94. {
  95. using namespace std;
  96. if (N.rows() == V.rows())
  97. {
  98. set_face_based(false);
  99. V_normals = N;
  100. }
  101. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  102. {
  103. set_face_based(true);
  104. F_normals = N;
  105. }
  106. else
  107. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  108. dirty |= MeshGL::DIRTY_NORMAL;
  109. }
  110. IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/)
  111. {
  112. if (value)
  113. is_visible |= core_id;
  114. else
  115. is_visible &= ~core_id;
  116. }
  117. IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to)
  118. {
  119. to.set(show_overlay , from.is_set(show_overlay) );
  120. to.set(show_overlay_depth, from.is_set(show_overlay_depth));
  121. to.set(show_texture , from.is_set(show_texture) );
  122. to.set(use_matcap , from.is_set(use_matcap) );
  123. to.set(show_faces , from.is_set(show_faces) );
  124. to.set(show_lines , from.is_set(show_lines) );
  125. }
  126. IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
  127. {
  128. using namespace std;
  129. using namespace Eigen;
  130. // This Gouraud coloring should be deprecated in favor of Phong coloring in
  131. // set-data
  132. if(C.rows()>0 && C.cols() == 1)
  133. {
  134. assert(false && "deprecated: call set_data directly instead");
  135. return set_data(C);
  136. }
  137. // Ambient color should be darker color
  138. const auto ambient = [](const MatrixXd & C)->MatrixXd
  139. {
  140. MatrixXd T = 0.1*C;
  141. T.col(3) = C.col(3);
  142. return T;
  143. };
  144. // Specular color should be a less saturated and darker color: dampened
  145. // highlights
  146. const auto specular = [](const MatrixXd & C)->MatrixXd
  147. {
  148. const double grey = 0.3;
  149. MatrixXd T = grey+0.1*(C.array()-grey);
  150. T.col(3) = C.col(3);
  151. return T;
  152. };
  153. if (C.rows() == 1)
  154. {
  155. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  156. {
  157. if (C.cols() == 3)
  158. V_material_diffuse.row(i) << C.row(0),1;
  159. else if (C.cols() == 4)
  160. V_material_diffuse.row(i) << C.row(0);
  161. }
  162. V_material_ambient = ambient(V_material_diffuse);
  163. V_material_specular = specular(V_material_diffuse);
  164. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  165. {
  166. if (C.cols() == 3)
  167. F_material_diffuse.row(i) << C.row(0),1;
  168. else if (C.cols() == 4)
  169. F_material_diffuse.row(i) << C.row(0);
  170. }
  171. F_material_ambient = ambient(F_material_diffuse);
  172. F_material_specular = specular(F_material_diffuse);
  173. }
  174. else if(C.rows() == V.rows() || C.rows() == F.rows())
  175. {
  176. // face based colors?
  177. if((C.rows()==F.rows()) && (C.rows() != V.rows() || face_based))
  178. {
  179. set_face_based(true);
  180. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  181. {
  182. if (C.cols() == 3)
  183. F_material_diffuse.row(i) << C.row(i), 1;
  184. else if (C.cols() == 4)
  185. F_material_diffuse.row(i) << C.row(i);
  186. }
  187. F_material_ambient = ambient(F_material_diffuse);
  188. F_material_specular = specular(F_material_diffuse);
  189. }
  190. else/*(C.rows() == V.rows())*/
  191. {
  192. set_face_based(false);
  193. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  194. {
  195. if (C.cols() == 3)
  196. V_material_diffuse.row(i) << C.row(i), 1;
  197. else if (C.cols() == 4)
  198. V_material_diffuse.row(i) << C.row(i);
  199. }
  200. V_material_ambient = ambient(V_material_diffuse);
  201. V_material_specular = specular(V_material_diffuse);
  202. }
  203. }
  204. else
  205. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
  206. dirty |= MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_AMBIENT;
  207. }
  208. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  209. {
  210. using namespace std;
  211. if (UV.rows() == V.rows())
  212. {
  213. set_face_based(false);
  214. V_uv = UV;
  215. }
  216. else
  217. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  218. dirty |= MeshGL::DIRTY_UV;
  219. }
  220. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  221. {
  222. set_face_based(true);
  223. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  224. F_uv = UV_F;
  225. dirty |= MeshGL::DIRTY_UV;
  226. }
  227. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  228. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  229. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  230. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  231. {
  232. texture_R = R;
  233. texture_G = G;
  234. texture_B = B;
  235. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  236. dirty |= MeshGL::DIRTY_TEXTURE;
  237. }
  238. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  239. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  240. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  241. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  242. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  243. {
  244. texture_R = R;
  245. texture_G = G;
  246. texture_B = B;
  247. texture_A = A;
  248. dirty |= MeshGL::DIRTY_TEXTURE;
  249. }
  250. IGL_INLINE void igl::opengl::ViewerData::set_data(
  251. const Eigen::VectorXd & D,
  252. double caxis_min,
  253. double caxis_max,
  254. igl::ColorMapType cmap,
  255. int num_steps)
  256. {
  257. if(!show_texture)
  258. {
  259. Eigen::MatrixXd CM;
  260. igl::colormap(cmap,Eigen::VectorXd::LinSpaced(num_steps,0,1).eval(),0,1,CM);
  261. set_colormap(CM);
  262. }
  263. Eigen::MatrixXd UV = ((D.array()-caxis_min)/(caxis_max-caxis_min)).replicate(1,2);
  264. if(D.size() == V.rows())
  265. {
  266. set_uv(UV);
  267. }else
  268. {
  269. assert(D.size() == F.rows());
  270. Eigen::MatrixXi UV_F =
  271. Eigen::VectorXi::LinSpaced(F.rows(),0,F.rows()-1).replicate(1,3);
  272. set_uv(UV,UV_F);
  273. }
  274. }
  275. IGL_INLINE void igl::opengl::ViewerData::set_data(const Eigen::VectorXd & D, igl::ColorMapType cmap, int num_steps)
  276. {
  277. const double caxis_min = D.minCoeff();
  278. const double caxis_max = D.maxCoeff();
  279. return set_data(D,caxis_min,caxis_max,cmap,num_steps);
  280. }
  281. IGL_INLINE void igl::opengl::ViewerData::set_colormap(const Eigen::MatrixXd & CM)
  282. {
  283. assert(CM.cols() == 3 && "colormap CM should have 3 columns");
  284. // Convert to R,G,B textures
  285. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> R =
  286. (CM.col(0)*255.0).cast<unsigned char>();
  287. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> G =
  288. (CM.col(1)*255.0).cast<unsigned char>();
  289. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> B =
  290. (CM.col(2)*255.0).cast<unsigned char>();
  291. set_colors(Eigen::RowVector3d(1,1,1));
  292. set_texture(R,G,B);
  293. show_texture = ~unsigned(0);
  294. meshgl.tex_filter = GL_NEAREST;
  295. meshgl.tex_wrap = GL_CLAMP_TO_EDGE;
  296. }
  297. IGL_INLINE void igl::opengl::ViewerData::set_points(
  298. const Eigen::MatrixXd& P,
  299. const Eigen::MatrixXd& C)
  300. {
  301. // clear existing points
  302. points.resize(0,0);
  303. add_points(P,C);
  304. }
  305. IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  306. {
  307. Eigen::MatrixXd P_temp;
  308. // If P only has two columns, pad with a column of zeros
  309. if (P.cols() == 2)
  310. {
  311. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  312. P_temp.block(0,0,P.rows(),2) = P;
  313. }
  314. else
  315. P_temp = P;
  316. int lastid = points.rows();
  317. points.conservativeResize(points.rows() + P_temp.rows(),6);
  318. for (unsigned i=0; i<P_temp.rows(); ++i)
  319. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  320. dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
  321. }
  322. IGL_INLINE void igl::opengl::ViewerData::clear_points()
  323. {
  324. points.resize(0, 6);
  325. }
  326. IGL_INLINE void igl::opengl::ViewerData::set_edges(
  327. const Eigen::MatrixXd& P,
  328. const Eigen::MatrixXi& E,
  329. const Eigen::MatrixXd& C)
  330. {
  331. using namespace Eigen;
  332. lines.resize(E.rows(),9);
  333. assert(C.cols() == 3);
  334. assert(P.cols() == 3 || P.cols() == 2);
  335. for(int e = 0;e<E.rows();e++)
  336. {
  337. RowVector3d color;
  338. if(C.size() == 3)
  339. {
  340. color<<C;
  341. }else if(C.rows() == E.rows())
  342. {
  343. color<<C.row(e);
  344. }
  345. if(P.cols() == 2)
  346. {
  347. lines.row(e)<< P.row(E(e,0)),0, P.row(E(e,1)),0, color;
  348. }else
  349. {
  350. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  351. }
  352. }
  353. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  354. }
  355. IGL_INLINE void igl::opengl::ViewerData::set_edges_from_vector_field(
  356. const Eigen::MatrixXd& P,
  357. const Eigen::MatrixXd& V,
  358. const Eigen::MatrixXd& C)
  359. {
  360. assert(P.rows() == V.rows());
  361. Eigen::MatrixXi E(P.rows(),2);
  362. const Eigen::MatrixXd PV =
  363. (Eigen::MatrixXd(P.rows()+V.rows(),3)<<P,P+V).finished();
  364. for(int i = 0;i<P.rows();i++)
  365. {
  366. E(i,0) = i;
  367. E(i,1) = i+P.rows();
  368. }
  369. const Eigen::MatrixXd CC = C.replicate<2,1>();
  370. set_edges(PV,E, C.rows() == 1?C:C.replicate<2,1>());
  371. }
  372. IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  373. {
  374. Eigen::MatrixXd P1_temp,P2_temp;
  375. // If P1 only has two columns, pad with a column of zeros
  376. if (P1.cols() == 2)
  377. {
  378. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  379. P1_temp.block(0,0,P1.rows(),2) = P1;
  380. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  381. P2_temp.block(0,0,P2.rows(),2) = P2;
  382. }
  383. else
  384. {
  385. P1_temp = P1;
  386. P2_temp = P2;
  387. }
  388. int lastid = lines.rows();
  389. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  390. for (unsigned i=0; i<P1_temp.rows(); ++i)
  391. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  392. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  393. }
  394. IGL_INLINE void igl::opengl::ViewerData::clear_edges()
  395. {
  396. lines.resize(0, 9);
  397. }
  398. IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  399. {
  400. Eigen::RowVectorXd P_temp;
  401. // If P only has two columns, pad with a column of zeros
  402. if (P.size() == 2)
  403. {
  404. P_temp = Eigen::RowVectorXd::Zero(3);
  405. P_temp << P.transpose(), 0;
  406. }
  407. else
  408. P_temp = P;
  409. int lastid = labels_positions.rows();
  410. labels_positions.conservativeResize(lastid+1, 3);
  411. labels_positions.row(lastid) = P_temp;
  412. labels_strings.push_back(str);
  413. dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
  414. }
  415. IGL_INLINE void igl::opengl::ViewerData::set_labels(const Eigen::MatrixXd& P, const std::vector<std::string>& str)
  416. {
  417. assert(P.rows() == str.size() && "position # and label # do not match!");
  418. assert(P.cols() == 3 && "dimension of label positions incorrect!");
  419. labels_positions = P;
  420. labels_strings = str;
  421. dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
  422. }
  423. IGL_INLINE void igl::opengl::ViewerData::clear_labels()
  424. {
  425. labels_positions.resize(0,3);
  426. labels_strings.clear();
  427. }
  428. IGL_INLINE void igl::opengl::ViewerData::clear()
  429. {
  430. V = Eigen::MatrixXd (0,3);
  431. F = Eigen::MatrixXi (0,3);
  432. F_material_ambient = Eigen::MatrixXd (0,4);
  433. F_material_diffuse = Eigen::MatrixXd (0,4);
  434. F_material_specular = Eigen::MatrixXd (0,4);
  435. V_material_ambient = Eigen::MatrixXd (0,4);
  436. V_material_diffuse = Eigen::MatrixXd (0,4);
  437. V_material_specular = Eigen::MatrixXd (0,4);
  438. F_normals = Eigen::MatrixXd (0,3);
  439. V_normals = Eigen::MatrixXd (0,3);
  440. V_uv = Eigen::MatrixXd (0,2);
  441. F_uv = Eigen::MatrixXi (0,3);
  442. lines = Eigen::MatrixXd (0,9);
  443. points = Eigen::MatrixXd (0,6);
  444. vertex_labels_positions = Eigen::MatrixXd (0,3);
  445. face_labels_positions = Eigen::MatrixXd (0,3);
  446. labels_positions = Eigen::MatrixXd (0,3);
  447. vertex_labels_strings.clear();
  448. face_labels_strings.clear();
  449. labels_strings.clear();
  450. face_based = false;
  451. double_sided = false;
  452. invert_normals = false;
  453. show_texture = false;
  454. use_matcap = false;
  455. }
  456. IGL_INLINE void igl::opengl::ViewerData::compute_normals()
  457. {
  458. if(V.cols() == 2)
  459. {
  460. F_normals = Eigen::RowVector3d(0,0,1).replicate(F.rows(),1);
  461. V_normals = Eigen::RowVector3d(0,0,1).replicate(V.rows(),1);
  462. }else
  463. {
  464. assert(V.cols() == 3);
  465. igl::per_face_normals(V, F, F_normals);
  466. igl::per_vertex_normals(V, F, F_normals, V_normals);
  467. }
  468. dirty |= MeshGL::DIRTY_NORMAL;
  469. }
  470. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  471. const Eigen::Vector3d& ambient,
  472. const Eigen::Vector3d& diffuse,
  473. const Eigen::Vector3d& specular)
  474. {
  475. Eigen::Vector4d ambient4;
  476. Eigen::Vector4d diffuse4;
  477. Eigen::Vector4d specular4;
  478. ambient4 << ambient, 1;
  479. diffuse4 << diffuse, 1;
  480. specular4 << specular, 1;
  481. uniform_colors(ambient4,diffuse4,specular4);
  482. }
  483. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  484. const Eigen::Vector4d& ambient,
  485. const Eigen::Vector4d& diffuse,
  486. const Eigen::Vector4d& specular)
  487. {
  488. V_material_ambient.resize(V.rows(),4);
  489. V_material_diffuse.resize(V.rows(),4);
  490. V_material_specular.resize(V.rows(),4);
  491. for (unsigned i=0; i<V.rows();++i)
  492. {
  493. V_material_ambient.row(i) = ambient;
  494. V_material_diffuse.row(i) = diffuse;
  495. V_material_specular.row(i) = specular;
  496. }
  497. F_material_ambient.resize(F.rows(),4);
  498. F_material_diffuse.resize(F.rows(),4);
  499. F_material_specular.resize(F.rows(),4);
  500. for (unsigned i=0; i<F.rows();++i)
  501. {
  502. F_material_ambient.row(i) = ambient;
  503. F_material_diffuse.row(i) = diffuse;
  504. F_material_specular.row(i) = specular;
  505. }
  506. dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
  507. }
  508. IGL_INLINE void igl::opengl::ViewerData::normal_matcap()
  509. {
  510. const int size = 512;
  511. texture_R.resize(size, size);
  512. texture_G.resize(size, size);
  513. texture_B.resize(size, size);
  514. const Eigen::Vector3d navy(0.3,0.3,0.5);
  515. static const auto clamp = [](double t){ return std::max(std::min(t,1.0),0.0);};
  516. for(int i = 0;i<size;i++)
  517. {
  518. const double x = (double(i)/double(size-1)*2.-1.);
  519. for(int j = 0;j<size;j++)
  520. {
  521. const double y = (double(j)/double(size-1)*2.-1.);
  522. const double z = sqrt(1.0-std::min(x*x+y*y,1.0));
  523. Eigen::Vector3d C = Eigen::Vector3d(x*0.5+0.5,y*0.5+0.5,z);
  524. texture_R(i,j) = clamp(C(0))*255;
  525. texture_G(i,j) = clamp(C(1))*255;
  526. texture_B(i,j) = clamp(C(2))*255;
  527. }
  528. }
  529. texture_A.setConstant(texture_R.rows(),texture_R.cols(),255);
  530. dirty |= MeshGL::DIRTY_TEXTURE;
  531. }
  532. IGL_INLINE void igl::opengl::ViewerData::grid_texture()
  533. {
  534. unsigned size = 128;
  535. unsigned size2 = size/2;
  536. texture_R.resize(size, size);
  537. for (unsigned i=0; i<size; ++i)
  538. {
  539. for (unsigned j=0; j<size; ++j)
  540. {
  541. texture_R(i,j) = 0;
  542. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  543. texture_R(i,j) = 255;
  544. }
  545. }
  546. texture_G = texture_R;
  547. texture_B = texture_R;
  548. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  549. dirty |= MeshGL::DIRTY_TEXTURE;
  550. }
  551. // Populate VBOs of a particular label stype (Vert, Face, Custom)
  552. IGL_INLINE void igl::opengl::ViewerData::update_labels(
  553. igl::opengl::MeshGL& meshgl,
  554. igl::opengl::MeshGL::TextGL& GL_labels,
  555. const Eigen::MatrixXd& positions,
  556. const std::vector<std::string>& strings
  557. ){
  558. if (positions.rows()>0)
  559. {
  560. int numCharsToRender = 0;
  561. for(size_t p=0; p<positions.rows(); p++)
  562. {
  563. numCharsToRender += strings.at(p).length();
  564. }
  565. GL_labels.label_pos_vbo.resize(numCharsToRender, 3);
  566. GL_labels.label_char_vbo.resize(numCharsToRender, 1);
  567. GL_labels.label_offset_vbo.resize(numCharsToRender, 1);
  568. GL_labels.label_indices_vbo.resize(numCharsToRender, 1);
  569. int idx=0;
  570. assert(strings.size() == positions.rows());
  571. for(size_t s=0; s<strings.size(); s++)
  572. {
  573. const auto & label = strings.at(s);
  574. for(size_t c=0; c<label.length(); c++)
  575. {
  576. GL_labels.label_pos_vbo.row(idx) = positions.row(s).cast<float>();
  577. GL_labels.label_char_vbo(idx) = (float)(label.at(c));
  578. GL_labels.label_offset_vbo(idx) = c;
  579. GL_labels.label_indices_vbo(idx) = idx;
  580. idx++;
  581. }
  582. }
  583. }
  584. }
  585. IGL_INLINE void igl::opengl::ViewerData::updateGL(
  586. const igl::opengl::ViewerData& data,
  587. const bool invert_normals,
  588. igl::opengl::MeshGL& meshgl
  589. )
  590. {
  591. if (!meshgl.is_initialized)
  592. {
  593. meshgl.init();
  594. }
  595. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  596. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  597. meshgl.dirty |= data.dirty;
  598. // Input:
  599. // X #F by dim quantity
  600. // Output:
  601. // X_vbo #F*3 by dim scattering per corner
  602. const auto per_face = [&data](
  603. const Eigen::MatrixXd & X,
  604. MeshGL::RowMatrixXf & X_vbo)
  605. {
  606. assert(X.cols() == 4);
  607. X_vbo.resize(data.F.rows()*3,4);
  608. for (unsigned i=0; i<data.F.rows();++i)
  609. for (unsigned j=0;j<3;++j)
  610. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  611. };
  612. // Input:
  613. // X #V by dim quantity
  614. // Output:
  615. // X_vbo #F*3 by dim scattering per corner
  616. const auto per_corner = [&data](
  617. const Eigen::MatrixXd & X,
  618. MeshGL::RowMatrixXf & X_vbo)
  619. {
  620. X_vbo.resize(data.F.rows()*3,X.cols());
  621. for (unsigned i=0; i<data.F.rows();++i)
  622. for (unsigned j=0;j<3;++j)
  623. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  624. };
  625. if (!data.face_based)
  626. {
  627. if (!(per_corner_uv || per_corner_normals))
  628. {
  629. // Vertex positions
  630. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  631. meshgl.V_vbo = data.V.cast<float>();
  632. // Vertex normals
  633. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  634. {
  635. meshgl.V_normals_vbo = data.V_normals.cast<float>();
  636. if (invert_normals)
  637. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  638. }
  639. // Per-vertex material settings
  640. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  641. meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
  642. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  643. meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  644. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  645. meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
  646. // Face indices
  647. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  648. meshgl.F_vbo = data.F.cast<unsigned>();
  649. // Texture coordinates
  650. if (meshgl.dirty & MeshGL::DIRTY_UV)
  651. {
  652. meshgl.V_uv_vbo = data.V_uv.cast<float>();
  653. }
  654. }
  655. else
  656. {
  657. // Per vertex properties with per corner UVs
  658. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  659. {
  660. per_corner(data.V,meshgl.V_vbo);
  661. }
  662. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  663. {
  664. meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
  665. per_corner(data.V_material_ambient,meshgl.V_ambient_vbo);
  666. }
  667. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  668. {
  669. meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
  670. per_corner(data.V_material_diffuse,meshgl.V_diffuse_vbo);
  671. }
  672. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  673. {
  674. meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
  675. per_corner(data.V_material_specular,meshgl.V_specular_vbo);
  676. }
  677. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  678. {
  679. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  680. per_corner(data.V_normals,meshgl.V_normals_vbo);
  681. if (invert_normals)
  682. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  683. }
  684. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  685. {
  686. meshgl.F_vbo.resize(data.F.rows(),3);
  687. for (unsigned i=0; i<data.F.rows();++i)
  688. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  689. }
  690. if ( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
  691. {
  692. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  693. for (unsigned i=0; i<data.F.rows();++i)
  694. for (unsigned j=0;j<3;++j)
  695. meshgl.V_uv_vbo.row(i*3+j) =
  696. data.V_uv.row(per_corner_uv ?
  697. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  698. }
  699. }
  700. } else
  701. {
  702. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  703. {
  704. per_corner(data.V,meshgl.V_vbo);
  705. }
  706. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  707. {
  708. per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
  709. }
  710. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  711. {
  712. per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
  713. }
  714. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  715. {
  716. per_face(data.F_material_specular,meshgl.V_specular_vbo);
  717. }
  718. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  719. {
  720. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  721. for (unsigned i=0; i<data.F.rows();++i)
  722. for (unsigned j=0;j<3;++j)
  723. meshgl.V_normals_vbo.row(i*3+j) =
  724. per_corner_normals ?
  725. data.F_normals.row(i*3+j).cast<float>() :
  726. data.F_normals.row(i).cast<float>();
  727. if (invert_normals)
  728. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  729. }
  730. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  731. {
  732. meshgl.F_vbo.resize(data.F.rows(),3);
  733. for (unsigned i=0; i<data.F.rows();++i)
  734. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  735. }
  736. if( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
  737. {
  738. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  739. for (unsigned i=0; i<data.F.rows();++i)
  740. for (unsigned j=0;j<3;++j)
  741. meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
  742. }
  743. }
  744. if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
  745. {
  746. meshgl.tex_u = data.texture_R.rows();
  747. meshgl.tex_v = data.texture_R.cols();
  748. meshgl.tex.resize(data.texture_R.size()*4);
  749. for (unsigned i=0;i<data.texture_R.size();++i)
  750. {
  751. meshgl.tex(i*4+0) = data.texture_R(i);
  752. meshgl.tex(i*4+1) = data.texture_G(i);
  753. meshgl.tex(i*4+2) = data.texture_B(i);
  754. meshgl.tex(i*4+3) = data.texture_A(i);
  755. }
  756. }
  757. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
  758. {
  759. meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
  760. meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  761. meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
  762. for (unsigned i=0; i<data.lines.rows();++i)
  763. {
  764. meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  765. meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  766. meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  767. meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  768. meshgl.lines_F_vbo(2*i+0) = 2*i+0;
  769. meshgl.lines_F_vbo(2*i+1) = 2*i+1;
  770. }
  771. }
  772. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
  773. {
  774. meshgl.points_V_vbo.resize(data.points.rows(),3);
  775. meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
  776. meshgl.points_F_vbo.resize(data.points.rows(),1);
  777. for (unsigned i=0; i<data.points.rows();++i)
  778. {
  779. meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  780. meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  781. meshgl.points_F_vbo(i) = i;
  782. }
  783. }
  784. if (meshgl.dirty & MeshGL::DIRTY_FACE_LABELS)
  785. {
  786. if(face_labels_positions.rows()==0)
  787. {
  788. face_labels_positions.conservativeResize(F.rows(), 3);
  789. Eigen::MatrixXd faceNormals = F_normals.normalized();
  790. for (int f=0; f<F.rows();++f)
  791. {
  792. std::string faceName = std::to_string(f);
  793. face_labels_positions.row(f) = V.row(F.row(f)(0));
  794. face_labels_positions.row(f) += V.row(F.row(f)(1));
  795. face_labels_positions.row(f) += V.row(F.row(f)(2));
  796. face_labels_positions.row(f) /= 3.;
  797. face_labels_positions.row(f) = (faceNormals*0.05).row(f) + face_labels_positions.row(f);
  798. face_labels_strings.push_back(faceName);
  799. }
  800. }
  801. update_labels(
  802. meshgl,
  803. meshgl.face_labels,
  804. face_labels_positions,
  805. face_labels_strings
  806. );
  807. }
  808. if (meshgl.dirty & MeshGL::DIRTY_VERTEX_LABELS)
  809. {
  810. if(vertex_labels_positions.rows()==0)
  811. {
  812. vertex_labels_positions.conservativeResize(V.rows(), 3);
  813. Eigen::MatrixXd normalized = V_normals.normalized();
  814. for (int v=0; v<V.rows();++v)
  815. {
  816. std::string vertName = std::to_string(v);
  817. vertex_labels_positions.row(v) = (normalized*0.1).row(v) + V.row(v);
  818. vertex_labels_strings.push_back(vertName);
  819. }
  820. }
  821. update_labels(
  822. meshgl,
  823. meshgl.vertex_labels,
  824. vertex_labels_positions,
  825. vertex_labels_strings
  826. );
  827. }
  828. if (meshgl.dirty & MeshGL::DIRTY_CUSTOM_LABELS)
  829. {
  830. update_labels(
  831. meshgl,
  832. meshgl.custom_labels,
  833. labels_positions,
  834. labels_strings
  835. );
  836. }
  837. }