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