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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <[email protected]>
- //
- // 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 "ViewerData.h"
- #include "gl.h"
- #include "../quat_to_mat.h"
- #include "../null.h"
- #include "../snap_to_fixed_up.h"
- #include "../look_at.h"
- #include "../frustum.h"
- #include "../ortho.h"
- #include "../massmatrix.h"
- #include "../barycenter.h"
- #include "../PI.h"
- #include "report_gl_error.h"
- #include "read_pixels.h"
- #include <Eigen/Geometry>
- #include <iostream>
- IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
- const Eigen::MatrixXd& V,
- const Eigen::MatrixXi& F)
- {
- if(V.rows() == 0)
- return;
- get_scale_and_shift_to_fit_mesh(V,F,camera_base_zoom,camera_base_translation);
- // Rather than crash on empty mesh...
- if(V.size() > 0)
- {
- object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
- }
- }
- IGL_INLINE void igl::opengl::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::MatrixXd BC;
- if (F.rows() <= 1)
- {
- BC = V;
- } else
- {
- igl::barycenter(V,F,BC);
- }
- return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
- }
- IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
- const Eigen::MatrixXd& V)
- {
- if(V.rows() == 0)
- return;
- get_scale_and_shift_to_fit_mesh(V,camera_base_zoom,camera_base_translation);
- // Rather than crash on empty mesh...
- if(V.size() > 0)
- {
- object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
- }
- }
- IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
- const Eigen::MatrixXd& V,
- float& zoom,
- Eigen::Vector3f& shift)
- {
- if (V.rows() == 0)
- return;
- auto min_point = V.colwise().minCoeff();
- auto max_point = V.colwise().maxCoeff();
- auto centroid = (0.5*(min_point + max_point)).eval();
- shift.setConstant(0);
- shift.head(centroid.size()) = -centroid.cast<float>();
- zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
- }
- IGL_INLINE void igl::opengl::ViewerCore::clear_framebuffers()
- {
- // The glScissor call ensures we only clear this core's buffers,
- // (in case the user wants different background colors in each viewport.)
- glScissor(viewport(0), viewport(1), viewport(2), viewport(3));
- glEnable(GL_SCISSOR_TEST);
- glClearColor(background_color[0],
- background_color[1],
- background_color[2],
- background_color[3]);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glDisable(GL_SCISSOR_TEST);
- }
- IGL_INLINE void igl::opengl::ViewerCore::draw(
- ViewerData& data,
- bool update_matrices)
- {
- using namespace std;
- using namespace Eigen;
- if (depth_test)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- /* Bind and potentially refresh mesh/line/point data */
- if (data.dirty)
- {
- data.updateGL(data, data.invert_normals, data.meshgl);
- data.dirty = MeshGL::DIRTY_NONE;
- }
- data.meshgl.bind_mesh();
- // Initialize uniform
- glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
- if(update_matrices)
- {
- view = Eigen::Matrix4f::Identity();
- proj = Eigen::Matrix4f::Identity();
- norm = Eigen::Matrix4f::Identity();
- float width = viewport(2);
- float height = viewport(3);
- // Set view
- look_at( camera_eye, camera_center, camera_up, view);
- view = view
- * (trackball_angle * Eigen::Scaling(camera_zoom * camera_base_zoom)
- * Eigen::Translation3f(camera_translation + camera_base_translation)).matrix();
- norm = view.inverse().transpose();
- // Set projection
- if (orthographic)
- {
- float length = (camera_eye - camera_center).norm();
- float h = tan(camera_view_angle/360.0 * igl::PI) * (length);
- ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
- }
- else
- {
- float fH = tan(camera_view_angle / 360.0 * igl::PI) * camera_dnear;
- float fW = fH * (double)width/(double)height;
- frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
- }
- }
- // Send transformations to the GPU
- GLint viewi = glGetUniformLocation(data.meshgl.shader_mesh,"view");
- GLint proji = glGetUniformLocation(data.meshgl.shader_mesh,"proj");
- GLint normi = glGetUniformLocation(data.meshgl.shader_mesh,"normal_matrix");
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- glUniformMatrix4fv(normi, 1, GL_FALSE, norm.data());
- // Light parameters
- GLint specular_exponenti = glGetUniformLocation(data.meshgl.shader_mesh,"specular_exponent");
- GLint light_position_eyei = glGetUniformLocation(data.meshgl.shader_mesh,"light_position_eye");
- GLint lighting_factori = glGetUniformLocation(data.meshgl.shader_mesh,"lighting_factor");
- GLint fixed_colori = glGetUniformLocation(data.meshgl.shader_mesh,"fixed_color");
- GLint texture_factori = glGetUniformLocation(data.meshgl.shader_mesh,"texture_factor");
- GLint matcap_factori = glGetUniformLocation(data.meshgl.shader_mesh,"matcap_factor");
- GLint double_sidedi = glGetUniformLocation(data.meshgl.shader_mesh,"double_sided");
- const bool eff_is_directional_light = is_directional_light || is_shadow_mapping;
- glUniform1f(specular_exponenti, data.shininess);
- if(eff_is_directional_light)
- {
- Eigen::Vector3f light_direction = light_position.normalized();
- glUniform3fv(light_position_eyei, 1, light_direction.data());
- }else
- {
- glUniform3fv(light_position_eyei, 1, light_position.data());
- }
- if(is_shadow_mapping)
- {
- glUniformMatrix4fv(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_view"), 1, GL_FALSE, shadow_view.data());
- glUniformMatrix4fv(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_proj"), 1, GL_FALSE, shadow_proj.data());
- glActiveTexture(GL_TEXTURE0+1);
- glBindTexture(GL_TEXTURE_2D, shadow_depth_tex);
- {
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_tex"), 1);
- }
- }
- glUniform1f(lighting_factori, lighting_factor); // enables lighting
- glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"is_directional_light"),eff_is_directional_light);
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"is_shadow_mapping"),is_shadow_mapping);
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_pass"),false);
- if (data.V.rows()>0)
- {
- // Render fill
- if (is_set(data.show_faces))
- {
- // Texture
- glUniform1f(texture_factori, is_set(data.show_texture) ? 1.0f : 0.0f);
- glUniform1f(matcap_factori, is_set(data.use_matcap) ? 1.0f : 0.0f);
- glUniform1f(double_sidedi, data.double_sided ? 1.0f : 0.0f);
- data.meshgl.draw_mesh(true);
- glUniform1f(matcap_factori, 0.0f);
- glUniform1f(texture_factori, 0.0f);
- }
- // Render wireframe
- if (is_set(data.show_lines))
- {
- glLineWidth(data.line_width);
- glUniform4f(fixed_colori,
- data.line_color[0],
- data.line_color[1],
- data.line_color[2],
- data.line_color[3]);
- data.meshgl.draw_mesh(false);
- glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
- }
- }
- if (is_set(data.show_overlay))
- {
- if (is_set(data.show_overlay_depth))
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- if (data.lines.rows() > 0)
- {
- data.meshgl.bind_overlay_lines();
- viewi = glGetUniformLocation(data.meshgl.shader_overlay_lines,"view");
- proji = glGetUniformLocation(data.meshgl.shader_overlay_lines,"proj");
- 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(data.line_width);
- data.meshgl.draw_overlay_lines();
- }
- if (data.points.rows() > 0)
- {
- data.meshgl.bind_overlay_points();
- viewi = glGetUniformLocation(data.meshgl.shader_overlay_points,"view");
- proji = glGetUniformLocation(data.meshgl.shader_overlay_points,"proj");
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- glPointSize(data.point_size);
- data.meshgl.draw_overlay_points();
- }
- glEnable(GL_DEPTH_TEST);
- }
- if(is_set(data.show_vertex_labels)&&data.vertex_labels_positions.rows()>0)
- draw_labels(data, data.meshgl.vertex_labels);
- if(is_set(data.show_face_labels)&&data.face_labels_positions.rows()>0)
- draw_labels(data, data.meshgl.face_labels);
- if(is_set(data.show_custom_labels)&&data.labels_positions.rows()>0)
- draw_labels(data, data.meshgl.custom_labels);
- }
- IGL_INLINE void igl::opengl::ViewerCore::initialize_shadow_pass()
- {
- // attach buffers
- glBindFramebuffer(GL_FRAMEBUFFER, shadow_depth_fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, shadow_color_rbo);
- // clear buffer
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // In the libigl viewer setup, each mesh has its own shader program. This is
- // kind of funny because they should all be the same, just different uniform
- // values.
- glViewport(0,0,shadow_width,shadow_height);
- // Assumes light is directional
- assert(is_directional_light);
- Eigen::Vector3f camera_eye = light_position.normalized()*5;
- Eigen::Vector3f camera_up = [&camera_eye]()
- {
- Eigen::Matrix<float,3,2> T;
- igl::null(camera_eye.transpose().eval(),T);
- return T.col(0);
- }();
- Eigen::Vector3f camera_center = this->camera_center;
- // Same camera parameters except 2× field of view and reduced far plane
- float camera_view_angle = 2*this->camera_view_angle;
- float camera_dnear = this->camera_dnear;
- float camera_dfar = this->camera_dfar;
- Eigen::Quaternionf trackball_angle = this->trackball_angle;
- float camera_zoom = this->camera_zoom;
- float camera_base_zoom = this->camera_base_zoom;
- Eigen::Vector3f camera_translation = this->camera_translation;
- Eigen::Vector3f camera_base_translation = this->camera_base_translation;
- camera_dfar = exp2( 0.5 * ( log2(camera_dnear) + log2(camera_dfar)));
- igl::look_at( camera_eye, camera_center, camera_up, shadow_view);
- shadow_view = shadow_view
- * (trackball_angle * Eigen::Scaling(camera_zoom * camera_base_zoom)
- * Eigen::Translation3f(camera_translation + camera_base_translation)).matrix();
- float length = (camera_eye - camera_center).norm();
- float h = tan(camera_view_angle/360.0 * igl::PI) * (length);
- igl::ortho(-h*shadow_width/shadow_height, h*shadow_width/shadow_height, -h, h, camera_dnear, camera_dfar,shadow_proj);
- }
- IGL_INLINE void igl::opengl::ViewerCore::deinitialize_shadow_pass()
- {
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- }
- IGL_INLINE void igl::opengl::ViewerCore::draw_shadow_pass(
- ViewerData& data,
- bool /*update_matrices*/)
- {
- if (data.dirty)
- {
- data.updateGL(data, data.invert_normals, data.meshgl);
- data.dirty = igl::opengl::MeshGL::DIRTY_NONE;
- }
- data.meshgl.bind_mesh();
- // Send transformations to the GPU as if rendering from shadow point of view
- GLint viewi = glGetUniformLocation(data.meshgl.shader_mesh,"view");
- GLint proji = glGetUniformLocation(data.meshgl.shader_mesh,"proj");
- glUniformMatrix4fv(viewi, 1, GL_FALSE, shadow_view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, shadow_proj.data());
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_pass"),true);
- data.meshgl.draw_mesh(true);
- glUniform1i(glGetUniformLocation(data.meshgl.shader_mesh,"shadow_pass"),false);
- }
- IGL_INLINE void igl::opengl::ViewerCore::draw_buffer(
- ViewerData& data,
- bool update_matrices,
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
- {
- assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
- assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
- unsigned width = R.rows();
- unsigned height = R.cols();
- if(width == 0 && height == 0)
- {
- width = viewport(2);
- height = viewport(3);
- }
- R.resize(width,height);
- G.resize(width,height);
- B.resize(width,height);
- A.resize(width,height);
- ////////////////////////////////////////////////////////////////////////
- // PREPARE width×height BUFFERS does *not* depend on `data`
- // framebuffer
- // textureColorBufferMultiSampled
- // rbo
- // intermediateFBO
- // screenTexture
- //
- ////////////////////////////////////////////////////////////////////////
- // https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
- // Create an initial multisampled framebuffer
- unsigned int framebuffer;
- glGenFramebuffers(1, &framebuffer);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- // create a multisampled color attachment texture
- unsigned int textureColorBufferMultiSampled;
- glGenTextures(1, &textureColorBufferMultiSampled);
- glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
- glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
- glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
- // create a (also multisampled) renderbuffer object for depth and stencil attachments
- unsigned int rbo;
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
- assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- // configure second post-processing framebuffer
- unsigned int intermediateFBO;
- glGenFramebuffers(1, &intermediateFBO);
- glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
- // create a color attachment texture
- unsigned int screenTexture;
- glGenTextures(1, &screenTexture);
- glBindTexture(GL_TEXTURE_2D, screenTexture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
- assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- // Clear the buffer
- glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // Save old viewport
- Eigen::Vector4f viewport_ori = viewport;
- viewport << 0,0,width,height;
- // Draw
- draw(data,update_matrices);
- // Restore viewport
- viewport = viewport_ori;
- glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
- glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
- // Copy back in the given Eigen matrices
- GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
- glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Clean up
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteTextures(1, &screenTexture);
- glDeleteTextures(1, &textureColorBufferMultiSampled);
- glDeleteFramebuffers(1, &framebuffer);
- glDeleteFramebuffers(1, &intermediateFBO);
- glDeleteRenderbuffers(1, &rbo);
- int count = 0;
- for (unsigned j=0; j<height; ++j)
- {
- for (unsigned i=0; i<width; ++i)
- {
- R(i,j) = pixels[count*4+0];
- G(i,j) = pixels[count*4+1];
- B(i,j) = pixels[count*4+2];
- A(i,j) = pixels[count*4+3];
- ++count;
- }
- }
- // Clean up
- free(pixels);
- }
- // Define uniforms for text labels
- IGL_INLINE void igl::opengl::ViewerCore::draw_labels(
- ViewerData& data,
- const igl::opengl::MeshGL::TextGL& labels
- ){
- glDisable(GL_LINE_SMOOTH); // Clear settings if overlay is activated
- data.meshgl.bind_labels(labels);
- GLint viewi = glGetUniformLocation(data.meshgl.shader_text,"view");
- GLint proji = glGetUniformLocation(data.meshgl.shader_text,"proj");
- glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
- glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
- // Parameters for mapping characters from font atlass
- float width = viewport(2);
- float height = viewport(3);
- float text_shift_scale_factor = orthographic ? 0.01 : 0.03;
- float render_scale = (orthographic ? 0.6 : 1.7) * data.label_size;
- glUniform1f(glGetUniformLocation(data.meshgl.shader_text, "TextShiftFactor"), text_shift_scale_factor);
- glUniform3f(glGetUniformLocation(data.meshgl.shader_text, "TextColor"), data.label_color(0), data.label_color(1), data.label_color(2));
- glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "CellSize"), 1.0f / 16, (300.0f / 384) / 6);
- glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "CellOffset"), 0.5 / 256.0, 0.5 / 256.0);
- glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "RenderSize"),
- render_scale * 0.75 * 16 / (width),
- render_scale * 0.75 * 33.33 / (height));
- glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "RenderOrigin"), -2, 2);
- data.meshgl.draw_labels(labels);
- glEnable(GL_DEPTH_TEST);
- }
- IGL_INLINE void igl::opengl::ViewerCore::set_rotation_type(
- const igl::opengl::ViewerCore::RotationType & value)
- {
- using namespace Eigen;
- using namespace std;
- const RotationType old_rotation_type = rotation_type;
- rotation_type = value;
- if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
- old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
- {
- snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
- }
- }
- IGL_INLINE void igl::opengl::ViewerCore::set(unsigned int &property_mask, bool value) const
- {
- if (!value)
- unset(property_mask);
- else
- property_mask |= id;
- }
- IGL_INLINE void igl::opengl::ViewerCore::unset(unsigned int &property_mask) const
- {
- property_mask &= ~id;
- }
- IGL_INLINE void igl::opengl::ViewerCore::toggle(unsigned int &property_mask) const
- {
- property_mask ^= id;
- }
- IGL_INLINE bool igl::opengl::ViewerCore::is_set(unsigned int property_mask) const
- {
- return (property_mask & id);
- }
- IGL_INLINE igl::opengl::ViewerCore::ViewerCore()
- {
- // Default colors
- background_color << 0.3f, 0.3f, 0.5f, 1.0f;
- // Default lights settings
- light_position << 0.0f, 0.3f, 0.0f;
- is_directional_light = false;
- is_shadow_mapping = false;
- shadow_width = 2056;
- shadow_height = 2056;
- lighting_factor = 1.0f; //on
- // Default trackball
- trackball_angle = Eigen::Quaternionf::Identity();
- rotation_type = ViewerCore::ROTATION_TYPE_TRACKBALL;
- set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
- // Camera parameters
- camera_base_zoom = 1.0f;
- camera_zoom = 1.0f;
- orthographic = false;
- camera_view_angle = 45.0;
- camera_dnear = 1.0;
- camera_dfar = 100.0;
- camera_base_translation << 0, 0, 0;
- camera_translation << 0, 0, 0;
- camera_eye << 0, 0, 5;
- camera_center << 0, 0, 0;
- camera_up << 0, 1, 0;
- depth_test = true;
- is_animating = false;
- animation_max_fps = 30.;
- viewport.setZero();
- }
- IGL_INLINE void igl::opengl::ViewerCore::init()
- {
- delete_shadow_buffers();
- generate_shadow_buffers();
- }
- IGL_INLINE void igl::opengl::ViewerCore::shut()
- {
- delete_shadow_buffers();
- }
- IGL_INLINE void igl::opengl::ViewerCore::delete_shadow_buffers()
- {
- glDeleteTextures(1,&shadow_depth_tex);
- glDeleteFramebuffers(1,&shadow_depth_fbo);
- glDeleteRenderbuffers(1,&shadow_color_rbo);
- }
- IGL_INLINE void igl::opengl::ViewerCore::generate_shadow_buffers()
- {
- // Create a texture for writing the shadow map depth values into
- {
- glDeleteTextures(1,&shadow_depth_tex);
- glGenTextures(1, &shadow_depth_tex);
- glBindTexture(GL_TEXTURE_2D, shadow_depth_tex);
- // Should this be using double/float precision?
- glTexImage2D(
- GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
- shadow_width,
- shadow_height,
- 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, Eigen::Vector4f(1,1,1,1).data() );
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- // Generate a framebuffer with depth attached to this texture and color
- // attached to a render buffer object
- glGenFramebuffers(1, &shadow_depth_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, shadow_depth_fbo);
- // Attach depth texture
- glFramebufferTexture2D(
- GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
- shadow_depth_tex,0);
- // Generate a render buffer to write colors into. Low precision we don't
- // care about them. Is there a way to not write/compute them at? Probably
- // just need to change fragment shader.
- glGenRenderbuffers(1,&shadow_color_rbo);
- glBindRenderbuffer(GL_RENDERBUFFER,shadow_color_rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, shadow_width, shadow_height);
- // Attach color buffer
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_RENDERBUFFER, shadow_color_rbo);
- //Does the GPU support current FBO configuration?
- GLenum status;
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- switch(status)
- {
- case GL_FRAMEBUFFER_COMPLETE:
- break;
- default:
- printf("[ViewerCore] Error: We failed to set up a good FBO: %d\n",status);
- assert(false);
- }
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
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