ViewerCore.cpp 15 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 "ViewerCore.h"
  9. #include "ViewerData.h"
  10. #include "gl.h"
  11. #include "../quat_to_mat.h"
  12. #include "../snap_to_fixed_up.h"
  13. #include "../look_at.h"
  14. #include "../frustum.h"
  15. #include "../ortho.h"
  16. #include "../massmatrix.h"
  17. #include "../barycenter.h"
  18. #include "../PI.h"
  19. #include <Eigen/Geometry>
  20. #include <iostream>
  21. IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
  22. const Eigen::MatrixXd& V,
  23. const Eigen::MatrixXi& F)
  24. {
  25. if(V.rows() == 0)
  26. return;
  27. get_scale_and_shift_to_fit_mesh(V,F,camera_base_zoom,camera_base_translation);
  28. // Rather than crash on empty mesh...
  29. if(V.size() > 0)
  30. {
  31. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  32. }
  33. }
  34. IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  35. const Eigen::MatrixXd& V,
  36. const Eigen::MatrixXi& F,
  37. float& zoom,
  38. Eigen::Vector3f& shift)
  39. {
  40. if (V.rows() == 0)
  41. return;
  42. Eigen::MatrixXd BC;
  43. if (F.rows() <= 1)
  44. {
  45. BC = V;
  46. } else
  47. {
  48. igl::barycenter(V,F,BC);
  49. }
  50. return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
  51. }
  52. IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
  53. const Eigen::MatrixXd& V)
  54. {
  55. if(V.rows() == 0)
  56. return;
  57. get_scale_and_shift_to_fit_mesh(V,camera_base_zoom,camera_base_translation);
  58. // Rather than crash on empty mesh...
  59. if(V.size() > 0)
  60. {
  61. object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
  62. }
  63. }
  64. IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
  65. const Eigen::MatrixXd& V,
  66. float& zoom,
  67. Eigen::Vector3f& shift)
  68. {
  69. if (V.rows() == 0)
  70. return;
  71. auto min_point = V.colwise().minCoeff();
  72. auto max_point = V.colwise().maxCoeff();
  73. auto centroid = (0.5*(min_point + max_point)).eval();
  74. shift.setConstant(0);
  75. shift.head(centroid.size()) = -centroid.cast<float>();
  76. zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
  77. }
  78. IGL_INLINE void igl::opengl::ViewerCore::clear_framebuffers()
  79. {
  80. // The glScissor call ensures we only clear this core's buffers,
  81. // (in case the user wants different background colors in each viewport.)
  82. glScissor(viewport(0), viewport(1), viewport(2), viewport(3));
  83. glEnable(GL_SCISSOR_TEST);
  84. glClearColor(background_color[0],
  85. background_color[1],
  86. background_color[2],
  87. background_color[3]);
  88. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  89. glDisable(GL_SCISSOR_TEST);
  90. }
  91. IGL_INLINE void igl::opengl::ViewerCore::draw(
  92. ViewerData& data,
  93. bool update_matrices)
  94. {
  95. using namespace std;
  96. using namespace Eigen;
  97. if (depth_test)
  98. glEnable(GL_DEPTH_TEST);
  99. else
  100. glDisable(GL_DEPTH_TEST);
  101. glEnable(GL_BLEND);
  102. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  103. /* Bind and potentially refresh mesh/line/point data */
  104. if (data.dirty)
  105. {
  106. data.updateGL(data, data.invert_normals, data.meshgl);
  107. data.dirty = MeshGL::DIRTY_NONE;
  108. }
  109. data.meshgl.bind_mesh();
  110. // Initialize uniform
  111. glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
  112. if(update_matrices)
  113. {
  114. view = Eigen::Matrix4f::Identity();
  115. proj = Eigen::Matrix4f::Identity();
  116. norm = Eigen::Matrix4f::Identity();
  117. float width = viewport(2);
  118. float height = viewport(3);
  119. // Set view
  120. look_at( camera_eye, camera_center, camera_up, view);
  121. view = view
  122. * (trackball_angle * Eigen::Scaling(camera_zoom * camera_base_zoom)
  123. * Eigen::Translation3f(camera_translation + camera_base_translation)).matrix();
  124. norm = view.inverse().transpose();
  125. // Set projection
  126. if (orthographic)
  127. {
  128. float length = (camera_eye - camera_center).norm();
  129. float h = tan(camera_view_angle/360.0 * igl::PI) * (length);
  130. ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
  131. }
  132. else
  133. {
  134. float fH = tan(camera_view_angle / 360.0 * igl::PI) * camera_dnear;
  135. float fW = fH * (double)width/(double)height;
  136. frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
  137. }
  138. }
  139. // Send transformations to the GPU
  140. GLint viewi = glGetUniformLocation(data.meshgl.shader_mesh,"view");
  141. GLint proji = glGetUniformLocation(data.meshgl.shader_mesh,"proj");
  142. GLint normi = glGetUniformLocation(data.meshgl.shader_mesh,"normal_matrix");
  143. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  144. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  145. glUniformMatrix4fv(normi, 1, GL_FALSE, norm.data());
  146. // Light parameters
  147. GLint specular_exponenti = glGetUniformLocation(data.meshgl.shader_mesh,"specular_exponent");
  148. GLint light_position_eyei = glGetUniformLocation(data.meshgl.shader_mesh,"light_position_eye");
  149. GLint lighting_factori = glGetUniformLocation(data.meshgl.shader_mesh,"lighting_factor");
  150. GLint fixed_colori = glGetUniformLocation(data.meshgl.shader_mesh,"fixed_color");
  151. GLint texture_factori = glGetUniformLocation(data.meshgl.shader_mesh,"texture_factor");
  152. GLint matcap_factori = glGetUniformLocation(data.meshgl.shader_mesh,"matcap_factor");
  153. GLint double_sidedi = glGetUniformLocation(data.meshgl.shader_mesh,"double_sided");
  154. glUniform1f(specular_exponenti, data.shininess);
  155. glUniform3fv(light_position_eyei, 1, light_position.data());
  156. glUniform1f(lighting_factori, lighting_factor); // enables lighting
  157. glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
  158. if (data.V.rows()>0)
  159. {
  160. // Render fill
  161. if (is_set(data.show_faces))
  162. {
  163. // Texture
  164. glUniform1f(texture_factori, is_set(data.show_texture) ? 1.0f : 0.0f);
  165. glUniform1f(matcap_factori, is_set(data.use_matcap) ? 1.0f : 0.0f);
  166. glUniform1f(double_sidedi, data.double_sided ? 1.0f : 0.0f);
  167. data.meshgl.draw_mesh(true);
  168. glUniform1f(matcap_factori, 0.0f);
  169. glUniform1f(texture_factori, 0.0f);
  170. }
  171. // Render wireframe
  172. if (is_set(data.show_lines))
  173. {
  174. glLineWidth(data.line_width);
  175. glUniform4f(fixed_colori,
  176. data.line_color[0],
  177. data.line_color[1],
  178. data.line_color[2], 1.0f);
  179. data.meshgl.draw_mesh(false);
  180. glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
  181. }
  182. }
  183. if (is_set(data.show_overlay))
  184. {
  185. if (is_set(data.show_overlay_depth))
  186. glEnable(GL_DEPTH_TEST);
  187. else
  188. glDisable(GL_DEPTH_TEST);
  189. if (data.lines.rows() > 0)
  190. {
  191. data.meshgl.bind_overlay_lines();
  192. viewi = glGetUniformLocation(data.meshgl.shader_overlay_lines,"view");
  193. proji = glGetUniformLocation(data.meshgl.shader_overlay_lines,"proj");
  194. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  195. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  196. // This must be enabled, otherwise glLineWidth has no effect
  197. glEnable(GL_LINE_SMOOTH);
  198. glLineWidth(data.line_width);
  199. data.meshgl.draw_overlay_lines();
  200. }
  201. if (data.points.rows() > 0)
  202. {
  203. data.meshgl.bind_overlay_points();
  204. viewi = glGetUniformLocation(data.meshgl.shader_overlay_points,"view");
  205. proji = glGetUniformLocation(data.meshgl.shader_overlay_points,"proj");
  206. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  207. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  208. glPointSize(data.point_size);
  209. data.meshgl.draw_overlay_points();
  210. }
  211. glEnable(GL_DEPTH_TEST);
  212. }
  213. if(is_set(data.show_vertex_labels)&&data.vertex_labels_positions.rows()>0)
  214. draw_labels(data, data.meshgl.vertex_labels);
  215. if(is_set(data.show_face_labels)&&data.face_labels_positions.rows()>0)
  216. draw_labels(data, data.meshgl.face_labels);
  217. if(is_set(data.show_custom_labels)&&data.labels_positions.rows()>0)
  218. draw_labels(data, data.meshgl.custom_labels);
  219. }
  220. IGL_INLINE void igl::opengl::ViewerCore::draw_buffer(ViewerData& data,
  221. bool update_matrices,
  222. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  223. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  224. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  225. Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  226. {
  227. assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
  228. assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
  229. unsigned width = R.rows();
  230. unsigned height = R.cols();
  231. // https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
  232. unsigned int framebuffer;
  233. glGenFramebuffers(1, &framebuffer);
  234. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  235. // create a multisampled color attachment texture
  236. unsigned int textureColorBufferMultiSampled;
  237. glGenTextures(1, &textureColorBufferMultiSampled);
  238. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
  239. glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
  240. glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
  241. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
  242. // create a (also multisampled) renderbuffer object for depth and stencil attachments
  243. unsigned int rbo;
  244. glGenRenderbuffers(1, &rbo);
  245. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  246. glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
  247. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  248. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
  249. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  250. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  251. // configure second post-processing framebuffer
  252. unsigned int intermediateFBO;
  253. glGenFramebuffers(1, &intermediateFBO);
  254. glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
  255. // create a color attachment texture
  256. unsigned int screenTexture;
  257. glGenTextures(1, &screenTexture);
  258. glBindTexture(GL_TEXTURE_2D, screenTexture);
  259. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  260. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  261. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  262. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
  263. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  264. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  265. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  266. // Clear the buffer
  267. glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
  268. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  269. // Save old viewport
  270. Eigen::Vector4f viewport_ori = viewport;
  271. viewport << 0,0,width,height;
  272. // Draw
  273. draw(data,update_matrices);
  274. // Restore viewport
  275. viewport = viewport_ori;
  276. glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
  277. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
  278. glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  279. glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
  280. // Copy back in the given Eigen matrices
  281. GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
  282. glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  283. // Clean up
  284. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
  285. glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
  286. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  287. glDeleteTextures(1, &screenTexture);
  288. glDeleteTextures(1, &textureColorBufferMultiSampled);
  289. glDeleteFramebuffers(1, &framebuffer);
  290. glDeleteFramebuffers(1, &intermediateFBO);
  291. glDeleteRenderbuffers(1, &rbo);
  292. int count = 0;
  293. for (unsigned j=0; j<height; ++j)
  294. {
  295. for (unsigned i=0; i<width; ++i)
  296. {
  297. R(i,j) = pixels[count*4+0];
  298. G(i,j) = pixels[count*4+1];
  299. B(i,j) = pixels[count*4+2];
  300. A(i,j) = pixels[count*4+3];
  301. ++count;
  302. }
  303. }
  304. // Clean up
  305. free(pixels);
  306. }
  307. // Define uniforms for text labels
  308. IGL_INLINE void igl::opengl::ViewerCore::draw_labels(
  309. ViewerData& data,
  310. const igl::opengl::MeshGL::TextGL& labels
  311. ){
  312. glDisable(GL_LINE_SMOOTH); // Clear settings if overlay is activated
  313. data.meshgl.bind_labels(labels);
  314. GLint viewi = glGetUniformLocation(data.meshgl.shader_text,"view");
  315. GLint proji = glGetUniformLocation(data.meshgl.shader_text,"proj");
  316. glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
  317. glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
  318. // Parameters for mapping characters from font atlass
  319. float width = viewport(2);
  320. float height = viewport(3);
  321. float text_shift_scale_factor = orthographic ? 0.01 : 0.03;
  322. float render_scale = orthographic ? 0.6 : 1.7;
  323. glUniform1f(glGetUniformLocation(data.meshgl.shader_text, "TextShiftFactor"), text_shift_scale_factor);
  324. glUniform3f(glGetUniformLocation(data.meshgl.shader_text, "TextColor"), 0, 0, 0);
  325. glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "CellSize"), 1.0f / 16, (300.0f / 384) / 6);
  326. glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "CellOffset"), 0.5 / 256.0, 0.5 / 256.0);
  327. glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "RenderSize"),
  328. render_scale * 0.75 * 16 / (width),
  329. render_scale * 0.75 * 33.33 / (height));
  330. glUniform2f(glGetUniformLocation(data.meshgl.shader_text, "RenderOrigin"), -2, 2);
  331. data.meshgl.draw_labels(labels);
  332. glEnable(GL_DEPTH_TEST);
  333. }
  334. IGL_INLINE void igl::opengl::ViewerCore::set_rotation_type(
  335. const igl::opengl::ViewerCore::RotationType & value)
  336. {
  337. using namespace Eigen;
  338. using namespace std;
  339. const RotationType old_rotation_type = rotation_type;
  340. rotation_type = value;
  341. if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
  342. old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
  343. {
  344. snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
  345. }
  346. }
  347. IGL_INLINE void igl::opengl::ViewerCore::set(unsigned int &property_mask, bool value) const
  348. {
  349. if (!value)
  350. unset(property_mask);
  351. else
  352. property_mask |= id;
  353. }
  354. IGL_INLINE void igl::opengl::ViewerCore::unset(unsigned int &property_mask) const
  355. {
  356. property_mask &= ~id;
  357. }
  358. IGL_INLINE void igl::opengl::ViewerCore::toggle(unsigned int &property_mask) const
  359. {
  360. property_mask ^= id;
  361. }
  362. IGL_INLINE bool igl::opengl::ViewerCore::is_set(unsigned int property_mask) const
  363. {
  364. return (property_mask & id);
  365. }
  366. IGL_INLINE igl::opengl::ViewerCore::ViewerCore()
  367. {
  368. // Default colors
  369. background_color << 0.3f, 0.3f, 0.5f, 1.0f;
  370. // Default lights settings
  371. light_position << 0.0f, 0.3f, 0.0f;
  372. lighting_factor = 1.0f; //on
  373. // Default trackball
  374. trackball_angle = Eigen::Quaternionf::Identity();
  375. rotation_type = ViewerCore::ROTATION_TYPE_TRACKBALL;
  376. set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
  377. // Camera parameters
  378. camera_base_zoom = 1.0f;
  379. camera_zoom = 1.0f;
  380. orthographic = false;
  381. camera_view_angle = 45.0;
  382. camera_dnear = 1.0;
  383. camera_dfar = 100.0;
  384. camera_base_translation << 0, 0, 0;
  385. camera_translation << 0, 0, 0;
  386. camera_eye << 0, 0, 5;
  387. camera_center << 0, 0, 0;
  388. camera_up << 0, 1, 0;
  389. depth_test = true;
  390. is_animating = false;
  391. animation_max_fps = 30.;
  392. viewport.setZero();
  393. }
  394. IGL_INLINE void igl::opengl::ViewerCore::init()
  395. {
  396. }
  397. IGL_INLINE void igl::opengl::ViewerCore::shut()
  398. {
  399. }