ViewerData.cpp 26 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. 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. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  222. F_uv = UV_F;
  223. dirty |= MeshGL::DIRTY_UV;
  224. }
  225. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  226. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  227. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  228. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  229. {
  230. texture_R = R;
  231. texture_G = G;
  232. texture_B = B;
  233. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  234. dirty |= MeshGL::DIRTY_TEXTURE;
  235. }
  236. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  237. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  238. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  239. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  240. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  241. {
  242. texture_R = R;
  243. texture_G = G;
  244. texture_B = B;
  245. texture_A = A;
  246. dirty |= MeshGL::DIRTY_TEXTURE;
  247. }
  248. IGL_INLINE void igl::opengl::ViewerData::set_data(
  249. const Eigen::VectorXd & D,
  250. double caxis_min,
  251. double caxis_max,
  252. igl::ColorMapType cmap,
  253. int num_steps)
  254. {
  255. if(!show_texture)
  256. {
  257. Eigen::MatrixXd CM;
  258. igl::colormap(cmap,Eigen::VectorXd::LinSpaced(num_steps,0,1).eval(),0,1,CM);
  259. set_colormap(CM);
  260. }
  261. Eigen::MatrixXd UV = ((D.array()-caxis_min)/(caxis_max-caxis_min)).replicate(1,2);
  262. if(D.size() == V.rows())
  263. {
  264. set_uv(UV);
  265. }else
  266. {
  267. assert(D.size() == F.rows());
  268. Eigen::MatrixXi UV_F =
  269. Eigen::VectorXi::LinSpaced(F.rows(),0,F.rows()-1).replicate(1,3);
  270. set_uv(UV,UV_F);
  271. }
  272. }
  273. IGL_INLINE void igl::opengl::ViewerData::set_data(const Eigen::VectorXd & D, igl::ColorMapType cmap, int num_steps)
  274. {
  275. const double caxis_min = D.minCoeff();
  276. const double caxis_max = D.maxCoeff();
  277. return set_data(D,caxis_min,caxis_max,cmap,num_steps);
  278. }
  279. IGL_INLINE void igl::opengl::ViewerData::set_colormap(const Eigen::MatrixXd & CM)
  280. {
  281. assert(CM.cols() == 3 && "colormap CM should have 3 columns");
  282. // Convert to R,G,B textures
  283. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> R =
  284. (CM.col(0)*255.0).cast<unsigned char>();
  285. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> G =
  286. (CM.col(1)*255.0).cast<unsigned char>();
  287. const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> B =
  288. (CM.col(2)*255.0).cast<unsigned char>();
  289. set_colors(Eigen::RowVector3d(1,1,1));
  290. set_texture(R,G,B);
  291. show_texture = ~unsigned(0);
  292. meshgl.tex_filter = GL_NEAREST;
  293. meshgl.tex_wrap = GL_CLAMP_TO_EDGE;
  294. }
  295. IGL_INLINE void igl::opengl::ViewerData::set_points(
  296. const Eigen::MatrixXd& P,
  297. const Eigen::MatrixXd& C)
  298. {
  299. // clear existing points
  300. points.resize(0,0);
  301. add_points(P,C);
  302. }
  303. IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  304. {
  305. Eigen::MatrixXd P_temp;
  306. // If P only has two columns, pad with a column of zeros
  307. if (P.cols() == 2)
  308. {
  309. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  310. P_temp.block(0,0,P.rows(),2) = P;
  311. }
  312. else
  313. P_temp = P;
  314. int lastid = points.rows();
  315. points.conservativeResize(points.rows() + P_temp.rows(),6);
  316. for (unsigned i=0; i<P_temp.rows(); ++i)
  317. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  318. dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
  319. }
  320. IGL_INLINE void igl::opengl::ViewerData::clear_points()
  321. {
  322. points.resize(0, 6);
  323. }
  324. IGL_INLINE void igl::opengl::ViewerData::set_edges(
  325. const Eigen::MatrixXd& P,
  326. const Eigen::MatrixXi& E,
  327. const Eigen::MatrixXd& C)
  328. {
  329. using namespace Eigen;
  330. lines.resize(E.rows(),9);
  331. assert(C.cols() == 3);
  332. for(int e = 0;e<E.rows();e++)
  333. {
  334. RowVector3d color;
  335. if(C.size() == 3)
  336. {
  337. color<<C;
  338. }else if(C.rows() == E.rows())
  339. {
  340. color<<C.row(e);
  341. }
  342. if(P.cols() == 2)
  343. {
  344. lines.row(e)<< P.row(E(e,0)),0, P.row(E(e,1)),0, color;
  345. }else
  346. {
  347. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  348. }
  349. }
  350. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  351. }
  352. IGL_INLINE void igl::opengl::ViewerData::set_edges_from_vector_field(
  353. const Eigen::MatrixXd& P,
  354. const Eigen::MatrixXd& V,
  355. const Eigen::MatrixXd& C)
  356. {
  357. assert(P.rows() == V.rows());
  358. Eigen::MatrixXi E(P.rows(),2);
  359. const Eigen::MatrixXd PV =
  360. (Eigen::MatrixXd(P.rows()+V.rows(),3)<<P,P+V).finished();
  361. for(int i = 0;i<P.rows();i++)
  362. {
  363. E(i,0) = i;
  364. E(i,1) = i+P.rows();
  365. }
  366. const Eigen::MatrixXd CC = C.replicate<2,1>();
  367. set_edges(PV,E, C.rows() == 1?C:C.replicate<2,1>());
  368. }
  369. IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  370. {
  371. Eigen::MatrixXd P1_temp,P2_temp;
  372. // If P1 only has two columns, pad with a column of zeros
  373. if (P1.cols() == 2)
  374. {
  375. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  376. P1_temp.block(0,0,P1.rows(),2) = P1;
  377. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  378. P2_temp.block(0,0,P2.rows(),2) = P2;
  379. }
  380. else
  381. {
  382. P1_temp = P1;
  383. P2_temp = P2;
  384. }
  385. int lastid = lines.rows();
  386. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  387. for (unsigned i=0; i<P1_temp.rows(); ++i)
  388. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  389. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  390. }
  391. IGL_INLINE void igl::opengl::ViewerData::clear_edges()
  392. {
  393. lines.resize(0, 9);
  394. }
  395. IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  396. {
  397. Eigen::RowVectorXd P_temp;
  398. // If P only has two columns, pad with a column of zeros
  399. if (P.size() == 2)
  400. {
  401. P_temp = Eigen::RowVectorXd::Zero(3);
  402. P_temp << P.transpose(), 0;
  403. }
  404. else
  405. P_temp = P;
  406. int lastid = labels_positions.rows();
  407. labels_positions.conservativeResize(lastid+1, 3);
  408. labels_positions.row(lastid) = P_temp;
  409. labels_strings.push_back(str);
  410. dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
  411. }
  412. IGL_INLINE void igl::opengl::ViewerData::set_labels(const Eigen::MatrixXd& P, const std::vector<std::string>& str)
  413. {
  414. assert(P.rows() == str.size() && "position # and label # do not match!");
  415. assert(P.cols() == 3 && "dimension of label positions incorrect!");
  416. labels_positions = P;
  417. labels_strings = str;
  418. dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
  419. }
  420. IGL_INLINE void igl::opengl::ViewerData::clear_labels()
  421. {
  422. labels_positions.resize(0,3);
  423. labels_strings.clear();
  424. }
  425. IGL_INLINE void igl::opengl::ViewerData::clear()
  426. {
  427. V = Eigen::MatrixXd (0,3);
  428. F = Eigen::MatrixXi (0,3);
  429. F_material_ambient = Eigen::MatrixXd (0,4);
  430. F_material_diffuse = Eigen::MatrixXd (0,4);
  431. F_material_specular = Eigen::MatrixXd (0,4);
  432. V_material_ambient = Eigen::MatrixXd (0,4);
  433. V_material_diffuse = Eigen::MatrixXd (0,4);
  434. V_material_specular = Eigen::MatrixXd (0,4);
  435. F_normals = Eigen::MatrixXd (0,3);
  436. V_normals = Eigen::MatrixXd (0,3);
  437. V_uv = Eigen::MatrixXd (0,2);
  438. F_uv = Eigen::MatrixXi (0,3);
  439. lines = Eigen::MatrixXd (0,9);
  440. points = Eigen::MatrixXd (0,6);
  441. vertex_labels_positions = Eigen::MatrixXd (0,3);
  442. face_labels_positions = Eigen::MatrixXd (0,3);
  443. labels_positions = Eigen::MatrixXd (0,3);
  444. vertex_labels_strings.clear();
  445. face_labels_strings.clear();
  446. labels_strings.clear();
  447. face_based = false;
  448. double_sided = false;
  449. invert_normals = false;
  450. show_texture = false;
  451. use_matcap = false;
  452. }
  453. IGL_INLINE void igl::opengl::ViewerData::compute_normals()
  454. {
  455. if(V.cols() == 2)
  456. {
  457. F_normals = Eigen::RowVector3d(0,0,1).replicate(F.rows(),1);
  458. V_normals = Eigen::RowVector3d(0,0,1).replicate(V.rows(),1);
  459. }else
  460. {
  461. assert(V.cols() == 3);
  462. igl::per_face_normals(V, F, F_normals);
  463. igl::per_vertex_normals(V, F, F_normals, V_normals);
  464. }
  465. dirty |= MeshGL::DIRTY_NORMAL;
  466. }
  467. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  468. const Eigen::Vector3d& ambient,
  469. const Eigen::Vector3d& diffuse,
  470. const Eigen::Vector3d& specular)
  471. {
  472. Eigen::Vector4d ambient4;
  473. Eigen::Vector4d diffuse4;
  474. Eigen::Vector4d specular4;
  475. ambient4 << ambient, 1;
  476. diffuse4 << diffuse, 1;
  477. specular4 << specular, 1;
  478. uniform_colors(ambient4,diffuse4,specular4);
  479. }
  480. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  481. const Eigen::Vector4d& ambient,
  482. const Eigen::Vector4d& diffuse,
  483. const Eigen::Vector4d& specular)
  484. {
  485. V_material_ambient.resize(V.rows(),4);
  486. V_material_diffuse.resize(V.rows(),4);
  487. V_material_specular.resize(V.rows(),4);
  488. for (unsigned i=0; i<V.rows();++i)
  489. {
  490. V_material_ambient.row(i) = ambient;
  491. V_material_diffuse.row(i) = diffuse;
  492. V_material_specular.row(i) = specular;
  493. }
  494. F_material_ambient.resize(F.rows(),4);
  495. F_material_diffuse.resize(F.rows(),4);
  496. F_material_specular.resize(F.rows(),4);
  497. for (unsigned i=0; i<F.rows();++i)
  498. {
  499. F_material_ambient.row(i) = ambient;
  500. F_material_diffuse.row(i) = diffuse;
  501. F_material_specular.row(i) = specular;
  502. }
  503. dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
  504. }
  505. IGL_INLINE void igl::opengl::ViewerData::normal_matcap()
  506. {
  507. const int size = 512;
  508. texture_R.resize(size, size);
  509. texture_G.resize(size, size);
  510. texture_B.resize(size, size);
  511. const Eigen::Vector3d navy(0.3,0.3,0.5);
  512. static const auto clamp = [](double t){ return std::max(std::min(t,1.0),0.0);};
  513. for(int i = 0;i<size;i++)
  514. {
  515. const double x = (double(i)/double(size-1)*2.-1.);
  516. for(int j = 0;j<size;j++)
  517. {
  518. const double y = (double(j)/double(size-1)*2.-1.);
  519. const double z = sqrt(1.0-std::min(x*x+y*y,1.0));
  520. Eigen::Vector3d C = Eigen::Vector3d(x*0.5+0.5,y*0.5+0.5,z);
  521. texture_R(i,j) = clamp(C(0))*255;
  522. texture_G(i,j) = clamp(C(1))*255;
  523. texture_B(i,j) = clamp(C(2))*255;
  524. }
  525. }
  526. texture_A.setConstant(texture_R.rows(),texture_R.cols(),255);
  527. dirty |= MeshGL::DIRTY_TEXTURE;
  528. }
  529. IGL_INLINE void igl::opengl::ViewerData::grid_texture()
  530. {
  531. unsigned size = 128;
  532. unsigned size2 = size/2;
  533. texture_R.resize(size, size);
  534. for (unsigned i=0; i<size; ++i)
  535. {
  536. for (unsigned j=0; j<size; ++j)
  537. {
  538. texture_R(i,j) = 0;
  539. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  540. texture_R(i,j) = 255;
  541. }
  542. }
  543. texture_G = texture_R;
  544. texture_B = texture_R;
  545. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  546. dirty |= MeshGL::DIRTY_TEXTURE;
  547. }
  548. // Populate VBOs of a particular label stype (Vert, Face, Custom)
  549. IGL_INLINE void igl::opengl::ViewerData::update_labels(
  550. igl::opengl::MeshGL& meshgl,
  551. igl::opengl::MeshGL::TextGL& GL_labels,
  552. const Eigen::MatrixXd& positions,
  553. const std::vector<std::string>& strings
  554. ){
  555. if (positions.rows()>0)
  556. {
  557. int numCharsToRender = 0;
  558. for(size_t p=0; p<positions.rows(); p++)
  559. {
  560. numCharsToRender += strings.at(p).length();
  561. }
  562. GL_labels.label_pos_vbo.resize(numCharsToRender, 3);
  563. GL_labels.label_char_vbo.resize(numCharsToRender, 1);
  564. GL_labels.label_offset_vbo.resize(numCharsToRender, 1);
  565. GL_labels.label_indices_vbo.resize(numCharsToRender, 1);
  566. int idx=0;
  567. assert(strings.size() == positions.rows());
  568. for(size_t s=0; s<strings.size(); s++)
  569. {
  570. const auto & label = strings.at(s);
  571. for(size_t c=0; c<label.length(); c++)
  572. {
  573. GL_labels.label_pos_vbo.row(idx) = positions.row(s).cast<float>();
  574. GL_labels.label_char_vbo(idx) = (float)(label.at(c));
  575. GL_labels.label_offset_vbo(idx) = c;
  576. GL_labels.label_indices_vbo(idx) = idx;
  577. idx++;
  578. }
  579. }
  580. }
  581. }
  582. IGL_INLINE void igl::opengl::ViewerData::updateGL(
  583. const igl::opengl::ViewerData& data,
  584. const bool invert_normals,
  585. igl::opengl::MeshGL& meshgl
  586. )
  587. {
  588. if (!meshgl.is_initialized)
  589. {
  590. meshgl.init();
  591. }
  592. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  593. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  594. meshgl.dirty |= data.dirty;
  595. // Input:
  596. // X #F by dim quantity
  597. // Output:
  598. // X_vbo #F*3 by dim scattering per corner
  599. const auto per_face = [&data](
  600. const Eigen::MatrixXd & X,
  601. MeshGL::RowMatrixXf & X_vbo)
  602. {
  603. assert(X.cols() == 4);
  604. X_vbo.resize(data.F.rows()*3,4);
  605. for (unsigned i=0; i<data.F.rows();++i)
  606. for (unsigned j=0;j<3;++j)
  607. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  608. };
  609. // Input:
  610. // X #V by dim quantity
  611. // Output:
  612. // X_vbo #F*3 by dim scattering per corner
  613. const auto per_corner = [&data](
  614. const Eigen::MatrixXd & X,
  615. MeshGL::RowMatrixXf & X_vbo)
  616. {
  617. X_vbo.resize(data.F.rows()*3,X.cols());
  618. for (unsigned i=0; i<data.F.rows();++i)
  619. for (unsigned j=0;j<3;++j)
  620. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  621. };
  622. if (!data.face_based)
  623. {
  624. if (!(per_corner_uv || per_corner_normals))
  625. {
  626. // Vertex positions
  627. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  628. meshgl.V_vbo = data.V.cast<float>();
  629. // Vertex normals
  630. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  631. {
  632. meshgl.V_normals_vbo = data.V_normals.cast<float>();
  633. if (invert_normals)
  634. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  635. }
  636. // Per-vertex material settings
  637. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  638. meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
  639. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  640. meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  641. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  642. meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
  643. // Face indices
  644. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  645. meshgl.F_vbo = data.F.cast<unsigned>();
  646. // Texture coordinates
  647. if (meshgl.dirty & MeshGL::DIRTY_UV)
  648. {
  649. meshgl.V_uv_vbo = data.V_uv.cast<float>();
  650. }
  651. }
  652. else
  653. {
  654. // Per vertex properties with per corner UVs
  655. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  656. {
  657. per_corner(data.V,meshgl.V_vbo);
  658. }
  659. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  660. {
  661. meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
  662. per_corner(data.V_material_ambient,meshgl.V_ambient_vbo);
  663. }
  664. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  665. {
  666. meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
  667. per_corner(data.V_material_diffuse,meshgl.V_diffuse_vbo);
  668. }
  669. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  670. {
  671. meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
  672. per_corner(data.V_material_specular,meshgl.V_specular_vbo);
  673. }
  674. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  675. {
  676. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  677. per_corner(data.V_normals,meshgl.V_normals_vbo);
  678. if (invert_normals)
  679. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  680. }
  681. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  682. {
  683. meshgl.F_vbo.resize(data.F.rows(),3);
  684. for (unsigned i=0; i<data.F.rows();++i)
  685. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  686. }
  687. if ( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
  688. {
  689. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  690. for (unsigned i=0; i<data.F.rows();++i)
  691. for (unsigned j=0;j<3;++j)
  692. meshgl.V_uv_vbo.row(i*3+j) =
  693. data.V_uv.row(per_corner_uv ?
  694. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  695. }
  696. }
  697. } else
  698. {
  699. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  700. {
  701. per_corner(data.V,meshgl.V_vbo);
  702. }
  703. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  704. {
  705. per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
  706. }
  707. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  708. {
  709. per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
  710. }
  711. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  712. {
  713. per_face(data.F_material_specular,meshgl.V_specular_vbo);
  714. }
  715. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  716. {
  717. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  718. for (unsigned i=0; i<data.F.rows();++i)
  719. for (unsigned j=0;j<3;++j)
  720. meshgl.V_normals_vbo.row(i*3+j) =
  721. per_corner_normals ?
  722. data.F_normals.row(i*3+j).cast<float>() :
  723. data.F_normals.row(i).cast<float>();
  724. if (invert_normals)
  725. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  726. }
  727. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  728. {
  729. meshgl.F_vbo.resize(data.F.rows(),3);
  730. for (unsigned i=0; i<data.F.rows();++i)
  731. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  732. }
  733. if( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
  734. {
  735. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  736. for (unsigned i=0; i<data.F.rows();++i)
  737. for (unsigned j=0;j<3;++j)
  738. 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>();
  739. }
  740. }
  741. if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
  742. {
  743. meshgl.tex_u = data.texture_R.rows();
  744. meshgl.tex_v = data.texture_R.cols();
  745. meshgl.tex.resize(data.texture_R.size()*4);
  746. for (unsigned i=0;i<data.texture_R.size();++i)
  747. {
  748. meshgl.tex(i*4+0) = data.texture_R(i);
  749. meshgl.tex(i*4+1) = data.texture_G(i);
  750. meshgl.tex(i*4+2) = data.texture_B(i);
  751. meshgl.tex(i*4+3) = data.texture_A(i);
  752. }
  753. }
  754. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
  755. {
  756. meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
  757. meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  758. meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
  759. for (unsigned i=0; i<data.lines.rows();++i)
  760. {
  761. meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  762. meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  763. meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  764. meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  765. meshgl.lines_F_vbo(2*i+0) = 2*i+0;
  766. meshgl.lines_F_vbo(2*i+1) = 2*i+1;
  767. }
  768. }
  769. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
  770. {
  771. meshgl.points_V_vbo.resize(data.points.rows(),3);
  772. meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
  773. meshgl.points_F_vbo.resize(data.points.rows(),1);
  774. for (unsigned i=0; i<data.points.rows();++i)
  775. {
  776. meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  777. meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  778. meshgl.points_F_vbo(i) = i;
  779. }
  780. }
  781. if (meshgl.dirty & MeshGL::DIRTY_FACE_LABELS)
  782. {
  783. if(face_labels_positions.rows()==0)
  784. {
  785. face_labels_positions.conservativeResize(F.rows(), 3);
  786. Eigen::MatrixXd faceNormals = F_normals.normalized();
  787. for (int f=0; f<F.rows();++f)
  788. {
  789. std::string faceName = std::to_string(f);
  790. face_labels_positions.row(f) = V.row(F.row(f)(0));
  791. face_labels_positions.row(f) += V.row(F.row(f)(1));
  792. face_labels_positions.row(f) += V.row(F.row(f)(2));
  793. face_labels_positions.row(f) /= 3.;
  794. face_labels_positions.row(f) = (faceNormals*0.05).row(f) + face_labels_positions.row(f);
  795. face_labels_strings.push_back(faceName);
  796. }
  797. }
  798. update_labels(
  799. meshgl,
  800. meshgl.face_labels,
  801. face_labels_positions,
  802. face_labels_strings
  803. );
  804. }
  805. if (meshgl.dirty & MeshGL::DIRTY_VERTEX_LABELS)
  806. {
  807. if(vertex_labels_positions.rows()==0)
  808. {
  809. vertex_labels_positions.conservativeResize(V.rows(), 3);
  810. Eigen::MatrixXd normalized = V_normals.normalized();
  811. for (int v=0; v<V.rows();++v)
  812. {
  813. std::string vertName = std::to_string(v);
  814. vertex_labels_positions.row(v) = (normalized*0.1).row(v) + V.row(v);
  815. vertex_labels_strings.push_back(vertName);
  816. }
  817. }
  818. update_labels(
  819. meshgl,
  820. meshgl.vertex_labels,
  821. vertex_labels_positions,
  822. vertex_labels_strings
  823. );
  824. }
  825. if (meshgl.dirty & MeshGL::DIRTY_CUSTOM_LABELS)
  826. {
  827. update_labels(
  828. meshgl,
  829. meshgl.custom_labels,
  830. labels_positions,
  831. labels_strings
  832. );
  833. }
  834. }