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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
//
// 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/.
#ifndef IGL_OPENGL_VIEWERCORE_H
#define IGL_OPENGL_VIEWERCORE_H
#include "MeshGL.h"
#include "../igl_inline.h"
#include <Eigen/Geometry>
#include <Eigen/Core>
namespace igl
{
namespace opengl
{
// Forward declaration
class ViewerData;
/// Basic class of the 3D mesh viewer
class ViewerCore
{
public:
using GLuint = MeshGL::GLuint;
IGL_INLINE ViewerCore();
/// Initialization
IGL_INLINE void init();
/// Shutdown
IGL_INLINE void shut();
/// Serialization code
IGL_INLINE void InitSerialization();
/// Adjust the view to see the entire model
/// @param[in] V #V by 3 list of vertex positions
/// @param[in] F #F by 3 list of triangle indices into V
IGL_INLINE void align_camera_center(
const Eigen::MatrixXd& V,
const Eigen::MatrixXi& F);
/// \overload
IGL_INLINE void align_camera_center(
const Eigen::MatrixXd& V);
/// Determines how much to zoom and shift such that the mesh fills the unit
/// box (centered at the origin)
/// @param[in] V #V by 3 list of vertex positions
/// @param[in] F #F by 3 list of triangle indices into V
/// @param[out] zoom zoom factor
/// @param[out] shift 3d shift
IGL_INLINE void get_scale_and_shift_to_fit_mesh(
const Eigen::MatrixXd& V,
const Eigen::MatrixXi& F,
float & zoom,
Eigen::Vector3f& shift);
/// \overload
IGL_INLINE void get_scale_and_shift_to_fit_mesh(
const Eigen::MatrixXd& V,
float & zoom,
Eigen::Vector3f& shift);
/// Clear the frame buffers
IGL_INLINE void clear_framebuffers();
/// Draw everything
///
/// \note data cannot be const because it is being set to "clean"
///
/// @param[in] data which ViewerData to draw
/// @param[in] update_matrices whether to update view, proj, and norm
/// matrices in shaders
IGL_INLINE void draw(ViewerData& data, bool update_matrices = true);
/// initialize shadow pass
IGL_INLINE void initialize_shadow_pass();
/// deinitialize shadow pass
IGL_INLINE void deinitialize_shadow_pass();
/// Draw everything to shadow map
/// @param[in] data which ViewerData to draw
/// @param[in] update_matrices whether to update view, proj, and norm
IGL_INLINE void draw_shadow_pass(ViewerData& data, bool update_matrices = true);
/// Render given ViewerData to a buffer. The width and height are determined by
/// non-zeros dimensions of R (and G,B,A should match) or – if both are zero —
/// are set to this core's viewport sizes.
///
/// @param[in] data which ViewerData to draw
/// @param[in] update_matrices whether to update view, proj, and norm matrices in
/// shaders
/// @param[out] R width by height red pixel color values
/// @param[out] G width by height green pixel color values
/// @param[out] B width by height blue pixel color values
/// @param[out] A width by height alpha pixel color values
///
IGL_INLINE void 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);
/// Draw the text lables
/// @param[in] data which ViewerData to draw
/// @param[in] labels text labels to draw
IGL_INLINE void draw_labels(
ViewerData& data,
const igl::opengl::MeshGL::TextGL& labels
);
/// Type of user interface for changing the view rotation based on the mouse
/// draggin.
enum RotationType
{
/// Typical trackball rotation (like Meshlab)
ROTATION_TYPE_TRACKBALL = 0,
/// Fixed up rotation (like Blender, Maya, etc.)
ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
/// No rotation suitable for 2D
ROTATION_TYPE_NO_ROTATION = 2,
/// Total number of rotation types
NUM_ROTATION_TYPES = 3
};
/// Set the current rotation type
/// @param[in] value the new rotation type
IGL_INLINE void set_rotation_type(const RotationType & value);
/// Set a ViewerData visualization option for this viewport
/// @param[in] property_mask a bit mask of visualization option
/// @param[in] value whether to set or unset the property
IGL_INLINE void set(unsigned int &property_mask, bool value = true) const;
/// Unset a ViewerData visualization option for this viewport
/// @param[in] property_mask a bit mask of visualization option
IGL_INLINE void unset(unsigned int &property_mask) const;
/// Toggle a ViewerData visualization option for this viewport
/// @param[in] property_mask a bit mask of visualization option
IGL_INLINE void toggle(unsigned int &property_mask) const;
/// Check whether a ViewerData visualization option is set for this viewport
/// @param[in] property_mask a bit mask of visualization option
/// @returns whether the property is set
IGL_INLINE bool is_set(unsigned int property_mask) const;
/// delete the shadow buffers
IGL_INLINE void delete_shadow_buffers();
/// generate the shadow buffers
IGL_INLINE void generate_shadow_buffers();
// ------------------- Properties
/// Unique identifier
unsigned int id = 1u;
/// Background color as RGBA
Eigen::Vector4f background_color;
/// Light position (or direction to light)
Eigen::Vector3f light_position;
/// Whether to treat `light_position` as a point or direction
bool is_directional_light;
/// Whether shadow mapping is on
bool is_shadow_mapping;
/// Width of the shadow map
GLuint shadow_width;
/// Height of the shadow map
GLuint shadow_height;
/// Shadow map depth texture
GLuint shadow_depth_tex;
/// Shadow map depth framebuffer object
GLuint shadow_depth_fbo;
/// Shadow map color render buffer object
GLuint shadow_color_rbo;
/// Factor of lighting (0: no lighting, 1: full lighting)
float lighting_factor;
/// Type of rotation interaction
RotationType rotation_type;
/// View rotation as quaternion
Eigen::Quaternionf trackball_angle;
/// Base zoom of camera
float camera_base_zoom;
/// Current zoom of camera
float camera_zoom;
/// Whether camera is orthographic (or perspective)
bool orthographic;
/// Base translation of camera
Eigen::Vector3f camera_base_translation;
/// Current translation of camera
Eigen::Vector3f camera_translation;
/// Current "eye" / origin position of camera
Eigen::Vector3f camera_eye;
/// Current "up" vector of camera
Eigen::Vector3f camera_up;
/// Current "look at" position of camera
Eigen::Vector3f camera_center;
/// Current view angle of camera
float camera_view_angle;
/// Near plane of camera
float camera_dnear;
/// Far plane of camera
float camera_dfar;
/// Whether testing for depth is enabled
bool depth_test;
/// Whether "animating" (continuous drawing) is enabled
bool is_animating;
/// Max fps of animation loop (e.g. 30fps or 60fps)
double animation_max_fps;
/// Caches the two-norm between the min/max point of the bounding box
float object_scale;
/// Viewport size
Eigen::Vector4f viewport;
/// OpenGL view transformation matrix on last render pass
Eigen::Matrix4f view;
/// OpenGL proj transformation matrix on last render pass
Eigen::Matrix4f proj;
/// OpenGL norm transformation matrix on last render pass
Eigen::Matrix4f norm;
/// OpenGL shadow_view transformation matrix on last render pass
Eigen::Matrix4f shadow_view;
/// OpenGL shadow_proj transformation matrix on last render pass
Eigen::Matrix4f shadow_proj;
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};
}
}
#include "../serialize.h"
namespace igl {
namespace serialization {
inline void serialization(bool s, igl::opengl::ViewerCore& obj, std::vector<char>& buffer)
{
SERIALIZE_MEMBER(background_color);
SERIALIZE_MEMBER(light_position);
SERIALIZE_MEMBER(lighting_factor);
SERIALIZE_MEMBER(trackball_angle);
SERIALIZE_MEMBER(rotation_type);
SERIALIZE_MEMBER(camera_base_zoom);
SERIALIZE_MEMBER(camera_zoom);
SERIALIZE_MEMBER(orthographic);
SERIALIZE_MEMBER(camera_base_translation);
SERIALIZE_MEMBER(camera_translation);
SERIALIZE_MEMBER(camera_view_angle);
SERIALIZE_MEMBER(camera_dnear);
SERIALIZE_MEMBER(camera_dfar);
SERIALIZE_MEMBER(camera_eye);
SERIALIZE_MEMBER(camera_center);
SERIALIZE_MEMBER(camera_up);
SERIALIZE_MEMBER(depth_test);
SERIALIZE_MEMBER(is_animating);
SERIALIZE_MEMBER(animation_max_fps);
SERIALIZE_MEMBER(object_scale);
SERIALIZE_MEMBER(viewport);
SERIALIZE_MEMBER(view);
SERIALIZE_MEMBER(proj);
SERIALIZE_MEMBER(norm);
}
template<>
inline void serialize(const igl::opengl::ViewerCore& obj, std::vector<char>& buffer)
{
serialization(true, const_cast<igl::opengl::ViewerCore&>(obj), buffer);
}
template<>
inline void deserialize(igl::opengl::ViewerCore& obj, const std::vector<char>& buffer)
{
serialization(false, obj, const_cast<std::vector<char>&>(buffer));
}
}
}
#ifndef IGL_STATIC_LIBRARY
# include "ViewerCore.cpp"
#endif
#endif