mirror of
https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
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Fixing dep build script on Windows and removing some warnings. Use bundled igl by default. Not building with the dependency scripts if not explicitly stated. This way, it will stay in Fix the libigl patch to include C source files in header only mode.
392 lines
12 KiB
C++
392 lines
12 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "ViewerCore.h"
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#include "gl.h"
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#include "../quat_to_mat.h"
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#include "../snap_to_fixed_up.h"
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#include "../look_at.h"
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#include "../frustum.h"
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#include "../ortho.h"
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#include "../massmatrix.h"
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#include "../barycenter.h"
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#include "../PI.h"
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#include <Eigen/Geometry>
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#include <iostream>
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IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
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const Eigen::MatrixXd& V,
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const Eigen::MatrixXi& F)
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{
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if(V.rows() == 0)
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return;
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get_scale_and_shift_to_fit_mesh(V,F,camera_base_zoom,camera_base_translation);
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// Rather than crash on empty mesh...
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if(V.size() > 0)
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{
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object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
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}
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}
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IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
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const Eigen::MatrixXd& V,
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const Eigen::MatrixXi& F,
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float& zoom,
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Eigen::Vector3f& shift)
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{
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if (V.rows() == 0)
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return;
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Eigen::MatrixXd BC;
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if (F.rows() <= 1)
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{
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BC = V;
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} else
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{
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igl::barycenter(V,F,BC);
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}
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return get_scale_and_shift_to_fit_mesh(BC,zoom,shift);
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}
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IGL_INLINE void igl::opengl::ViewerCore::align_camera_center(
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const Eigen::MatrixXd& V)
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{
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if(V.rows() == 0)
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return;
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get_scale_and_shift_to_fit_mesh(V,camera_base_zoom,camera_base_translation);
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// Rather than crash on empty mesh...
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if(V.size() > 0)
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{
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object_scale = (V.colwise().maxCoeff() - V.colwise().minCoeff()).norm();
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}
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}
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IGL_INLINE void igl::opengl::ViewerCore::get_scale_and_shift_to_fit_mesh(
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const Eigen::MatrixXd& V,
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float& zoom,
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Eigen::Vector3f& shift)
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{
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if (V.rows() == 0)
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return;
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auto min_point = V.colwise().minCoeff();
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auto max_point = V.colwise().maxCoeff();
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auto centroid = (0.5*(min_point + max_point)).eval();
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shift.setConstant(0);
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shift.head(centroid.size()) = -centroid.cast<float>();
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zoom = 2.0 / (max_point-min_point).array().abs().maxCoeff();
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}
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IGL_INLINE void igl::opengl::ViewerCore::clear_framebuffers()
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{
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glClearColor(background_color[0],
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background_color[1],
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background_color[2],
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background_color[3]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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IGL_INLINE void igl::opengl::ViewerCore::draw(
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ViewerData& data,
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bool update_matrices)
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{
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using namespace std;
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using namespace Eigen;
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if (depth_test)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* Bind and potentially refresh mesh/line/point data */
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if (data.dirty)
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{
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data.updateGL(data, data.invert_normals,data.meshgl);
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data.dirty = MeshGL::DIRTY_NONE;
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}
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data.meshgl.bind_mesh();
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// Initialize uniform
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glViewport(viewport(0), viewport(1), viewport(2), viewport(3));
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if(update_matrices)
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{
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view = Eigen::Matrix4f::Identity();
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proj = Eigen::Matrix4f::Identity();
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norm = Eigen::Matrix4f::Identity();
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float width = viewport(2);
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float height = viewport(3);
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// Set view
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look_at( camera_eye, camera_center, camera_up, view);
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view = view
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* (trackball_angle * Eigen::Scaling(camera_zoom * camera_base_zoom)
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* Eigen::Translation3f(camera_translation + camera_base_translation)).matrix();
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norm = view.inverse().transpose();
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// Set projection
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if (orthographic)
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{
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float length = (camera_eye - camera_center).norm();
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float h = tan(camera_view_angle/360.0 * igl::PI) * (length);
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ortho(-h*width/height, h*width/height, -h, h, camera_dnear, camera_dfar,proj);
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}
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else
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{
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float fH = tan(camera_view_angle / 360.0 * igl::PI) * camera_dnear;
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float fW = fH * (double)width/(double)height;
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frustum(-fW, fW, -fH, fH, camera_dnear, camera_dfar,proj);
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}
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}
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// Send transformations to the GPU
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GLint viewi = glGetUniformLocation(data.meshgl.shader_mesh,"view");
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GLint proji = glGetUniformLocation(data.meshgl.shader_mesh,"proj");
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GLint normi = glGetUniformLocation(data.meshgl.shader_mesh,"normal_matrix");
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glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
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glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
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glUniformMatrix4fv(normi, 1, GL_FALSE, norm.data());
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// Light parameters
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GLint specular_exponenti = glGetUniformLocation(data.meshgl.shader_mesh,"specular_exponent");
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GLint light_position_eyei = glGetUniformLocation(data.meshgl.shader_mesh,"light_position_eye");
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GLint lighting_factori = glGetUniformLocation(data.meshgl.shader_mesh,"lighting_factor");
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GLint fixed_colori = glGetUniformLocation(data.meshgl.shader_mesh,"fixed_color");
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GLint texture_factori = glGetUniformLocation(data.meshgl.shader_mesh,"texture_factor");
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glUniform1f(specular_exponenti, data.shininess);
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glUniform3fv(light_position_eyei, 1, light_position.data());
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glUniform1f(lighting_factori, lighting_factor); // enables lighting
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glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
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if (data.V.rows()>0)
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{
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// Render fill
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if (data.show_faces)
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{
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// Texture
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glUniform1f(texture_factori, data.show_texture ? 1.0f : 0.0f);
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data.meshgl.draw_mesh(true);
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glUniform1f(texture_factori, 0.0f);
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}
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// Render wireframe
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if (data.show_lines)
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{
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glLineWidth(data.line_width);
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glUniform4f(fixed_colori,
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data.line_color[0],
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data.line_color[1],
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data.line_color[2], 1.0f);
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data.meshgl.draw_mesh(false);
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glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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if (data.show_overlay)
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{
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if (data.show_overlay_depth)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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if (data.lines.rows() > 0)
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{
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data.meshgl.bind_overlay_lines();
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viewi = glGetUniformLocation(data.meshgl.shader_overlay_lines,"view");
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proji = glGetUniformLocation(data.meshgl.shader_overlay_lines,"proj");
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glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
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glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
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// This must be enabled, otherwise glLineWidth has no effect
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glEnable(GL_LINE_SMOOTH);
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glLineWidth(data.line_width);
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data.meshgl.draw_overlay_lines();
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}
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if (data.points.rows() > 0)
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{
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data.meshgl.bind_overlay_points();
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viewi = glGetUniformLocation(data.meshgl.shader_overlay_points,"view");
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proji = glGetUniformLocation(data.meshgl.shader_overlay_points,"proj");
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glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
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glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
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glPointSize(data.point_size);
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data.meshgl.draw_overlay_points();
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}
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glEnable(GL_DEPTH_TEST);
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}
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}
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IGL_INLINE void igl::opengl::ViewerCore::draw_buffer(ViewerData& data,
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bool update_matrices,
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
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{
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assert(R.rows() == G.rows() && G.rows() == B.rows() && B.rows() == A.rows());
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assert(R.cols() == G.cols() && G.cols() == B.cols() && B.cols() == A.cols());
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unsigned width = R.rows();
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unsigned height = R.cols();
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// https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
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unsigned int framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// create a multisampled color attachment texture
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unsigned int textureColorBufferMultiSampled;
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glGenTextures(1, &textureColorBufferMultiSampled);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
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// create a (also multisampled) renderbuffer object for depth and stencil attachments
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unsigned int rbo;
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glGenRenderbuffers(1, &rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// configure second post-processing framebuffer
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unsigned int intermediateFBO;
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glGenFramebuffers(1, &intermediateFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
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// create a color attachment texture
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unsigned int screenTexture;
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glGenTextures(1, &screenTexture);
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
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assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Clear the buffer
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glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Save old viewport
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Eigen::Vector4f viewport_ori = viewport;
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viewport << 0,0,width,height;
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// Draw
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draw(data,update_matrices);
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// Restore viewport
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viewport = viewport_ori;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
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// Copy back in the given Eigen matrices
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GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
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glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Clean up
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteTextures(1, &screenTexture);
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glDeleteTextures(1, &textureColorBufferMultiSampled);
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glDeleteFramebuffers(1, &framebuffer);
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glDeleteFramebuffers(1, &intermediateFBO);
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glDeleteRenderbuffers(1, &rbo);
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int count = 0;
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for (unsigned j=0; j<height; ++j)
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{
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for (unsigned i=0; i<width; ++i)
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{
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R(i,j) = pixels[count*4+0];
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G(i,j) = pixels[count*4+1];
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B(i,j) = pixels[count*4+2];
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A(i,j) = pixels[count*4+3];
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++count;
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}
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}
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// Clean up
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free(pixels);
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}
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IGL_INLINE void igl::opengl::ViewerCore::set_rotation_type(
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const igl::opengl::ViewerCore::RotationType & value)
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{
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using namespace Eigen;
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using namespace std;
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const RotationType old_rotation_type = rotation_type;
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rotation_type = value;
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if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
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old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
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{
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snap_to_fixed_up(Quaternionf(trackball_angle),trackball_angle);
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}
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}
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IGL_INLINE igl::opengl::ViewerCore::ViewerCore()
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{
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// Default colors
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background_color << 0.3f, 0.3f, 0.5f, 1.0f;
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// Default lights settings
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light_position << 0.0f, 0.3f, 0.0f;
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lighting_factor = 1.0f; //on
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// Default trackball
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trackball_angle = Eigen::Quaternionf::Identity();
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set_rotation_type(ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP);
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// Camera parameters
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camera_base_zoom = 1.0f;
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camera_zoom = 1.0f;
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orthographic = false;
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camera_view_angle = 45.0;
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camera_dnear = 1.0;
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camera_dfar = 100.0;
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camera_base_translation << 0, 0, 0;
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camera_translation << 0, 0, 0;
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camera_eye << 0, 0, 5;
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camera_center << 0, 0, 0;
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camera_up << 0, 1, 0;
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depth_test = true;
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is_animating = false;
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animation_max_fps = 30.;
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viewport.setZero();
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}
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IGL_INLINE void igl::opengl::ViewerCore::init()
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{
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}
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IGL_INLINE void igl::opengl::ViewerCore::shut()
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{
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}
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