Files
OrcaSlicer-bambulab/src/libigl/igl/opengl/ViewerCore.cpp
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
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.
2019-06-19 14:52:55 +02:00

392 lines
12 KiB
C++

// 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/.
#include "ViewerCore.h"
#include "gl.h"
#include "../quat_to_mat.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 <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()
{
glClearColor(background_color[0],
background_color[1],
background_color[2],
background_color[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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");
glUniform1f(specular_exponenti, data.shininess);
glUniform3fv(light_position_eyei, 1, light_position.data());
glUniform1f(lighting_factori, lighting_factor); // enables lighting
glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
if (data.V.rows()>0)
{
// Render fill
if (data.show_faces)
{
// Texture
glUniform1f(texture_factori, data.show_texture ? 1.0f : 0.0f);
data.meshgl.draw_mesh(true);
glUniform1f(texture_factori, 0.0f);
}
// Render wireframe
if (data.show_lines)
{
glLineWidth(data.line_width);
glUniform4f(fixed_colori,
data.line_color[0],
data.line_color[1],
data.line_color[2], 1.0f);
data.meshgl.draw_mesh(false);
glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
}
}
if (data.show_overlay)
{
if (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);
}
}
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();
// https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing
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);
}
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 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;
lighting_factor = 1.0f; //on
// Default trackball
trackball_angle = Eigen::Quaternionf::Identity();
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()
{
}
IGL_INLINE void igl::opengl::ViewerCore::shut()
{
}