| // 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 "ViewerData.h" |
| #include "ViewerCore.h" |
| |
| #include "../per_face_normals.h" |
| #include "../material_colors.h" |
| #include "../per_vertex_normals.h" |
| |
| // Really? Just for GL_NEAREST? |
| #include "gl.h" |
| |
| #include <iostream> |
| |
| |
| IGL_INLINE igl::opengl::ViewerData::ViewerData() |
| : |
| dirty(MeshGL::DIRTY_ALL), |
| face_based (false), |
| double_sided (false), |
| invert_normals (false), |
| is_visible (~unsigned(0)), |
| show_custom_labels(0), |
| show_face_labels (0), |
| show_faces (~unsigned(0)), |
| show_lines (~unsigned(0)), |
| show_overlay (~unsigned(0)), |
| show_overlay_depth(~unsigned(0)), |
| show_texture (false), |
| show_vertex_labels(0), |
| use_matcap (false), |
| point_size(30), |
| line_width(0.5f), |
| label_size(1), |
| line_color(0,0,0,1), |
| label_color(0,0,0.04,1), |
| shininess(35.0f), |
| id(-1) |
| { |
| clear(); |
| }; |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue) |
| { |
| if (face_based != newvalue) |
| { |
| face_based = newvalue; |
| dirty = MeshGL::DIRTY_ALL; |
| } |
| } |
| |
| // Helpers that draws the most common meshes |
| IGL_INLINE void igl::opengl::ViewerData::set_mesh( |
| const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F) |
| { |
| using namespace std; |
| |
| Eigen::MatrixXd V_temp; |
| |
| // If V only has two columns, pad with a column of zeros |
| if (_V.cols() == 2) |
| { |
| V_temp = Eigen::MatrixXd::Zero(_V.rows(),3); |
| V_temp.block(0,0,_V.rows(),2) = _V; |
| } |
| else |
| V_temp = _V; |
| |
| if (V.rows() == 0 && F.rows() == 0) |
| { |
| V = V_temp; |
| F = _F; |
| |
| compute_normals(); |
| uniform_colors( |
| Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]), |
| Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]), |
| Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2])); |
| |
| // Generates a checkerboard texture |
| grid_texture(); |
| } |
| else |
| { |
| if (_V.rows() == V.rows() && _F.rows() == F.rows()) |
| { |
| V = V_temp; |
| F = _F; |
| } |
| else |
| cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl; |
| } |
| dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V) |
| { |
| V = _V; |
| assert(F.size() == 0 || F.maxCoeff() < V.rows()); |
| dirty |= MeshGL::DIRTY_POSITION; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N) |
| { |
| using namespace std; |
| if (N.rows() == V.rows()) |
| { |
| set_face_based(false); |
| V_normals = N; |
| } |
| else if (N.rows() == F.rows() || N.rows() == F.rows()*3) |
| { |
| set_face_based(true); |
| F_normals = N; |
| } |
| else |
| cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl; |
| dirty |= MeshGL::DIRTY_NORMAL; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/) |
| { |
| if (value) |
| is_visible |= core_id; |
| else |
| is_visible &= ~core_id; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to) |
| { |
| to.set(show_overlay , from.is_set(show_overlay) ); |
| to.set(show_overlay_depth, from.is_set(show_overlay_depth)); |
| to.set(show_texture , from.is_set(show_texture) ); |
| to.set(use_matcap , from.is_set(use_matcap) ); |
| to.set(show_faces , from.is_set(show_faces) ); |
| to.set(show_lines , from.is_set(show_lines) ); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C) |
| { |
| using namespace std; |
| using namespace Eigen; |
| // This Gouraud coloring should be deprecated in favor of Phong coloring in |
| // set-data |
| if(C.rows()>0 && C.cols() == 1) |
| { |
| assert(false && "deprecated: call set_data directly instead"); |
| return set_data(C); |
| } |
| // Ambient color should be darker color |
| const auto ambient = [](const MatrixXd & C)->MatrixXd |
| { |
| MatrixXd T = 0.1*C; |
| T.col(3) = C.col(3); |
| return T; |
| }; |
| // Specular color should be a less saturated and darker color: dampened |
| // highlights |
| const auto specular = [](const MatrixXd & C)->MatrixXd |
| { |
| const double grey = 0.3; |
| MatrixXd T = grey+0.1*(C.array()-grey); |
| T.col(3) = C.col(3); |
| return T; |
| }; |
| if (C.rows() == 1) |
| { |
| for (unsigned i=0;i<V_material_diffuse.rows();++i) |
| { |
| if (C.cols() == 3) |
| V_material_diffuse.row(i) << C.row(0),1; |
| else if (C.cols() == 4) |
| V_material_diffuse.row(i) << C.row(0); |
| } |
| V_material_ambient = ambient(V_material_diffuse); |
| V_material_specular = specular(V_material_diffuse); |
| |
| for (unsigned i=0;i<F_material_diffuse.rows();++i) |
| { |
| if (C.cols() == 3) |
| F_material_diffuse.row(i) << C.row(0),1; |
| else if (C.cols() == 4) |
| F_material_diffuse.row(i) << C.row(0); |
| } |
| F_material_ambient = ambient(F_material_diffuse); |
| F_material_specular = specular(F_material_diffuse); |
| } |
| else if(C.rows() == V.rows() || C.rows() == F.rows()) |
| { |
| // face based colors? |
| if((C.rows()==F.rows()) && (C.rows() != V.rows() || face_based)) |
| { |
| set_face_based(true); |
| for (unsigned i=0;i<F_material_diffuse.rows();++i) |
| { |
| if (C.cols() == 3) |
| F_material_diffuse.row(i) << C.row(i), 1; |
| else if (C.cols() == 4) |
| F_material_diffuse.row(i) << C.row(i); |
| } |
| F_material_ambient = ambient(F_material_diffuse); |
| F_material_specular = specular(F_material_diffuse); |
| } |
| else/*(C.rows() == V.rows())*/ |
| { |
| set_face_based(false); |
| for (unsigned i=0;i<V_material_diffuse.rows();++i) |
| { |
| if (C.cols() == 3) |
| V_material_diffuse.row(i) << C.row(i), 1; |
| else if (C.cols() == 4) |
| V_material_diffuse.row(i) << C.row(i); |
| } |
| V_material_ambient = ambient(V_material_diffuse); |
| V_material_specular = specular(V_material_diffuse); |
| } |
| } |
| else |
| cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl; |
| dirty |= MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_AMBIENT; |
| |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV) |
| { |
| using namespace std; |
| if (UV.rows() == V.rows()) |
| { |
| V_uv = UV; |
| } |
| else |
| cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;; |
| dirty |= MeshGL::DIRTY_UV; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F) |
| { |
| V_uv = UV_V.block(0,0,UV_V.rows(),2); |
| F_uv = UV_F; |
| dirty |= MeshGL::DIRTY_UV; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_texture( |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B) |
| { |
| texture_R = R; |
| texture_G = G; |
| texture_B = B; |
| texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255); |
| dirty |= MeshGL::DIRTY_TEXTURE; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_texture( |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B, |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A) |
| { |
| texture_R = R; |
| texture_G = G; |
| texture_B = B; |
| texture_A = A; |
| dirty |= MeshGL::DIRTY_TEXTURE; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_data( |
| const Eigen::VectorXd & D, |
| double caxis_min, |
| double caxis_max, |
| igl::ColorMapType cmap, |
| int num_steps) |
| { |
| if(!show_texture) |
| { |
| Eigen::MatrixXd CM; |
| igl::colormap(cmap,Eigen::VectorXd::LinSpaced(num_steps,0,1).eval(),0,1,CM); |
| set_colormap(CM); |
| } |
| Eigen::MatrixXd UV = ((D.array()-caxis_min)/(caxis_max-caxis_min)).replicate(1,2); |
| if(D.size() == V.rows()) |
| { |
| set_uv(UV); |
| }else |
| { |
| assert(D.size() == F.rows()); |
| Eigen::MatrixXi UV_F = |
| Eigen::VectorXi::LinSpaced(F.rows(),0,F.rows()-1).replicate(1,3); |
| set_uv(UV,UV_F); |
| } |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_data(const Eigen::VectorXd & D, igl::ColorMapType cmap, int num_steps) |
| { |
| const double caxis_min = D.minCoeff(); |
| const double caxis_max = D.maxCoeff(); |
| return set_data(D,caxis_min,caxis_max,cmap,num_steps); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_colormap(const Eigen::MatrixXd & CM) |
| { |
| assert(CM.cols() == 3 && "colormap CM should have 3 columns"); |
| // Convert to R,G,B textures |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> R = |
| (CM.col(0)*255.0).cast<unsigned char>(); |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> G = |
| (CM.col(1)*255.0).cast<unsigned char>(); |
| const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> B = |
| (CM.col(2)*255.0).cast<unsigned char>(); |
| set_colors(Eigen::RowVector3d(1,1,1)); |
| set_texture(R,G,B); |
| show_texture = ~unsigned(0); |
| meshgl.tex_filter = GL_NEAREST; |
| meshgl.tex_wrap = GL_CLAMP_TO_EDGE; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_points( |
| const Eigen::MatrixXd& P, |
| const Eigen::MatrixXd& C) |
| { |
| // clear existing points |
| points.resize(0,0); |
| add_points(P,C); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C) |
| { |
| Eigen::MatrixXd P_temp; |
| |
| // If P only has two columns, pad with a column of zeros |
| if (P.cols() == 2) |
| { |
| P_temp = Eigen::MatrixXd::Zero(P.rows(),3); |
| P_temp.block(0,0,P.rows(),2) = P; |
| } |
| else |
| P_temp = P; |
| |
| int lastid = points.rows(); |
| points.conservativeResize(points.rows() + P_temp.rows(),6); |
| for (unsigned i=0; i<P_temp.rows(); ++i) |
| points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); |
| |
| dirty |= MeshGL::DIRTY_OVERLAY_POINTS; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::clear_points() |
| { |
| points.resize(0, 6); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_edges( |
| const Eigen::MatrixXd& P, |
| const Eigen::MatrixXi& E, |
| const Eigen::MatrixXd& C) |
| { |
| using namespace Eigen; |
| lines.resize(E.rows(),9); |
| assert(C.cols() == 3); |
| for(int e = 0;e<E.rows();e++) |
| { |
| RowVector3d color; |
| if(C.size() == 3) |
| { |
| color<<C; |
| }else if(C.rows() == E.rows()) |
| { |
| color<<C.row(e); |
| } |
| if(P.cols() == 2) |
| { |
| lines.row(e)<< P.row(E(e,0)),0, P.row(E(e,1)),0, color; |
| }else |
| { |
| lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color; |
| } |
| } |
| dirty |= MeshGL::DIRTY_OVERLAY_LINES; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_edges_from_vector_field( |
| const Eigen::MatrixXd& P, |
| const Eigen::MatrixXd& V, |
| const Eigen::MatrixXd& C) |
| { |
| assert(P.rows() == V.rows()); |
| Eigen::MatrixXi E(P.rows(),2); |
| const Eigen::MatrixXd PV = |
| (Eigen::MatrixXd(P.rows()+V.rows(),3)<<P,P+V).finished(); |
| for(int i = 0;i<P.rows();i++) |
| { |
| E(i,0) = i; |
| E(i,1) = i+P.rows(); |
| } |
| const Eigen::MatrixXd CC = C.replicate<2,1>(); |
| set_edges(PV,E, C.rows() == 1?C:C.replicate<2,1>()); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C) |
| { |
| Eigen::MatrixXd P1_temp,P2_temp; |
| |
| // If P1 only has two columns, pad with a column of zeros |
| if (P1.cols() == 2) |
| { |
| P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3); |
| P1_temp.block(0,0,P1.rows(),2) = P1; |
| P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3); |
| P2_temp.block(0,0,P2.rows(),2) = P2; |
| } |
| else |
| { |
| P1_temp = P1; |
| P2_temp = P2; |
| } |
| |
| int lastid = lines.rows(); |
| lines.conservativeResize(lines.rows() + P1_temp.rows(),9); |
| for (unsigned i=0; i<P1_temp.rows(); ++i) |
| lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); |
| |
| dirty |= MeshGL::DIRTY_OVERLAY_LINES; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::clear_edges() |
| { |
| lines.resize(0, 9); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str) |
| { |
| Eigen::RowVectorXd P_temp; |
| |
| // If P only has two columns, pad with a column of zeros |
| if (P.size() == 2) |
| { |
| P_temp = Eigen::RowVectorXd::Zero(3); |
| P_temp << P.transpose(), 0; |
| } |
| else |
| P_temp = P; |
| |
| int lastid = labels_positions.rows(); |
| labels_positions.conservativeResize(lastid+1, 3); |
| labels_positions.row(lastid) = P_temp; |
| labels_strings.push_back(str); |
| |
| dirty |= MeshGL::DIRTY_CUSTOM_LABELS; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::set_labels(const Eigen::MatrixXd& P, const std::vector<std::string>& str) |
| { |
| assert(P.rows() == str.size() && "position # and label # do not match!"); |
| assert(P.cols() == 3 && "dimension of label positions incorrect!"); |
| labels_positions = P; |
| labels_strings = str; |
| |
| dirty |= MeshGL::DIRTY_CUSTOM_LABELS; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::clear_labels() |
| { |
| labels_positions.resize(0,3); |
| labels_strings.clear(); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::clear() |
| { |
| V = Eigen::MatrixXd (0,3); |
| F = Eigen::MatrixXi (0,3); |
| |
| F_material_ambient = Eigen::MatrixXd (0,4); |
| F_material_diffuse = Eigen::MatrixXd (0,4); |
| F_material_specular = Eigen::MatrixXd (0,4); |
| |
| V_material_ambient = Eigen::MatrixXd (0,4); |
| V_material_diffuse = Eigen::MatrixXd (0,4); |
| V_material_specular = Eigen::MatrixXd (0,4); |
| |
| F_normals = Eigen::MatrixXd (0,3); |
| V_normals = Eigen::MatrixXd (0,3); |
| |
| V_uv = Eigen::MatrixXd (0,2); |
| F_uv = Eigen::MatrixXi (0,3); |
| |
| lines = Eigen::MatrixXd (0,9); |
| points = Eigen::MatrixXd (0,6); |
| |
| vertex_labels_positions = Eigen::MatrixXd (0,3); |
| face_labels_positions = Eigen::MatrixXd (0,3); |
| labels_positions = Eigen::MatrixXd (0,3); |
| vertex_labels_strings.clear(); |
| face_labels_strings.clear(); |
| labels_strings.clear(); |
| |
| face_based = false; |
| double_sided = false; |
| invert_normals = false; |
| show_texture = false; |
| use_matcap = false; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::compute_normals() |
| { |
| if(V.cols() == 2) |
| { |
| F_normals = Eigen::RowVector3d(0,0,1).replicate(F.rows(),1); |
| V_normals = Eigen::RowVector3d(0,0,1).replicate(V.rows(),1); |
| }else |
| { |
| assert(V.cols() == 3); |
| igl::per_face_normals(V, F, F_normals); |
| igl::per_vertex_normals(V, F, F_normals, V_normals); |
| } |
| dirty |= MeshGL::DIRTY_NORMAL; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::uniform_colors( |
| const Eigen::Vector3d& ambient, |
| const Eigen::Vector3d& diffuse, |
| const Eigen::Vector3d& specular) |
| { |
| Eigen::Vector4d ambient4; |
| Eigen::Vector4d diffuse4; |
| Eigen::Vector4d specular4; |
| |
| ambient4 << ambient, 1; |
| diffuse4 << diffuse, 1; |
| specular4 << specular, 1; |
| |
| uniform_colors(ambient4,diffuse4,specular4); |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::uniform_colors( |
| const Eigen::Vector4d& ambient, |
| const Eigen::Vector4d& diffuse, |
| const Eigen::Vector4d& specular) |
| { |
| V_material_ambient.resize(V.rows(),4); |
| V_material_diffuse.resize(V.rows(),4); |
| V_material_specular.resize(V.rows(),4); |
| |
| for (unsigned i=0; i<V.rows();++i) |
| { |
| V_material_ambient.row(i) = ambient; |
| V_material_diffuse.row(i) = diffuse; |
| V_material_specular.row(i) = specular; |
| } |
| |
| F_material_ambient.resize(F.rows(),4); |
| F_material_diffuse.resize(F.rows(),4); |
| F_material_specular.resize(F.rows(),4); |
| |
| for (unsigned i=0; i<F.rows();++i) |
| { |
| F_material_ambient.row(i) = ambient; |
| F_material_diffuse.row(i) = diffuse; |
| F_material_specular.row(i) = specular; |
| } |
| dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::normal_matcap() |
| { |
| const int size = 512; |
| texture_R.resize(size, size); |
| texture_G.resize(size, size); |
| texture_B.resize(size, size); |
| const Eigen::Vector3d navy(0.3,0.3,0.5); |
| static const auto clamp = [](double t){ return std::max(std::min(t,1.0),0.0);}; |
| for(int i = 0;i<size;i++) |
| { |
| const double x = (double(i)/double(size-1)*2.-1.); |
| for(int j = 0;j<size;j++) |
| { |
| const double y = (double(j)/double(size-1)*2.-1.); |
| const double z = sqrt(1.0-std::min(x*x+y*y,1.0)); |
| Eigen::Vector3d C = Eigen::Vector3d(x*0.5+0.5,y*0.5+0.5,z); |
| texture_R(i,j) = clamp(C(0))*255; |
| texture_G(i,j) = clamp(C(1))*255; |
| texture_B(i,j) = clamp(C(2))*255; |
| } |
| } |
| texture_A.setConstant(texture_R.rows(),texture_R.cols(),255); |
| dirty |= MeshGL::DIRTY_TEXTURE; |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::grid_texture() |
| { |
| unsigned size = 128; |
| unsigned size2 = size/2; |
| texture_R.resize(size, size); |
| for (unsigned i=0; i<size; ++i) |
| { |
| for (unsigned j=0; j<size; ++j) |
| { |
| texture_R(i,j) = 0; |
| if ((i<size2 && j<size2) || (i>=size2 && j>=size2)) |
| texture_R(i,j) = 255; |
| } |
| } |
| |
| texture_G = texture_R; |
| texture_B = texture_R; |
| texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255); |
| dirty |= MeshGL::DIRTY_TEXTURE; |
| } |
| |
| // Populate VBOs of a particular label stype (Vert, Face, Custom) |
| IGL_INLINE void igl::opengl::ViewerData::update_labels( |
| igl::opengl::MeshGL::TextGL& GL_labels, |
| const Eigen::MatrixXd& positions, |
| const std::vector<std::string>& strings |
| ){ |
| if (positions.rows()>0) |
| { |
| int numCharsToRender = 0; |
| for(size_t p=0; p<positions.rows(); p++) |
| { |
| numCharsToRender += strings.at(p).length(); |
| } |
| GL_labels.label_pos_vbo.resize(numCharsToRender, 3); |
| GL_labels.label_char_vbo.resize(numCharsToRender, 1); |
| GL_labels.label_offset_vbo.resize(numCharsToRender, 1); |
| GL_labels.label_indices_vbo.resize(numCharsToRender, 1); |
| int idx=0; |
| assert(strings.size() == positions.rows()); |
| for(size_t s=0; s<strings.size(); s++) |
| { |
| const auto & label = strings.at(s); |
| for(size_t c=0; c<label.length(); c++) |
| { |
| GL_labels.label_pos_vbo.row(idx) = positions.row(s).cast<float>(); |
| GL_labels.label_char_vbo(idx) = (float)(label.at(c)); |
| GL_labels.label_offset_vbo(idx) = c; |
| GL_labels.label_indices_vbo(idx) = idx; |
| idx++; |
| } |
| } |
| } |
| } |
| |
| IGL_INLINE void igl::opengl::ViewerData::updateGL( |
| const igl::opengl::ViewerData& data, |
| const bool invert_normals, |
| igl::opengl::MeshGL& meshgl |
| ) |
| { |
| if (!meshgl.is_initialized) |
| { |
| meshgl.init(); |
| } |
| |
| bool per_corner_uv = (data.F_uv.rows() == data.F.rows()); |
| bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows()); |
| |
| meshgl.dirty |= data.dirty; |
| |
| // Input: |
| // X #F by dim quantity |
| // Output: |
| // X_vbo #F*3 by dim scattering per corner |
| const auto per_face = [&data]( |
| const Eigen::MatrixXd & X, |
| MeshGL::RowMatrixXf & X_vbo) |
| { |
| assert(X.cols() == 4); |
| X_vbo.resize(data.F.rows()*3,4); |
| for (unsigned i=0; i<data.F.rows();++i) |
| for (unsigned j=0;j<3;++j) |
| X_vbo.row(i*3+j) = X.row(i).cast<float>(); |
| }; |
| |
| // Input: |
| // X #V by dim quantity |
| // Output: |
| // X_vbo #F*3 by dim scattering per corner |
| const auto per_corner = [&data]( |
| const Eigen::MatrixXd & X, |
| MeshGL::RowMatrixXf & X_vbo) |
| { |
| X_vbo.resize(data.F.rows()*3,X.cols()); |
| for (unsigned i=0; i<data.F.rows();++i) |
| for (unsigned j=0;j<3;++j) |
| X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>(); |
| }; |
| |
| if (!data.face_based) |
| { |
| if (!(per_corner_uv || per_corner_normals)) |
| { |
| // Vertex positions |
| if (meshgl.dirty & MeshGL::DIRTY_POSITION) |
| meshgl.V_vbo = data.V.cast<float>(); |
| |
| // Vertex normals |
| if (meshgl.dirty & MeshGL::DIRTY_NORMAL) |
| { |
| meshgl.V_normals_vbo = data.V_normals.cast<float>(); |
| if (invert_normals) |
| meshgl.V_normals_vbo = -meshgl.V_normals_vbo; |
| } |
| |
| // Per-vertex material settings |
| if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) |
| meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>(); |
| if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) |
| meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>(); |
| if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) |
| meshgl.V_specular_vbo = data.V_material_specular.cast<float>(); |
| |
| // Face indices |
| if (meshgl.dirty & MeshGL::DIRTY_FACE) |
| meshgl.F_vbo = data.F.cast<unsigned>(); |
| |
| // Texture coordinates |
| if (meshgl.dirty & MeshGL::DIRTY_UV) |
| { |
| meshgl.V_uv_vbo = data.V_uv.cast<float>(); |
| } |
| } |
| else |
| { |
| |
| // Per vertex properties with per corner UVs |
| if (meshgl.dirty & MeshGL::DIRTY_POSITION) |
| { |
| per_corner(data.V,meshgl.V_vbo); |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) |
| { |
| meshgl.V_ambient_vbo.resize(data.F.rows()*3,4); |
| per_corner(data.V_material_ambient,meshgl.V_ambient_vbo); |
| } |
| if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) |
| { |
| meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4); |
| per_corner(data.V_material_diffuse,meshgl.V_diffuse_vbo); |
| } |
| if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) |
| { |
| meshgl.V_specular_vbo.resize(data.F.rows()*3,4); |
| per_corner(data.V_material_specular,meshgl.V_specular_vbo); |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_NORMAL) |
| { |
| meshgl.V_normals_vbo.resize(data.F.rows()*3,3); |
| per_corner(data.V_normals,meshgl.V_normals_vbo); |
| |
| if (invert_normals) |
| meshgl.V_normals_vbo = -meshgl.V_normals_vbo; |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_FACE) |
| { |
| meshgl.F_vbo.resize(data.F.rows(),3); |
| for (unsigned i=0; i<data.F.rows();++i) |
| meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; |
| } |
| |
| if ( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0) |
| { |
| meshgl.V_uv_vbo.resize(data.F.rows()*3,2); |
| for (unsigned i=0; i<data.F.rows();++i) |
| for (unsigned j=0;j<3;++j) |
| 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>(); |
| } |
| } |
| } else |
| { |
| if (meshgl.dirty & MeshGL::DIRTY_POSITION) |
| { |
| per_corner(data.V,meshgl.V_vbo); |
| } |
| if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) |
| { |
| per_face(data.F_material_ambient,meshgl.V_ambient_vbo); |
| } |
| if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) |
| { |
| per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo); |
| } |
| if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) |
| { |
| per_face(data.F_material_specular,meshgl.V_specular_vbo); |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_NORMAL) |
| { |
| meshgl.V_normals_vbo.resize(data.F.rows()*3,3); |
| for (unsigned i=0; i<data.F.rows();++i) |
| for (unsigned j=0;j<3;++j) |
| meshgl.V_normals_vbo.row(i*3+j) = |
| per_corner_normals ? |
| data.F_normals.row(i*3+j).cast<float>() : |
| data.F_normals.row(i).cast<float>(); |
| |
| if (invert_normals) |
| meshgl.V_normals_vbo = -meshgl.V_normals_vbo; |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_FACE) |
| { |
| meshgl.F_vbo.resize(data.F.rows(),3); |
| for (unsigned i=0; i<data.F.rows();++i) |
| meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; |
| } |
| |
| if( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0) |
| { |
| meshgl.V_uv_vbo.resize(data.F.rows()*3,2); |
| for (unsigned i=0; i<data.F.rows();++i) |
| for (unsigned j=0;j<3;++j) |
| 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>(); |
| } |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_TEXTURE) |
| { |
| meshgl.tex_u = data.texture_R.rows(); |
| meshgl.tex_v = data.texture_R.cols(); |
| meshgl.tex.resize(data.texture_R.size()*4); |
| for (unsigned i=0;i<data.texture_R.size();++i) |
| { |
| meshgl.tex(i*4+0) = data.texture_R(i); |
| meshgl.tex(i*4+1) = data.texture_G(i); |
| meshgl.tex(i*4+2) = data.texture_B(i); |
| meshgl.tex(i*4+3) = data.texture_A(i); |
| } |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES) |
| { |
| meshgl.lines_V_vbo.resize(data.lines.rows()*2,3); |
| meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3); |
| meshgl.lines_F_vbo.resize(data.lines.rows()*2,1); |
| for (unsigned i=0; i<data.lines.rows();++i) |
| { |
| meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>(); |
| meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>(); |
| meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>(); |
| meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>(); |
| meshgl.lines_F_vbo(2*i+0) = 2*i+0; |
| meshgl.lines_F_vbo(2*i+1) = 2*i+1; |
| } |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS) |
| { |
| meshgl.points_V_vbo.resize(data.points.rows(),3); |
| meshgl.points_V_colors_vbo.resize(data.points.rows(),3); |
| meshgl.points_F_vbo.resize(data.points.rows(),1); |
| for (unsigned i=0; i<data.points.rows();++i) |
| { |
| meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>(); |
| meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>(); |
| meshgl.points_F_vbo(i) = i; |
| } |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_FACE_LABELS) |
| { |
| if(face_labels_positions.rows()==0) |
| { |
| face_labels_positions.conservativeResize(F.rows(), 3); |
| Eigen::MatrixXd faceNormals = F_normals.normalized(); |
| for (int f=0; f<F.rows();++f) |
| { |
| std::string faceName = std::to_string(f); |
| face_labels_positions.row(f) = V.row(F.row(f)(0)); |
| face_labels_positions.row(f) += V.row(F.row(f)(1)); |
| face_labels_positions.row(f) += V.row(F.row(f)(2)); |
| face_labels_positions.row(f) /= 3.; |
| face_labels_positions.row(f) = (faceNormals*0.05).row(f) + face_labels_positions.row(f); |
| face_labels_strings.push_back(faceName); |
| } |
| } |
| update_labels( |
| meshgl.face_labels, |
| face_labels_positions, |
| face_labels_strings |
| ); |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_VERTEX_LABELS) |
| { |
| if(vertex_labels_positions.rows()==0) |
| { |
| vertex_labels_positions.conservativeResize(V.rows(), 3); |
| Eigen::MatrixXd normalized = V_normals.normalized(); |
| for (int v=0; v<V.rows();++v) |
| { |
| std::string vertName = std::to_string(v); |
| vertex_labels_positions.row(v) = (normalized*0.1).row(v) + V.row(v); |
| vertex_labels_strings.push_back(vertName); |
| } |
| } |
| update_labels( |
| meshgl.vertex_labels, |
| vertex_labels_positions, |
| vertex_labels_strings |
| ); |
| } |
| |
| if (meshgl.dirty & MeshGL::DIRTY_CUSTOM_LABELS) |
| { |
| update_labels( |
| meshgl.custom_labels, |
| labels_positions, |
| labels_strings |
| ); |
| } |
| } |