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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/. | |
| // Really? Just for GL_NEAREST? | |
| IGL_INLINE igl::opengl::ViewerData::ViewerData() | |
| : dirty(MeshGL::DIRTY_ALL), | |
| show_faces (~unsigned(0)), | |
| show_lines (~unsigned(0)), | |
| face_based (false), | |
| double_sided (false), | |
| invert_normals (false), | |
| show_overlay (~unsigned(0)), | |
| show_overlay_depth(~unsigned(0)), | |
| show_vertex_labels(0), | |
| show_face_labels (0), | |
| show_custom_labels(0), | |
| show_texture (false), | |
| 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), | |
| is_visible (~unsigned(0)) | |
| { | |
| 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()) | |
| { | |
| set_face_based(false); | |
| 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) | |
| { | |
| set_face_based(true); | |
| 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); | |
| } | |
| set_uv(((D.array()-caxis_min)/(caxis_max-caxis_min)).replicate(1,2)); | |
| } | |
| 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); | |
| } | |
| 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& meshgl, | |
| 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, | |
| 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, | |
| meshgl.vertex_labels, | |
| vertex_labels_positions, | |
| vertex_labels_strings | |
| ); | |
| } | |
| if (meshgl.dirty & MeshGL::DIRTY_CUSTOM_LABELS) | |
| { | |
| update_labels( | |
| meshgl, | |
| meshgl.custom_labels, | |
| labels_positions, | |
| labels_strings | |
| ); | |
| } | |
| } | |