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| .. _Visualization: | |
| Visualization | |
| ------------- | |
| MuJoCo has a native 3D visualizer. Its use is illustrated in the :ref:`simulate.cc <saSimulate>` sample and in | |
| the simpler :ref:`basic.cc <saBasic>` sample. it is not a full-featured rendering engine, it is a | |
| convenient, efficient and reasonably good-looking visualizer that facilitates research and development. It renders not | |
| only the simulation state but also decorative elements such as contact points and forces, equivalent inertia boxes, | |
| convex hulls, kinematic trees, constraint violations, spatial frames and text labels; these can provide insight into | |
| the physics simulation and help fine-tune the model. | |
| The visualizer is tightly integrated with the simulator and supports both onscreen and offscreen rendering, as | |
| illustrated in the :ref:`record.cc <saRecord>` sample. This makes it suitable for synthetic computer vision and | |
| machine learning applications, especially in cloud environments. VR integration is also available as of MuJoCo version | |
| 1.40, facilitating applications that utilize new head-mounted displays such as Oculus Rift and HTC Vive. | |
| Visualization in MuJoCo is a two-stage process: | |
| Abstract visualization and interaction | |
| This stage populates the :ref:`mjvScene` structure with a list of geometric objects, lights, cameras and | |
| everything needed to produce a 3D rendering. It also provides abstract keyboard and mouse hooks for user | |
| interaction. The relevant structure and names have the prefix ``mjv``. | |
| OpenGL rendering | |
| This stage takes the mjvScene structure populated in the abstract visualization stage, and renders it. It also | |
| provides basic 2d drawing and framebuffer access, so that most applications would not need to call OpenGL directly. | |
| The relevant structure and names have the prefix ``mjr``. | |
| There are several reasons for this separation. First, the two stages are conceptually different and separating them is | |
| good software design. Second, they have different dependencies, both internally and in terms of additional libraries; | |
| in particular, abstract visualization does not any graphics libraries. Third, users who wish to integrate | |
| another rendering engine with MuJoCo can bypass the native OpenGL renderer but still take advantage of the abstract | |
| visualizer. | |
| Below is a mixture of C and pseudo- in comments, illustrating the structure of a MuJoCo application which | |
| does both simulation and rendering. This is a short version of the :ref:`basic.cc <saBasic>` sample. For | |
| concreteness we assume that GLFW is used, although it can be replaced with a different window library such as GLUT or | |
| one of its derivatives. | |
| .. -block:: C | |
| // MuJoCo data structures | |
| mjModel* m = NULL; // MuJoCo model | |
| mjData* d = NULL; // MuJoCo data | |
| mjvCamera cam; // abstract camera | |
| mjvOption ; // visualization options | |
| mjvScene scn; // abstract scene | |
| mjrContext con; // custom GPU context | |
| // ... load model and data | |
| // init GLFW, create window, make OpenGL context current, request v-sync | |
| glfwInit(); | |
| GLFWwindow* window = glfwCreateWindow(1200, 900, "Demo", NULL, NULL); | |
| glfwMakeContextCurrent(window); | |
| glfwSwapInterval(1); | |
| // initialize visualization data structures | |
| mjv_defaultCamera(&cam); | |
| mjv_defaultPerturb(&pert); | |
| mjv_defaultOption(&); | |
| mjr_defaultContext(&con); | |
| // create scene and context | |
| mjv_makeScene(m, &scn, 1000); | |
| mjr_makeContext(m, &con, mjFONTSCALE_100); | |
| // ... install GLFW keyboard and mouse callbacks | |
| // run main loop, target real-time simulation and 60 fps rendering | |
| ( !glfwWindowShouldClose(window) ) { | |
| // advance interactive simulation for 1/60 sec | |
| // Assuming MuJoCo can simulate faster than real-time, which it usually can, | |
| // this loop will finish on time for the next frame to be rendered at 60 fps. | |
| // Otherwise add a cpu timer and exit this loop when it is time to render. | |
| mjtNum simstart = d->time; | |
| ( d->time - simstart < 1.0/60.0 ) | |
| mj_step(m, d); | |
| // get framebuffer viewport | |
| mjrRect viewport = {0, 0, 0, 0}; | |
| glfwGetFramebufferSize(window, &viewport.width, &viewport.height); | |
| // update scene and render | |
| mjv_updateScene(m, d, &, NULL, &cam, mjCAT_ALL, &scn); | |
| mjr_render(viewport, &scn, &con); | |
| // swap OpenGL buffers (blocking call due to v-sync) | |
| glfwSwapBuffers(window); | |
| // process pending GUI events, call GLFW callbacks | |
| glfwPollEvents(); | |
| } | |
| // close GLFW, free visualization storage | |
| glfwTerminate(); | |
| mjv_freeScene(&scn); | |
| mjr_freeContext(&con); | |
| // ... free MuJoCo model and data | |
| .. _Abstract: | |
| Abstract visualization and interaction | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| This stage populates the :ref:`mjvScene` structure with a list of geometric objects, | |
| lights, cameras and everything needed to produce a 3D rendering. It also provides abstract keyboard and mouse hooks | |
| for user interaction. | |
| .. _viCamera: | |
| Cameras | |
| ''''''' | |
| There are two types of camera objects: an abstract camera represented with the stand-alone data structure | |
| :ref:`mjvCamera`, and a low-level OpenGL camera represented with the data structure | |
| :ref:`mjvGLCamera` which is embedded in mjvScene. When present, the abstract camera is | |
| used during scene update to automatically compute the OpenGL camera parameters, which are then used by the OpenGL | |
| renderer. Alternatively, the user can bypass the abstract camera mechanism and set the OpenGL camera parameters | |
| directly, as discussed in the Virtual Reality section below. | |
| The abstract camera can represent three different camera types as determined by mjvCamera.type. The possible settings | |
| are defined by the enum mjtCamera: | |
| mjCAMERA_FREE | |
| This is the most commonly used abstract camera. It can be freely moved with the mouse. It has a lookat point, | |
| distance to the lookat point, azimuth and elevation; twist around the line of sight is not allowed. The function | |
| :ref:`mjv_moveCamera` is a mouse hook for controlling all these camera properties interactively with the mouse. When | |
| :ref:`simulate.cc <saSimulate>` first starts, it uses the free camera. | |
| mjCAMERA_TRACKING | |
| This is similar to the free camera, except the lookat point is no longer a free parameter but instead is coupled to | |
| the MuJoCo body whose id is given by mjvCamera.trackbodyid. At each update, the lookat point is set to the center of | |
| mass of the kinematic subtree rooted at the specified body. There is also some filtering which produces smooth camera | |
| motion. The distance, azimuth and elevation are controlled by the user and are not modified automatically. This is | |
| useful for tracking a body as it moves around, without turning the camera. To switch from the free to the tracking | |
| camera in :ref:`simulate.cc <saSimulate>`, hold Ctrl and right-double-click on the body of interest. Press Esc to go | |
| back to the free camera. | |
| mjCAMERA_FIXED | |
| This refers to a camera explicitly defined in the model, unlike the free and tracking cameras which only exist in the | |
| visualizer and are not defined in the model. The id of the model camera is given by mjvCamera.fixedcamid. This camera | |
| is fixed in the sense that the visualizer cannot change its pose or any other parameters. However the simulator | |
| computes the camera pose at each time step, and if the camera is attached to a moving body or is in tracking or | |
| targeting mode, it will move. | |
| mjCAMERA_USER | |
| This means that the abstract camera is ignored during an update and the low-level OpenGL cameras are not changed. It | |
| is equivalent to not specifying an abstract camera at all, i.e., passing a NULL pointer to mjvCamera in the update | |
| functions explained below. | |
| The low-level mjvGLCamera is what determines the actual rendering. There are two such cameras embedded in mjvScene, one | |
| for each eye. Each has position, forward and up directions. Forward corresponds to the negative Z axis of the camera | |
| frame, while up corresponds to the positive Y axis. There is also a frustum in the sense of OpenGL, except we store the | |
| average of the left and right frustum edges and then during rendering compute the actual edges from the viewport aspect | |
| ratio assuming 1:1 pixel aspect ratio. The distance between the two camera positions corresponds to the inter-pupillary | |
| distance (ipd). When the low-level camera parameters are computed automatically from an abstract camera, the ipd as well | |
| as vertical field of view (fovy) are taken from ``mjModel.vis.global.ipd``/``fovy`` for free and tracking cameras, and | |
| from the camera-specific ``mjModel.cam_ipd/fovy`` for cameras defined in the model. When stereoscopic mode is not | |
| enabled, as determined by mjvScene.stereo, the camera data for the two eyes are internally averaged during rendering. | |
| .. _viSelect: | |
| Selection | |
| ''''''''' | |
| In many applications we need to click on a point and determine the 3D object to which this point/pixel belongs. This is | |
| done with the function :ref:`mjv_select`, which uses :ref:`ray collisions <Raycollisions>`. Ray collisions functionality | |
| is engine-level and does not depend on the visualizer (indeed it is also used to simulate :ref:`rangefinder | |
| <sensor-rangefinder>` sensors independent of visualization), but the select function is implemented in the visualizer | |
| because it needs information about the camera and viewport. | |
| The function mjv_select returns the index of the geom at the specified window coordinates, or -1 if there is no geom | |
| at those coordinates. The 3D position is also returned. See the code sample :ref:`simulate.cc <saSimulate>` for an | |
| example of how to use this function. Internally, mjv_select calls the engine-level function :ref:`mj_ray` which in turn | |
| calls the per-geom functions :ref:`mj_rayMesh`, :ref:`mj_rayHfield` and :ref:`mju_rayGeom`. The user can implement | |
| custom selection mechanisms by calling these functions directly. In a VR application for example, it would make sense to | |
| use the hand-held controller as a "laser pointer" that can select objects. | |
| .. _viPerturb: | |
| Perturbations | |
| ''''''''''''' | |
| Interactive perturbations have proven very useful in exploring the model dynamics as well as probing closed-loop control | |
| systems. The user is free to implement any perturbation mechanism of their choice by setting ``mjData.qfrc_applied`` or | |
| ``mjData.xfrc_applied`` to suitable forces (in generalized and Cartesian coordinates respectively). | |
| Prior to MuJoCo version 1.40, user had to maintain a collection of objects in order to implement perturbations. | |
| All these objects are now grouped into the structure :ref:`mjvPerturb`. Its use is illustrated in | |
| :ref:`simulate.cc <saSimulate>`. | |
| The idea is to select a MuJoCo body of interest, and provide a reference pose (i.e., a 3D position and quaternion | |
| orientation) for that body. These are stored in mjPerturb.refpos/quat. The :ref:`mjv_movePerturb` is a mouse | |
| hook for controlling the reference pose with the mouse. The :ref:`mjv_initPerturb` is used to set the | |
| reference pose equal to the selected body pose at the onset of perturbation, so as to avoid jumps. | |
| This perturbation object can then be used to move the selected body directly (when the simulation is paused or when the | |
| selected body is a mocap body), or to apply forces and torques to the body. This is done with the functions | |
| :ref:`mjv_applyPerturbPose` and :ref:`mjv_applyPerturbForce` respectively. The latter writes the external | |
| perturbation force to ``mjData.xfrc_applied`` for the selected body. However it does not clear ``mjData.xfrc_applied`` | |
| for the remaining bodies, thus it is recommended to clear it in user , in case the selected body changed and some | |
| perturbation force was left over from a previous time step. there is more than one device that can apply | |
| perturbations or user needs to add perturbations from other sources, the user must implement the necessary logic so | |
| that only the desired perturbations are present in ``mjData.xfrc_applied`` and any old perturbations are cleared. | |
| In addition to affecting the simulation, the perturbation object is recognized by the abstract visualizer and can be | |
| rendered. This is done by adding a visual string to denote the positional difference, and a rotating cube to denote | |
| the reference orientation of the selected body. The perturbation forces themselves can also be rendered when the | |
| corresponding visualization flag in :ref:`mjvOption` is enabled. | |
| .. _viUpdate: | |
| Scene update | |
| '''''''''''' | |
| Finally, we bring all of the above elements together and explain how mjvScene is updated before being passed to the | |
| OpenGL rendering stage. This can be done with a single call to the :ref:`mjv_updateScene` at each frame. | |
| mjvCamera and mjvPerturb are arguments to this , or they can be NULL pointers in which case the corresponding | |
| functionality is disabled. In VR applications the parameters of mjvScene.camera[n], n=0,1 must also be set at each | |
| frame; this is done by user code outside mjv_updateScene. The function mjv_updateScene examines mjModel and mjData, | |
| constructs all geoms that need to be rendered (according to the specified visualization options), and populates the | |
| array mjvScene.geom with :ref:`mjvGeom` objects. Note that mjvGeom is an abstract geom, and is not in one-to-one | |
| correspondence with the simulation geoms in mjModel and mjData. In particular, mjvGeom contains the geom pose, scale, | |
| shape (primitive or mesh index in mjModel), material properties, textures (index in mjModel), labeling, and everything | |
| else needed for specify how rendering should be done. mjvScene also contains up to eight OpenGL lights which are | |
| copied from the model, as well as a headlight which is in light position 0 when present. | |
| The above procedure is the most approach, and it updates the entire scene at each frame. In addition, we | |
| provide two functions for finer control. :ref:`mjv_updateCamera` updates only the camera (i.e., maps the abstract | |
| mjvCamera to the low-level mjvGLCamera) but does not touch the geoms or lights. This is useful when the user is moving | |
| the camera rapidly but the simulation state has not changed - in that case there is no point in re-creating the lists | |
| of geoms and lights. | |
| More advanced rendering effects can be achieved by manipulating the list of abstract geoms. For example, the user can | |
| add custom geoms at the of the list. Sometimes it is desirable to render a sequence of simulation states (i.e., a | |
| trajectory) and not just the current state. For this purpose, we have provided the :ref:`mjv_addGeoms` which | |
| adds the geoms corresponding to the current simulation state to the list already in mjvScene. It does not change the | |
| list of lights, because lighting is additive and having too many lights will make the scene too bright. Importantly, | |
| the user can select which geom categories will be added, via a bitmask of enum type mjtCatBit: | |
| mjCAT_STATIC | |
| This selects MuJoCo geoms and sites belonging to the world body (which has body id 0). | |
| mjCAT_DYNAMIC | |
| This selects MuJoCo geoms and sites belonging to bodies other than the world body. | |
| mjCAT_DECOR | |
| This selects decorative elements such as force arrows, automatically-generated skeletons, equivalent inertia boxes, | |
| and any other elements that were added by the abstract visualizer and do not correspond to MuJoCo geoms and sites | |
| defined in the model. | |
| mjCAT_ALL | |
| This selects all of the above categories. | |
| The main update mjv_updateScene would normally be called with mjCAT_ALL. It clears the geom list and calls | |
| mjv_addGeom to add only the geoms for the current model state. we want to render a trajectory, we have to be careful | |
| to avoid visual clutter. So it makes sense to render one of the frames with mjCAT_ALL (usually the first or the last | |
| depending on the use case), and all other frames with mjCAT_DYNAMIC. Since the static/world objects are not moving, | |
| rendering them in each frame will only slow down the GPU and create visual aliasing. As for the decor elements, there | |
| could be situations where we want to render all of them - for example to visualize the evolution of contact forces over | |
| time. In summary, there is plenty of flexibility in how mjvScene is constructed. We have provided automation for the | |
| main use cases, but the user can also make programmatic changes as needed. | |
| .. _viVR: | |
| Virtual reality | |
| ''''''''''''''' | |
| In desktop applications it is convenient to use an abstract mjvCamera allowing intuitive mouse control, and then | |
| automatically it to mjvGLCamera used for rendering. In VR applications the situation is very different. In that | |
| case the head/eyes of the user as well as the projection surface are being tracked, and therefore have physical | |
| presence in the room. anything can be moved by the user (with a mouse or other input device) it is the position, | |
| orientation and scale of the model relative to the room. This is called model transformation, and is represented in | |
| mjvScene. The :ref:`mjv_moveModel` is a mouse hook for controlling this transformation. When using an | |
| abstract mjvCamera during update, the model transformation is automatically disabled, by setting the flag | |
| mjvScene.enabletransform = 0 rather than clearing the actual parameters. In this way the user can switch between VR | |
| and desktop camera mode without losing the model transformation parameters. | |
| Since we have introduced two spaces, namely model and room , we need to between them as well as clarify | |
| which spatial quantities are defined with respect to which spatial frame. Everything accessible by the simulator lives | |
| in the model . The room is only accessible by the visualizer. The only quantities defined in room are | |
| the mjvGLCamera parameters. The functions :ref:`mjv_room2model`, :ref:`mjv_model2room`, :ref:`mjv_cameraInModel`, | |
| :ref:`mjv_cameraInRoom` perform the necessary transformations, and are needed for VR applications. | |
| We now outline the procedure for hooking up head tracking to MuJoCo's visualizer in a VR application. A code sample | |
| illustrating this will soon be posted. We assume that a tracking device provides in real-time the positions of the two | |
| eyes (usually generated by tracking the position and orientation of the head and assuming a user-specific ipd), as | |
| well as the forward and up camera directions. We copy these data directly into the two mjvGLCameras, which are in | |
| mjvScene.camera[n] where n=0 is the left eye and n=1 is the right eye. Note that the forward direction is normal to | |
| the projection surface, and not necessarily aligned with the gaze direction; indeed the gaze direction is unknown | |
| (unless we also have an eye-tracking device) and does not affect the rendering. | |
| We must also set the mjvGLCamera frustum. How this is done depends on the nature of the VR system. For head-mounted | |
| displays such as the Oculus Rift and HTC Vive, the projection surface moves with the head, and so the frustum is fixed | |
| and provided by the SDK. In this case we simply copy it into mjvGLCamera, averaging the left and right edges to | |
| compute the frustum_center parameter. Alternatively, the projection surface can be a monitor which is stationary in | |
| the room (which is the case in the zSpace system). For such systems we must compute the frustum at each frame, by | |
| taking into account the spatial relations between the monitor and the eyes/cameras. This assumes that the monitor is | |
| also tracked. The natural approach here is to define the monitor as the center of the room coordinate frame, and track | |
| the head relative to it. In the zSpace system this is done by embedding the motion capture cameras in the monitor | |
| itself. | |
| Apart from tracking the head and using the correct perspective projection, VR applications typically involve hand-held | |
| spatial controllers that must be mapped to the motion of simulated objects or otherwise interact with the simulation. | |
| The pose of these controllers is recorded by the motion capture system in room space. The transformation functions we | |
| provide (mjv_room2model in particular) can be used to map to model space. Once we have the pose of the controller in | |
| model space, we can use a MuJoCo mocap body (defined in the model) to insert the controller in the simulation. This is | |
| precisely why mocap bodies were introduced in MuJoCo. Such bodies are treated as fixed from the viewpoint of physics, | |
| yet the user is expected to move them programmatically at each simulation step. They can interact with the simulation | |
| through contacts, or better yet, through soft equality constraints to regular bodies which in turn make contacts. The | |
| latter approach is illustrated in the MPL models available on the Forum. It provides effective dynamic filtering and | |
| avoids contacts involving bodies that behave as if they are infinitely heavy (which is what a fixed body is). Note | |
| that the time-varying positions and orientations of the mocap bodies are stored in ``mjData.mocap_pos/quat``, as opposed | |
| to storing them in mjModel. This is because mjModel is supposed to remain constant. The fixed mocap body pose stored | |
| in mjModel is only used at initialization and reset, when user code has not yet had a chance to update | |
| mjData.mocap_pos/quat. | |
| .. _Rendering: | |
| OpenGL Rendering | |
| ~~~~~~~~~~~~~~~~ | |
| This stage takes the mjvScene data structure populated in the abstract visualization stage, and renders it. It also | |
| provides basic 2d drawing and framebuffer access, so that most applications would not need to call OpenGL directly. | |
| .. _reContext: | |
| Context and GPU resources | |
| ''''''''''''''''''''''''' | |
| The first step in the rendering process is create the model-specific GPU context :ref:`mjrContext`. This is done by | |
| first clearing the structure with the :ref:`mjr_defaultContext`, and then calling the | |
| :ref:`mjr_makeContext`. This was already illustrated earlier; the relevant code is: | |
| .. -block:: C | |
| mjModel* m; | |
| mjrContext con; | |
| // clear mjrContext only once before first use | |
| mjr_defaultContext(&con); | |
| // create window with OpenGL context, make it current | |
| GLFWwindow* window = glfwCreateWindow(1200, 900, "Demo", NULL, NULL); | |
| glfwMakeContextCurrent(window); | |
| // ... load MuJoCo model | |
| // make model-specific mjrContext | |
| mjr_makeContext(m, &con, mjFONTSCALE_100); | |
| // ... load another MuJoCo model | |
| // make mjrContext for new model (old context freed automatically) | |
| mjr_makeContext(m, &con, mjFONTSCALE_100); | |
| // free context when done | |
| mjr_freeContext(&con); | |
| How is mjrContext related to an OpenGL context? An OpenGL context is what enables the application to talk to the video | |
| driver and send rendering commands. It must exist and must be current in the calling thread before mjr_makeContext is | |
| called. GLFW and related libraries provide the necessary functions as shown above. | |
| mjrContext is specific to MuJoCo. After creation, it contains references (called "names" in OpenGL) to all the | |
| resources that were uploaded to the GPU by mjr_makeContext. These model-specific resources such as meshes and | |
| textures, as well as generic resources such as font bitmaps for the specified font scale, framebuffer objects for | |
| shadow mapping and offscreen rendering, and associated renderbuffers. It also contains OpenGL-related options copied | |
| from ``mjModel.vis``, capabilities of the default window framebuffer that are discovered automatically, and the | |
| currently active buffer for rendering; see :ref:`buffers <reBuffer>` below. Note that even though MuJoCo uses | |
| fixed- OpenGL, it avoids immediate mode rendering and instead uploads all resources to the GPU upfront. This | |
| makes it as efficient as a modern shader, and possibly more efficient, because fixed- OpenGL is now implemented | |
| via internal shaders that have been written by the video driver developers and tuned extensively. | |
| Most of the fields of mjrContext remain constant after the call to mjr_makeContext. The only exception is | |
| mjrContext.currentBuffer which changes whenever the active buffer changes. Some of the GPU resources may also change | |
| because the user can upload modified resources with the functions :ref:`mjr_uploadTexture`, :ref:`mjr_uploadMesh`, | |
| :ref:`mjr_uploadHField`. This can be used to achieve dynamic effects such as inserting a video feed into the | |
| rendering, or modulating a terrain . Such modifications affect the resources residing on the GPU, but their OpenGL | |
| names are reused, thus the change is not actually visible in mjrContext. | |
| The user should **never** make changes to mjrContext directly. MuJoCo's renderer assumes that only it can manage | |
| mjrContext. In fact this kind of object would normally be opaque and its internal structure would not be exposed to | |
| the user. We are exposing it because MuJoCo has an open design and also because users may want to interleave their own | |
| OpenGL code with MuJoCo's renderer, in which case they may need read access to some fields of mjrContext. For example | |
| in VR applications the user needs to blit from MuJoCo's offscreen buffer to a texture provided by a VR SDK. | |
| When a different MuJoCo model is loaded, mjr_makeContext must be called again. There is also the function | |
| :ref:`mjr_freeContext` which frees the GPU resources while preserving the initialization and capabilities flags. This | |
| function should be called when the application is about to exit. It is called automatically from within | |
| mjr_makeContext, so you do not need to call it directly when a different model is loaded, although it is not an error | |
| to do so. The function mjr_defaultContext must be called once before rendering starts, to clear the memory allocated | |
| for the data structure mjrContext. If you call it after calling mjr_makeContext, it will wipe out any record that GPU | |
| resources were allocated without freeing those resources, so don't do that. | |
| .. _reBuffer: | |
| Buffers for rendering | |
| ''''''''''''''''''''' | |
| In addition to the default window framebuffer, OpenGL can support unlimited framebuffer objects (FBOs) for custom | |
| rendering. In MuJoCo we provide systematic support for two framebuffers: the default window framebuffer, and one | |
| offscreen framebuffer. They are referred to by the constants in the enum type :ref:`mjtFramebuffer`, namely | |
| mjFB_WINDOW and mjFB_OFFSCREEN. At any time, one of these two buffers is active for the purposes of MuJoCo rendering, | |
| meaning that all subsequent commands are directed to it. There are two additional framebuffer objects referenced in | |
| mjrContext, needed for shadow mapping and resolving multi-sample buffers, but these are used internally and the user | |
| should not attempt to access them directly. | |
| The active buffer is set with the :ref:`mjr_setBuffer`. This the value of mjrContext.activeBuffer and | |
| configures the OpenGL state accordingly. When mjr_makeContext is called, internally it calls mjr_setBuffer with | |
| argument mjFB_WINDOW, so that rendering starts in the window buffer by default. the specified buffer does not | |
| exist, mjr_setBuffer automatically defaults to the other buffer (note that when using headless rendering on Linux, | |
| there may be no window framebuffer). | |
| From the perspective of OpenGL, there are important differences between the window framebuffer and offscreen | |
| framebuffer, and these differences affect how the MuJoCo user interacts with the renderer. The window framebuffer is | |
| created and managed by the operating system and not by OpenGL. As a result, properties such as resolution, | |
| double-buffering, quad-buffered stereo, multi-samples, v-sync are set outside OpenGL; this is done by GLFW calls in our | |
| code samples. All OpenGL can do is detect these properties; we do this in mjr_makeContext and record the results in the | |
| various window capabilities fields of mjrContext. This is why such properties are not part of the MuJoCo model; they are | |
| session/software-specific and not model-specific. In contrast, the offscreen framebuffer is managed entirely by OpenGL, | |
| and so we can create that buffer with whatever properties we want, namely with the resolution and multi-sample | |
| properties specified in ``mjModel.vis``. | |
| The user can directly access the pixels in the two buffers. This is done with the functions :ref:`mjr_readPixels`, | |
| :ref:`mjr_drawPixels` and :ref:`mjr_blitBuffer`. Read/draw transfer pixels from/to the active buffer to/from the CPU. | |
| Blit transfers pixels between the two buffers on the GPU and is therefore much faster. The direction is from the | |
| active buffer to the buffer that is not active. Note that mjr_blitBuffer has source and destination viewports that can | |
| have different size, allowing the image to be scaled in the process. | |
| .. _reDraw: | |
| Drawing pixels | |
| '''''''''''''' | |
| The main rendering function is :ref:`mjr_render`. Its arguments are a rectangular viewport for rendering, the mjvScene | |
| which was populated by the abstract visualizer, and the mjrContext which was created by mjr_makeContext. The viewport | |
| can be the entire active buffer, or part of it for custom effects. A viewport corresponding to the entire buffer can | |
| be obtained with the function :ref:`mjr_maxViewport`. Note that while the offscreen buffer size does not change, the | |
| window buffer size changes whenever the user resizes or maximizes the window. Therefore user code should not assume | |
| fixed viewport size. In the code sample :ref:`simulate.cc <saSimulate>` we use a callback which is triggered whenever | |
| the window size changes, while in :ref:`basic.cc <saBasic>` we simply check the window size every time we render. On | |
| certain scaled displays (only on OSX it seems) the window size and framebuffer size can be different. So if you are | |
| getting the size with GLFW functions, use glfwGetFramebuferSize rather than glfwGetWindowSize. On the other hand, | |
| mouse coordinates are returned by the operating system in window rather than framebuffer units; thus the mouse | |
| interaction functions discussed earlier should use glfwGetWindowSize to obtain the window height needed to normalize | |
| the mouse displacement data. | |
| mjr_render renders all mjvGeoms from the list mjvScene.geom. The abstract visualization options mjvOption are no | |
| longer relevant here; they are used by mjv_updateScene to determine which geoms to add, and as far as mjr_render is | |
| concerned these options are already baked-in. There is however another set of rendering options that are embedded in | |
| mjvScene, and these affect the OpenGL rendering process. The array mjvScene.flags contains flags indexed by the enum | |
| type :ref:`mjtRndFlag` and include options for enabling and disabling wireframe mode, shadows, reflections, skyboxes | |
| and fog. Shadows and reflections involve additional rendering passes. MuJoCo's renderer is very efficient, but | |
| depending on the model complexity and available GPU, it may be necessary to disable one or both of these effects in | |
| some cases. | |
| The parameter mjvScene.stereo determines the stereo mode. The possible values are given by the enum type | |
| :ref:`mjtStereo` and are as follows: | |
| mjSTEREO_NONE | |
| Stereo rendering is disabled. The average of the two OpenGL cameras in mjvScene is used. Note that the renderer | |
| always expects both cameras to be properly defined, even stereo is not used. | |
| mjSTEREO_QUADBUFFERED | |
| This mode works only when the active buffer is the window, and the window supports quad-buffered OpenGL. This | |
| requires a professional video card. The sample :ref:`simulate.cc <saSimulate>` attempts to open such a window. | |
| In this mode MuJoCo's renderer uses the GL_BACK_LEFT and GL_BACK_RIGHT buffers to render the two views (as determined | |
| by the two OpenGL cameras in mjvScene) when the window is double-buffered, and GL_FRONT_LEFT and GL_FRONT_RIGHT | |
| otherwise. If the window does not support quad-buffered OpenGL or the active buffer is the offscreen buffer, the | |
| renderer reverts to the side-by-side mode described next. | |
| mjSTEREO_SIDEBYSIDE | |
| This stereo mode does not require special hardware and is always available. The viewport given to mjr_render is split | |
| in two equal rectangles side-by-side. The left view is rendered on the left side and the right view on the right | |
| side. In principle users can cross their eyes and see stereo on a regular monitor, but the goal here is to show it in | |
| a stereoscopic device. Most head-mounted displays support this stereo mode. | |
| In addition to the main mjr_render function, we provide several functions for "decorating" the image. These are 2d | |
| rendering functions and include :ref:`mjr_overlay`, :ref:`mjr_text`, :ref:`mjr_rectangle`, :ref:`mjr_figure`. The user | |
| can draw additional decorations with their own OpenGL code. This should be done after mjr_render, because mjr_render | |
| clears the viewport. | |
| We also provide the functions :ref:`mjr_finish` and :ref:`mjr_getError` for explicit synchronization with the GPU and | |
| for OpenGL error checking. They simply call glFinish and glGetError internally. This together with the basic 2d | |
| drawing functions above is meant to provide enough functionality so that most users will not need to write OpenGL | |
| code. Of course we cannot achieve this in all cases, short of providing wrappers for all of OpenGL. | |