dust3d/third_party/libigl/include/igl/opengl/MeshGL.cpp

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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/.
#include "MeshGL.h"
#include "bind_vertex_attrib_array.h"
#include "create_shader_program.h"
#include "destroy_shader_program.h"
#include <iostream>
IGL_INLINE void igl::opengl::MeshGL::init_buffers()
{
// Mesh: Vertex Array Object & Buffer objects
glGenVertexArrays(1, &vao_mesh);
glBindVertexArray(vao_mesh);
glGenBuffers(1, &vbo_V);
glGenBuffers(1, &vbo_V_normals);
glGenBuffers(1, &vbo_V_ambient);
glGenBuffers(1, &vbo_V_diffuse);
glGenBuffers(1, &vbo_V_specular);
glGenBuffers(1, &vbo_V_uv);
glGenBuffers(1, &vbo_F);
glGenTextures(1, &vbo_tex);
// Line overlay
glGenVertexArrays(1, &vao_overlay_lines);
glBindVertexArray(vao_overlay_lines);
glGenBuffers(1, &vbo_lines_F);
glGenBuffers(1, &vbo_lines_V);
glGenBuffers(1, &vbo_lines_V_colors);
// Point overlay
glGenVertexArrays(1, &vao_overlay_points);
glBindVertexArray(vao_overlay_points);
glGenBuffers(1, &vbo_points_F);
glGenBuffers(1, &vbo_points_V);
glGenBuffers(1, &vbo_points_V_colors);
dirty = MeshGL::DIRTY_ALL;
}
IGL_INLINE void igl::opengl::MeshGL::free_buffers()
{
if (is_initialized)
{
glDeleteVertexArrays(1, &vao_mesh);
glDeleteVertexArrays(1, &vao_overlay_lines);
glDeleteVertexArrays(1, &vao_overlay_points);
glDeleteBuffers(1, &vbo_V);
glDeleteBuffers(1, &vbo_V_normals);
glDeleteBuffers(1, &vbo_V_ambient);
glDeleteBuffers(1, &vbo_V_diffuse);
glDeleteBuffers(1, &vbo_V_specular);
glDeleteBuffers(1, &vbo_V_uv);
glDeleteBuffers(1, &vbo_F);
glDeleteBuffers(1, &vbo_lines_F);
glDeleteBuffers(1, &vbo_lines_V);
glDeleteBuffers(1, &vbo_lines_V_colors);
glDeleteBuffers(1, &vbo_points_F);
glDeleteBuffers(1, &vbo_points_V);
glDeleteBuffers(1, &vbo_points_V_colors);
glDeleteTextures(1, &vbo_tex);
}
}
IGL_INLINE void igl::opengl::MeshGL::bind_mesh()
{
glBindVertexArray(vao_mesh);
glUseProgram(shader_mesh);
bind_vertex_attrib_array(shader_mesh,"position", vbo_V, V_vbo, dirty & MeshGL::DIRTY_POSITION);
bind_vertex_attrib_array(shader_mesh,"normal", vbo_V_normals, V_normals_vbo, dirty & MeshGL::DIRTY_NORMAL);
bind_vertex_attrib_array(shader_mesh,"Ka", vbo_V_ambient, V_ambient_vbo, dirty & MeshGL::DIRTY_AMBIENT);
bind_vertex_attrib_array(shader_mesh,"Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & MeshGL::DIRTY_DIFFUSE);
bind_vertex_attrib_array(shader_mesh,"Ks", vbo_V_specular, V_specular_vbo, dirty & MeshGL::DIRTY_SPECULAR);
bind_vertex_attrib_array(shader_mesh,"texcoord", vbo_V_uv, V_uv_vbo, dirty & MeshGL::DIRTY_UV);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
if (dirty & MeshGL::DIRTY_FACE)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, vbo_tex);
if (dirty & MeshGL::DIRTY_TEXTURE)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_u, tex_v, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.data());
}
glUniform1i(glGetUniformLocation(shader_mesh,"tex"), 0);
dirty &= ~MeshGL::DIRTY_MESH;
}
IGL_INLINE void igl::opengl::MeshGL::bind_overlay_lines()
{
bool is_dirty = dirty & MeshGL::DIRTY_OVERLAY_LINES;
glBindVertexArray(vao_overlay_lines);
glUseProgram(shader_overlay_lines);
bind_vertex_attrib_array(shader_overlay_lines,"position", vbo_lines_V, lines_V_vbo, is_dirty);
bind_vertex_attrib_array(shader_overlay_lines,"color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
if (is_dirty)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
dirty &= ~MeshGL::DIRTY_OVERLAY_LINES;
}
IGL_INLINE void igl::opengl::MeshGL::bind_overlay_points()
{
bool is_dirty = dirty & MeshGL::DIRTY_OVERLAY_POINTS;
glBindVertexArray(vao_overlay_points);
glUseProgram(shader_overlay_points);
bind_vertex_attrib_array(shader_overlay_points,"position", vbo_points_V, points_V_vbo, is_dirty);
bind_vertex_attrib_array(shader_overlay_points,"color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
if (is_dirty)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
dirty &= ~MeshGL::DIRTY_OVERLAY_POINTS;
}
IGL_INLINE void igl::opengl::MeshGL::draw_mesh(bool solid)
{
glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
/* Avoid Z-buffer fighting between filled triangles & wireframe lines */
if (solid)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0, 1.0);
}
glDrawElements(GL_TRIANGLES, 3*F_vbo.rows(), GL_UNSIGNED_INT, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
IGL_INLINE void igl::opengl::MeshGL::draw_overlay_lines()
{
glDrawElements(GL_LINES, lines_F_vbo.rows(), GL_UNSIGNED_INT, 0);
}
IGL_INLINE void igl::opengl::MeshGL::draw_overlay_points()
{
glDrawElements(GL_POINTS, points_F_vbo.rows(), GL_UNSIGNED_INT, 0);
}
IGL_INLINE void igl::opengl::MeshGL::init()
{
if(is_initialized)
{
return;
}
is_initialized = true;
std::string mesh_vertex_shader_string =
R"(#version 150
uniform mat4 view;
uniform mat4 proj;
uniform mat4 normal_matrix;
in vec3 position;
in vec3 normal;
out vec3 position_eye;
out vec3 normal_eye;
in vec4 Ka;
in vec4 Kd;
in vec4 Ks;
in vec2 texcoord;
out vec2 texcoordi;
out vec4 Kai;
out vec4 Kdi;
out vec4 Ksi;
void main()
{
position_eye = vec3 (view * vec4 (position, 1.0));
normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
normal_eye = normalize(normal_eye);
gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);"
Kai = Ka;
Kdi = Kd;
Ksi = Ks;
texcoordi = texcoord;
}
)";
std::string mesh_fragment_shader_string =
R"(#version 150
uniform mat4 view;
uniform mat4 proj;
uniform vec4 fixed_color;
in vec3 position_eye;
in vec3 normal_eye;
uniform vec3 light_position_eye;
vec3 Ls = vec3 (1, 1, 1);
vec3 Ld = vec3 (1, 1, 1);
vec3 La = vec3 (1, 1, 1);
in vec4 Ksi;
in vec4 Kdi;
in vec4 Kai;
in vec2 texcoordi;
uniform sampler2D tex;
uniform float specular_exponent;
uniform float lighting_factor;
uniform float texture_factor;
out vec4 outColor;
void main()
{
vec3 Ia = La * vec3(Kai); // ambient intensity
vec3 vector_to_light_eye = light_position_eye - position_eye;
vec3 direction_to_light_eye = normalize (vector_to_light_eye);
float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
float clamped_dot_prod = max (dot_prod, 0.0);
vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod; // Diffuse intensity
vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
vec3 surface_to_viewer_eye = normalize (-position_eye);
float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
float specular_factor = pow (dot_prod_specular, specular_exponent);
vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
vec4 color = vec4(lighting_factor * (Is + Id) + Ia + (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);
outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
if (fixed_color != vec4(0.0)) outColor = fixed_color;
}
)";
std::string overlay_vertex_shader_string =
R"(#version 150
uniform mat4 view;
uniform mat4 proj;
in vec3 position;
in vec3 color;
out vec3 color_frag;
void main()
{
gl_Position = proj * view * vec4 (position, 1.0);
color_frag = color;
}
)";
std::string overlay_fragment_shader_string =
R"(#version 150
in vec3 color_frag;
out vec4 outColor;
void main()
{
outColor = vec4(color_frag, 1.0);
}
)";
std::string overlay_point_fragment_shader_string =
R"(#version 150
in vec3 color_frag;
out vec4 outColor;
void main()
{
if (length(gl_PointCoord - vec2(0.5)) > 0.5)
discard;
outColor = vec4(color_frag, 1.0);
}
)";
init_buffers();
create_shader_program(
mesh_vertex_shader_string,
mesh_fragment_shader_string,
{},
shader_mesh);
create_shader_program(
overlay_vertex_shader_string,
overlay_fragment_shader_string,
{},
shader_overlay_lines);
create_shader_program(
overlay_vertex_shader_string,
overlay_point_fragment_shader_string,
{},
shader_overlay_points);
}
IGL_INLINE void igl::opengl::MeshGL::free()
{
const auto free = [](GLuint & id)
{
if(id)
{
destroy_shader_program(id);
id = 0;
}
};
if (is_initialized)
{
free(shader_mesh);
free(shader_overlay_lines);
free(shader_overlay_points);
free_buffers();
}
}