dust3d/third_party/libigl/include/igl/opengl/glfw/map_texture.cpp

212 lines
6.6 KiB
C++

#ifdef IGL_OPENGL_4
#include "map_texture.h"
#include "background_window.h"
#include "../create_shader_program.h"
#include "../gl.h"
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool igl::opengl::glfw::map_texture(
const Eigen::MatrixBase<DerivedV> & _V,
const Eigen::MatrixBase<DerivedF> & _F,
const Eigen::MatrixBase<DerivedU> & _U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data)
{
int out_w = w;
int out_h = h;
int out_nc = nc;
return map_texture(_V,_F,_U,in_data,w,h,nc,out_data,out_w,out_h,out_nc);
}
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool igl::opengl::glfw::map_texture(
const Eigen::MatrixBase<DerivedV> & _V,
const Eigen::MatrixBase<DerivedF> & _F,
const Eigen::MatrixBase<DerivedU> & _U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data,
int & out_w,
int & out_h,
int & out_nc)
{
const auto fail = [](const std::string msg)
{
std::cerr<<msg<<std::endl;
glfwTerminate();
return false;
};
// Force inputs to be RowMajor at the cost of a copy
Eigen::Matrix<
double,
DerivedV::RowsAtCompileTime,
DerivedV::ColsAtCompileTime,
Eigen::RowMajor> V = _V.template cast<double>();
Eigen::Matrix<
double,
DerivedU::RowsAtCompileTime,
DerivedU::ColsAtCompileTime,
Eigen::RowMajor> U = _U.template cast<double>();
Eigen::Matrix<
int,
DerivedF::RowsAtCompileTime,
DerivedF::ColsAtCompileTime,
Eigen::RowMajor> F = _F.template cast<int>();
const int dim = U.cols();
GLFWwindow * window;
if(!background_window(window))
{
fail("Could not initialize glfw window");
}
// Compile each shader
std::string vertex_shader = dim == 2 ?
R"(
#version 330 core
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 tex_coord_v;
out vec2 tex_coord_f;
void main()
{
tex_coord_f = vec2(tex_coord_v.x,1.-tex_coord_v.y);
gl_Position = vec4( 2.*position.x-1., 2.*(1.-position.y)-1., 0.,1.);
}
)"
:
R"(
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 tex_coord_v;
out vec2 tex_coord_f;
void main()
{
tex_coord_f = vec2(tex_coord_v.x,1.-tex_coord_v.y);
gl_Position = vec4( 2.*position.x-1., 2.*(1.-position.y)-1., position.z,1.);
}
)"
;
std::string fragment_shader = R"(
#version 330 core
layout(location = 0) out vec3 color;
uniform sampler2D tex;
in vec2 tex_coord_f;
void main()
{
color = texture(tex,tex_coord_f).rgb;
}
)";
GLuint prog_id =
igl::opengl::create_shader_program(vertex_shader,fragment_shader,{});
glUniform1i(glGetUniformLocation(prog_id, "tex"),0);
// Generate and attach buffers to vertex array
glDisable(GL_CULL_FACE);
GLuint VAO = 0;
glGenVertexArrays(1,&VAO);
glBindVertexArray(VAO);
GLuint ibo,vbo,tbo;
glGenBuffers(1,&ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*F.size(), F.data(), GL_STATIC_DRAW);
glGenBuffers(1,&vbo);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(double)*U.size(), U.data(), GL_STATIC_DRAW);
glVertexAttribLPointer(0, U.cols(), GL_DOUBLE, U.cols() * sizeof(GLdouble), (GLvoid*)0);
glGenBuffers(1,&tbo);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,tbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(double)*V.size(), V.data(), GL_STATIC_DRAW);
glVertexAttribLPointer(1, V.cols(), GL_DOUBLE, V.cols() * sizeof(GLdouble), (GLvoid*)0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Prepare texture
GLuint in_tex;
GLenum format;
{
format = nc==1 ? GL_RED : (nc==3 ? GL_RGB : (nc == 4 ? GL_RGBA : GL_FALSE));
glGenTextures(1, &in_tex);
glBindTexture(GL_TEXTURE_2D, in_tex);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, w, h, 0,format, GL_UNSIGNED_BYTE, in_data);
}
// Prepare framebuffer
GLuint fb = 0;
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLuint out_tex;
glGenTextures(1, &out_tex);
glBindTexture(GL_TEXTURE_2D, out_tex);
// always use float for internal storage
assert(out_nc == 3);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, out_w, out_h, 0,GL_RGB, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, out_tex, 0);
{
GLenum bufs[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
}
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
fail("framebuffer setup failed.");
}
glBindFramebuffer(GL_FRAMEBUFFER, fb);
// clear screen and set viewport
glClearColor(0.0,1.0,0.0,0.);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0,0,out_w,out_h);
// Attach shader program
glUseProgram(prog_id);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, in_tex);
// Draw mesh as wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, F.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Write into memory
assert(out_nc == 3);
out_data.resize(out_nc*out_w*out_h);
glBindTexture(GL_TEXTURE_2D, out_tex);
glGetTexImage(GL_TEXTURE_2D, 0, format, GL_UNSIGNED_BYTE, &out_data[0]);
// OpenGL cleanup
glDeleteBuffers(1,&fb);
glDeleteBuffers(1,&ibo);
glDeleteBuffers(1,&vbo);
glDeleteBuffers(1,&tbo);
glDeleteTextures(1,&in_tex);
glDeleteTextures(1,&out_tex);
glDeleteVertexArrays(1,&VAO);
glUseProgram(0);
glDeleteProgram(prog_id);
// GLFW cleanup
glfwDestroyWindow(window);
glfwTerminate();
return true;
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
// generated by autoexplicit.sh
template bool igl::opengl::glfw::map_texture<Eigen::Matrix<double, -1, -1, 1, -1, -1>, Eigen::Matrix<int, -1, 3, 1, -1, 3>, Eigen::Matrix<double, -1, -1, 1, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 1, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, 3, 1, -1, 3> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 1, -1, -1> > const&, unsigned char const*, int, int, int, std::vector<unsigned char, std::allocator<unsigned char> >&);
#endif
#endif // IGL_OPENGL_4