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@@ -665,7 +665,7 @@ namespace igl
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{
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{
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igl::per_face_normals(data.V, data.F, data.F_normals);
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igl::per_face_normals(data.V, data.F, data.F_normals);
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igl::per_vertex_normals(data.V, data.F, data.F_normals, data.V_normals);
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igl::per_vertex_normals(data.V, data.F, data.F_normals, data.V_normals);
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- data.dirty |= DIRTY_NORMAL;
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+ data.dirty |= OpenGL_state::DIRTY_NORMAL;
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}
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}
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void Viewer::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
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void Viewer::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
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@@ -691,7 +691,7 @@ namespace igl
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data.F_material_diffuse.row(i) = diffuse;
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data.F_material_diffuse.row(i) = diffuse;
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data.F_material_specular.row(i) = specular;
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data.F_material_specular.row(i) = specular;
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}
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}
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- data.dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
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+ data.dirty |= OpenGL_state::DIRTY_SPECULAR | OpenGL_state::DIRTY_DIFFUSE | OpenGL_state::DIRTY_AMBIENT;
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}
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}
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void Viewer::grid_texture()
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void Viewer::grid_texture()
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@@ -704,7 +704,7 @@ namespace igl
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data.V_uv.col(1) = data.V_uv.col(1).array() - data.V_uv.col(1).minCoeff();
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data.V_uv.col(1) = data.V_uv.col(1).array() - data.V_uv.col(1).minCoeff();
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data.V_uv.col(1) = data.V_uv.col(1).array() / data.V_uv.col(1).maxCoeff();
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data.V_uv.col(1) = data.V_uv.col(1).array() / data.V_uv.col(1).maxCoeff();
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data.V_uv = data.V_uv.array() * 10;
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data.V_uv = data.V_uv.array() * 10;
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- data.dirty |= DIRTY_TEXTURE;
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+ data.dirty |= OpenGL_state::DIRTY_TEXTURE;
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}
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}
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unsigned size = 128;
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unsigned size = 128;
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@@ -722,7 +722,7 @@ namespace igl
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data.texture_G = data.texture_R;
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data.texture_G = data.texture_R;
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data.texture_B = data.texture_R;
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data.texture_B = data.texture_R;
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- data.dirty |= DIRTY_TEXTURE;
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+ data.dirty |= OpenGL_state::DIRTY_TEXTURE;
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}
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}
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bool Viewer::save_mesh_to_file(const char* mesh_file_name)
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bool Viewer::save_mesh_to_file(const char* mesh_file_name)
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@@ -988,483 +988,6 @@ namespace igl
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return true;
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return true;
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}
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}
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- void Viewer::OpenGL_state::init()
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- {
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- // Mesh: Vertex Array Object & Buffer objects
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- glGenVertexArrays(1, &vao_mesh);
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- glBindVertexArray(vao_mesh);
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- glGenBuffers(1, &vbo_V);
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- glGenBuffers(1, &vbo_V_normals);
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- glGenBuffers(1, &vbo_V_ambient);
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- glGenBuffers(1, &vbo_V_diffuse);
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- glGenBuffers(1, &vbo_V_specular);
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- glGenBuffers(1, &vbo_V_uv);
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- glGenBuffers(1, &vbo_F);
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- glGenTextures(1, &vbo_tex);
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-
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- // Line overlay
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- glGenVertexArrays(1, &vao_overlay_lines);
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- glBindVertexArray(vao_overlay_lines);
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- glGenBuffers(1, &vbo_lines_F);
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- glGenBuffers(1, &vbo_lines_V);
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- glGenBuffers(1, &vbo_lines_V_colors);
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-
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- // Point overlay
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- glGenVertexArrays(1, &vao_overlay_points);
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- glBindVertexArray(vao_overlay_points);
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- glGenBuffers(1, &vbo_points_F);
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- glGenBuffers(1, &vbo_points_V);
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- glGenBuffers(1, &vbo_points_V_colors);
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-
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- dirty = DIRTY_ALL;
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- }
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-
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- void Viewer::OpenGL_state::free()
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- {
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- glDeleteVertexArrays(1, &vao_mesh);
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- glDeleteVertexArrays(1, &vao_overlay_lines);
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- glDeleteVertexArrays(1, &vao_overlay_points);
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-
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- glDeleteBuffers(1, &vbo_V);
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- glDeleteBuffers(1, &vbo_V_normals);
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- glDeleteBuffers(1, &vbo_V_ambient);
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- glDeleteBuffers(1, &vbo_V_diffuse);
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- glDeleteBuffers(1, &vbo_V_specular);
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- glDeleteBuffers(1, &vbo_V_uv);
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- glDeleteBuffers(1, &vbo_F);
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- glDeleteBuffers(1, &vbo_lines_F);
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- glDeleteBuffers(1, &vbo_lines_V);
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- glDeleteBuffers(1, &vbo_lines_V_colors);
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- glDeleteBuffers(1, &vbo_points_F);
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- glDeleteBuffers(1, &vbo_points_V);
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- glDeleteBuffers(1, &vbo_points_V_colors);
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-
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- glDeleteTextures(1, &vbo_tex);
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- }
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-
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- void Viewer::OpenGL_state::set_data(const igl::ViewerData &data, bool face_based, bool invert_normals)
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- {
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- bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
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- bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
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-
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- dirty |= data.dirty;
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-
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- if (!face_based)
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- {
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- if (!per_corner_uv)
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- {
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- // Vertex positions
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- if (dirty & DIRTY_POSITION)
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- V_vbo = (data.V.transpose()).cast<float>();
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-
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- // Vertex normals
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- if (dirty & DIRTY_NORMAL)
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- {
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- V_normals_vbo = (data.V_normals.transpose()).cast<float>();
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- if (invert_normals)
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- V_normals_vbo = -V_normals_vbo;
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- }
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-
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- // Per-vertex material settings
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- if (dirty & DIRTY_AMBIENT)
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- V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
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- if (dirty & DIRTY_DIFFUSE)
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- V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
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- if (dirty & DIRTY_SPECULAR)
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- V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
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-
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- // Face indices
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- if (dirty & DIRTY_FACE)
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- F_vbo = (data.F.transpose()).cast<unsigned>();
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-
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- // Texture coordinates
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- if (dirty & DIRTY_UV)
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- V_uv_vbo = (data.V_uv.transpose()).cast<float>();
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- }
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- else
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- {
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- // Per vertex properties with per corner UVs
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- if (dirty & DIRTY_POSITION)
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- {
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- V_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_AMBIENT)
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- {
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- V_ambient_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_DIFFUSE)
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- {
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- V_diffuse_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_SPECULAR)
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- {
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- V_specular_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_NORMAL)
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- {
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- V_normals_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_normals_vbo.col (i*3+j) = data.V_normals.row(data.F(i,j)).transpose().cast<float>();
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-
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- if (invert_normals)
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- V_normals_vbo = -V_normals_vbo;
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- }
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-
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- if (dirty & DIRTY_FACE)
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- {
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- F_vbo.resize(3,data.F.rows());
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- for (unsigned i=0; i<data.F.rows();++i)
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- F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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- }
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-
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- if (dirty & DIRTY_UV)
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- {
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- V_uv_vbo.resize(2,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_uv_vbo.col(i*3+j) = data.V_uv.row(data.F(i,j)).transpose().cast<float>();
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- }
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- }
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- }
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- else
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- {
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- if (dirty & DIRTY_POSITION)
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- {
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- V_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_AMBIENT)
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- {
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- V_ambient_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_DIFFUSE)
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- {
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- V_diffuse_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_SPECULAR)
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- {
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- V_specular_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
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- }
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-
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- if (dirty & DIRTY_NORMAL)
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- {
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- V_normals_vbo.resize(3,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_normals_vbo.col (i*3+j) =
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- per_corner_normals ?
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- data.F_normals.row(i*3+j).transpose().cast<float>() :
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- data.F_normals.row(i).transpose().cast<float>();
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-
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- if (invert_normals)
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- V_normals_vbo = -V_normals_vbo;
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- }
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-
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- if (dirty & DIRTY_FACE)
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- {
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- F_vbo.resize(3,data.F.rows());
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- for (unsigned i=0; i<data.F.rows();++i)
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- F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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- }
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-
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- if (dirty & DIRTY_UV)
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- {
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- V_uv_vbo.resize(2,data.F.rows()*3);
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- for (unsigned i=0; i<data.F.rows();++i)
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- for (unsigned j=0;j<3;++j)
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- V_uv_vbo.col(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).transpose().cast<float>();
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- }
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- }
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-
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- if (dirty & DIRTY_TEXTURE)
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- {
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- tex_u = data.texture_R.rows();
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- tex_v = data.texture_R.cols();
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- tex.resize(data.texture_R.size()*3);
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- for (unsigned i=0;i<data.texture_R.size();++i)
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- {
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- tex(i*3+0) = data.texture_R(i);
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- tex(i*3+1) = data.texture_G(i);
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- tex(i*3+2) = data.texture_B(i);
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- }
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- }
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-
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- if (dirty & DIRTY_OVERLAY_LINES)
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- {
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- lines_V_vbo.resize(3, data.lines.rows()*2);
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- lines_V_colors_vbo.resize(3, data.lines.rows()*2);
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- lines_F_vbo.resize(1, data.lines.rows()*2);
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- for (unsigned i=0; i<data.lines.rows();++i)
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- {
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- lines_V_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 0).transpose().cast<float>();
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- lines_V_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 3).transpose().cast<float>();
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- lines_V_colors_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
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- lines_V_colors_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
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- lines_F_vbo(2*i+0) = 2*i+0;
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- lines_F_vbo(2*i+1) = 2*i+1;
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- }
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- }
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-
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- if (dirty & DIRTY_OVERLAY_POINTS)
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- {
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- points_V_vbo.resize(3, data.points.rows());
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- points_V_colors_vbo.resize(3, data.points.rows());
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- points_F_vbo.resize(1, data.points.rows());
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- for (unsigned i=0; i<data.points.rows();++i)
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- {
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- points_V_vbo.col(i) = data.points.block<1, 3>(i, 0).transpose().cast<float>();
|
|
|
|
- points_V_colors_vbo.col(i) = data.points.block<1, 3>(i, 3).transpose().cast<float>();
|
|
|
|
- points_F_vbo(i) = i;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::bind_mesh()
|
|
|
|
- {
|
|
|
|
- glBindVertexArray(vao_mesh);
|
|
|
|
- shader_mesh.bind();
|
|
|
|
- shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & DIRTY_POSITION);
|
|
|
|
- shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & DIRTY_NORMAL);
|
|
|
|
- shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & DIRTY_AMBIENT);
|
|
|
|
- shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & DIRTY_DIFFUSE);
|
|
|
|
- shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & DIRTY_SPECULAR);
|
|
|
|
- shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & DIRTY_UV);
|
|
|
|
-
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
|
|
|
|
- if (dirty & 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 & 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);
|
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_u, tex_v, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data());
|
|
|
|
- }
|
|
|
|
- glUniform1i(shader_mesh.uniform("tex"), 0);
|
|
|
|
- dirty &= ~DIRTY_MESH;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::bind_overlay_lines()
|
|
|
|
- {
|
|
|
|
- bool is_dirty = dirty & DIRTY_OVERLAY_LINES;
|
|
|
|
-
|
|
|
|
- glBindVertexArray(vao_overlay_lines);
|
|
|
|
- shader_overlay_lines.bind();
|
|
|
|
- shader_overlay_lines.bindVertexAttribArray("position", vbo_lines_V, lines_V_vbo, is_dirty);
|
|
|
|
- shader_overlay_lines.bindVertexAttribArray("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 &= ~DIRTY_OVERLAY_LINES;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::bind_overlay_points()
|
|
|
|
- {
|
|
|
|
- bool is_dirty = dirty & DIRTY_OVERLAY_POINTS;
|
|
|
|
-
|
|
|
|
- glBindVertexArray(vao_overlay_points);
|
|
|
|
- shader_overlay_points.bind();
|
|
|
|
- shader_overlay_points.bindVertexAttribArray("position", vbo_points_V, points_V_vbo, is_dirty);
|
|
|
|
- shader_overlay_points.bindVertexAttribArray("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 &= ~DIRTY_OVERLAY_POINTS;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::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.cols(), GL_UNSIGNED_INT, 0);
|
|
|
|
-
|
|
|
|
- glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::draw_overlay_lines()
|
|
|
|
- {
|
|
|
|
- glDrawElements(GL_LINES, lines_F_vbo.cols(), GL_UNSIGNED_INT, 0);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::OpenGL_state::draw_overlay_points()
|
|
|
|
- {
|
|
|
|
- glDrawElements(GL_POINTS, points_F_vbo.cols(), GL_UNSIGNED_INT, 0);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::init_opengl()
|
|
|
|
- {
|
|
|
|
- std::string mesh_vertex_shader_string =
|
|
|
|
- "#version 150\n"
|
|
|
|
- "uniform mat4 model;"
|
|
|
|
- "uniform mat4 view;"
|
|
|
|
- "uniform mat4 proj;"
|
|
|
|
- "in vec3 position;"
|
|
|
|
- "in vec3 normal;"
|
|
|
|
- "out vec3 position_eye;"
|
|
|
|
- "out vec3 normal_eye;"
|
|
|
|
- "in vec3 Ka;"
|
|
|
|
- "in vec3 Kd;"
|
|
|
|
- "in vec3 Ks;"
|
|
|
|
- "in vec2 texcoord;"
|
|
|
|
- "out vec2 texcoordi;"
|
|
|
|
- "out vec3 Kai;"
|
|
|
|
- "out vec3 Kdi;"
|
|
|
|
- "out vec3 Ksi;"
|
|
|
|
-
|
|
|
|
- "void main()"
|
|
|
|
- "{"
|
|
|
|
- " position_eye = vec3 (view * model * vec4 (position, 1.0));"
|
|
|
|
- " normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
|
|
|
|
- " normal_eye = normalize(normal_eye);"
|
|
|
|
- " gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
|
|
|
|
- " Kai = Ka;"
|
|
|
|
- " Kdi = Kd;"
|
|
|
|
- " Ksi = Ks;"
|
|
|
|
- " texcoordi = texcoord;"
|
|
|
|
- "}";
|
|
|
|
-
|
|
|
|
- std::string mesh_fragment_shader_string =
|
|
|
|
- "#version 150\n"
|
|
|
|
- "uniform mat4 model;"
|
|
|
|
- "uniform mat4 view;"
|
|
|
|
- "uniform mat4 proj;"
|
|
|
|
- "uniform vec4 fixed_color;"
|
|
|
|
- "in vec3 position_eye;"
|
|
|
|
- "in vec3 normal_eye;"
|
|
|
|
- "uniform vec3 light_position_world;"
|
|
|
|
- "vec3 Ls = vec3 (1, 1, 1);"
|
|
|
|
- "vec3 Ld = vec3 (1, 1, 1);"
|
|
|
|
- "vec3 La = vec3 (1, 1, 1);"
|
|
|
|
- "in vec3 Ksi;"
|
|
|
|
- "in vec3 Kdi;"
|
|
|
|
- "in vec3 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 * Kai;" // ambient intensity
|
|
|
|
-
|
|
|
|
- "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
|
|
|
|
- "vec3 distance_to_light_eye = light_position_eye - position_eye;"
|
|
|
|
- "vec3 direction_to_light_eye = normalize (distance_to_light_eye);"
|
|
|
|
- "float dot_prod = dot (direction_to_light_eye, normal_eye);"
|
|
|
|
- "dot_prod = max (dot_prod, 0.0);"
|
|
|
|
- "vec3 Id = Ld * Kdi * dot_prod;" // Diffuse intensity
|
|
|
|
-
|
|
|
|
- "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
|
|
|
|
- "vec3 surface_to_viewer_eye = normalize (-position_eye);"
|
|
|
|
- "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
|
|
|
|
- "dot_prod_specular = max (dot_prod_specular, 0.0);"
|
|
|
|
- "float specular_factor = pow (dot_prod_specular, specular_exponent);"
|
|
|
|
- "vec3 Is = Ls * Ksi * specular_factor;" // specular intensity
|
|
|
|
- "vec4 color = vec4(lighting_factor * (Is + Id) + Ia, 1.0) + vec4((1.0-lighting_factor) * Kdi,1.0);"
|
|
|
|
- "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 =
|
|
|
|
- "#version 150\n"
|
|
|
|
- "uniform mat4 model;"
|
|
|
|
- "uniform mat4 view;"
|
|
|
|
- "uniform mat4 proj;"
|
|
|
|
- "in vec3 position;"
|
|
|
|
- "in vec3 color;"
|
|
|
|
- "out vec3 color_frag;"
|
|
|
|
-
|
|
|
|
- "void main()"
|
|
|
|
- "{"
|
|
|
|
- " gl_Position = proj * view * model * vec4 (position, 1.0);"
|
|
|
|
- " color_frag = color;"
|
|
|
|
- "}";
|
|
|
|
-
|
|
|
|
- std::string overlay_fragment_shader_string =
|
|
|
|
- "#version 150\n"
|
|
|
|
- "in vec3 color_frag;"
|
|
|
|
- "out vec4 outColor;"
|
|
|
|
- "void main()"
|
|
|
|
- "{"
|
|
|
|
- " outColor = vec4(color_frag, 1.0);"
|
|
|
|
- "}";
|
|
|
|
-
|
|
|
|
- std::string overlay_point_fragment_shader_string =
|
|
|
|
- "#version 150\n"
|
|
|
|
- "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);"
|
|
|
|
- "}";
|
|
|
|
-
|
|
|
|
- opengl.init();
|
|
|
|
- opengl.shader_mesh.init(mesh_vertex_shader_string,
|
|
|
|
- mesh_fragment_shader_string, "outColor");
|
|
|
|
- opengl.shader_overlay_lines.init(overlay_vertex_shader_string,
|
|
|
|
- overlay_fragment_shader_string, "outColor");
|
|
|
|
- opengl.shader_overlay_points.init(overlay_vertex_shader_string,
|
|
|
|
- overlay_point_fragment_shader_string, "outColor");
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- void Viewer::free_opengl()
|
|
|
|
- {
|
|
|
|
- opengl.shader_mesh.free();
|
|
|
|
- opengl.shader_overlay_lines.free();
|
|
|
|
- opengl.shader_overlay_points.free();
|
|
|
|
- opengl.free();
|
|
|
|
- __font_renderer.Shut();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
void Viewer::draw()
|
|
void Viewer::draw()
|
|
{
|
|
{
|
|
using namespace std;
|
|
using namespace std;
|
|
@@ -1489,7 +1012,7 @@ namespace igl
|
|
if (data.dirty)
|
|
if (data.dirty)
|
|
{
|
|
{
|
|
opengl.set_data(data, options.face_based, options.invert_normals);
|
|
opengl.set_data(data, options.face_based, options.invert_normals);
|
|
- data.dirty = DIRTY_NONE;
|
|
|
|
|
|
+ data.dirty = OpenGL_state::DIRTY_NONE;
|
|
}
|
|
}
|
|
opengl.bind_mesh();
|
|
opengl.bind_mesh();
|
|
|
|
|
|
@@ -1762,7 +1285,7 @@ namespace igl
|
|
void TW_CALL Viewer::set_invert_normals_cb(const void *param, void *clientData)
|
|
void TW_CALL Viewer::set_invert_normals_cb(const void *param, void *clientData)
|
|
{
|
|
{
|
|
Viewer *viewer = static_cast<Viewer *>(clientData);
|
|
Viewer *viewer = static_cast<Viewer *>(clientData);
|
|
- viewer->data.dirty |= Viewer::DIRTY_NORMAL;
|
|
|
|
|
|
+ viewer->data.dirty |= OpenGL_state::DIRTY_NORMAL;
|
|
viewer->options.invert_normals = *((bool *) param);
|
|
viewer->options.invert_normals = *((bool *) param);
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1833,7 +1356,7 @@ namespace igl
|
|
if (options.face_based != newvalue)
|
|
if (options.face_based != newvalue)
|
|
{
|
|
{
|
|
options.face_based = newvalue;
|
|
options.face_based = newvalue;
|
|
- data.dirty = DIRTY_ALL;
|
|
|
|
|
|
+ data.dirty = OpenGL_state::DIRTY_ALL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1878,14 +1401,14 @@ namespace igl
|
|
else
|
|
else
|
|
cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
|
|
cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
|
|
}
|
|
}
|
|
- data.dirty |= DIRTY_FACE | DIRTY_POSITION;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_FACE | OpenGL_state::DIRTY_POSITION;
|
|
}
|
|
}
|
|
|
|
|
|
void Viewer::set_vertices(const Eigen::MatrixXd& V)
|
|
void Viewer::set_vertices(const Eigen::MatrixXd& V)
|
|
{
|
|
{
|
|
data.V = V;
|
|
data.V = V;
|
|
assert(data.F.size() == 0 || data.F.maxCoeff() < data.V.rows());
|
|
assert(data.F.size() == 0 || data.F.maxCoeff() < data.V.rows());
|
|
- data.dirty |= DIRTY_POSITION;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_POSITION;
|
|
}
|
|
}
|
|
|
|
|
|
void Viewer::set_normals(const Eigen::MatrixXd& N)
|
|
void Viewer::set_normals(const Eigen::MatrixXd& N)
|
|
@@ -1903,7 +1426,7 @@ namespace igl
|
|
}
|
|
}
|
|
else
|
|
else
|
|
cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex.";
|
|
cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex.";
|
|
- data.dirty |= DIRTY_NORMAL;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_NORMAL;
|
|
}
|
|
}
|
|
|
|
|
|
void Viewer::set_colors(const Eigen::MatrixXd &C)
|
|
void Viewer::set_colors(const Eigen::MatrixXd &C)
|
|
@@ -1954,7 +1477,7 @@ namespace igl
|
|
}
|
|
}
|
|
else
|
|
else
|
|
cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex.";
|
|
cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex.";
|
|
- data.dirty |= DIRTY_DIFFUSE;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_DIFFUSE;
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1968,7 +1491,7 @@ namespace igl
|
|
}
|
|
}
|
|
else
|
|
else
|
|
cerr << "ERROR (set_UV): Please provide uv per vertex.";
|
|
cerr << "ERROR (set_UV): Please provide uv per vertex.";
|
|
- data.dirty |= DIRTY_UV;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_UV;
|
|
}
|
|
}
|
|
|
|
|
|
void Viewer::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
|
|
void Viewer::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
|
|
@@ -1976,7 +1499,7 @@ namespace igl
|
|
set_face_based(true);
|
|
set_face_based(true);
|
|
data.V_uv = UV_V;
|
|
data.V_uv = UV_V;
|
|
data.F_uv = UV_F;
|
|
data.F_uv = UV_F;
|
|
- data.dirty |= DIRTY_UV;
|
|
|
|
|
|
+ data.dirty |= OpenGL_state::DIRTY_UV;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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@@ -1988,7 +1511,7 @@ namespace igl
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data.texture_R = R;
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data.texture_R = R;
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data.texture_G = G;
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data.texture_G = G;
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data.texture_B = B;
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data.texture_B = B;
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- data.dirty |= DIRTY_TEXTURE;
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+ data.dirty |= OpenGL_state::DIRTY_TEXTURE;
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}
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}
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void Viewer::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
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void Viewer::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
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@@ -2009,7 +1532,7 @@ namespace igl
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for (unsigned i=0; i<P_temp.rows(); ++i)
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for (unsigned i=0; i<P_temp.rows(); ++i)
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data.points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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data.points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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- data.dirty |= DIRTY_OVERLAY_POINTS;
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+ data.dirty |= OpenGL_state::DIRTY_OVERLAY_POINTS;
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}
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}
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void Viewer::set_edges(
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void Viewer::set_edges(
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@@ -2032,7 +1555,7 @@ namespace igl
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}
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}
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data.lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
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data.lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
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}
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}
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- data.dirty |= DIRTY_OVERLAY_LINES;
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+ data.dirty |= OpenGL_state::DIRTY_OVERLAY_LINES;
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}
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}
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void Viewer::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
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void Viewer::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
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@@ -2058,7 +1581,7 @@ namespace igl
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for (unsigned i=0; i<P1_temp.rows(); ++i)
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for (unsigned i=0; i<P1_temp.rows(); ++i)
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data.lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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data.lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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- data.dirty |= DIRTY_OVERLAY_LINES;
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+ data.dirty |= OpenGL_state::DIRTY_OVERLAY_LINES;
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}
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}
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void Viewer::add_label(const Eigen::VectorXd& P, const std::string& str)
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void Viewer::add_label(const Eigen::VectorXd& P, const std::string& str)
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@@ -2148,7 +1671,7 @@ namespace igl
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glfw_window_size(window,width_window,height_window);
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glfw_window_size(window,width_window,height_window);
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- init_opengl();
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+ opengl.init();
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// Load the mesh passed as input
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// Load the mesh passed as input
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if (filename.size() > 0)
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if (filename.size() > 0)
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@@ -2179,7 +1702,9 @@ namespace igl
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}
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}
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}
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}
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- free_opengl();
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+ opengl.free();
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+ __font_renderer.Shut();
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+
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shutdown_plugins();
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shutdown_plugins();
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glfwDestroyWindow(window);
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glfwDestroyWindow(window);
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