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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 =
- "#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 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 * 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 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 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
- "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, 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, 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 =
- "#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);"
- "}";
- 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();
- }
- }
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