State.cpp 15 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "State.h"
  9. #include "bind_vertex_attrib_array.h"
  10. #include "../ViewerData.h"
  11. #include "create_shader_program.h"
  12. #include "destroy_shader_program.h"
  13. IGL_INLINE void igl::opengl::State::init_buffers()
  14. {
  15. // Mesh: Vertex Array Object & Buffer objects
  16. glGenVertexArrays(1, &vao_mesh);
  17. glBindVertexArray(vao_mesh);
  18. glGenBuffers(1, &vbo_V);
  19. glGenBuffers(1, &vbo_V_normals);
  20. glGenBuffers(1, &vbo_V_ambient);
  21. glGenBuffers(1, &vbo_V_diffuse);
  22. glGenBuffers(1, &vbo_V_specular);
  23. glGenBuffers(1, &vbo_V_uv);
  24. glGenBuffers(1, &vbo_F);
  25. glGenTextures(1, &vbo_tex);
  26. // Line overlay
  27. glGenVertexArrays(1, &vao_overlay_lines);
  28. glBindVertexArray(vao_overlay_lines);
  29. glGenBuffers(1, &vbo_lines_F);
  30. glGenBuffers(1, &vbo_lines_V);
  31. glGenBuffers(1, &vbo_lines_V_colors);
  32. // Point overlay
  33. glGenVertexArrays(1, &vao_overlay_points);
  34. glBindVertexArray(vao_overlay_points);
  35. glGenBuffers(1, &vbo_points_F);
  36. glGenBuffers(1, &vbo_points_V);
  37. glGenBuffers(1, &vbo_points_V_colors);
  38. dirty = ViewerData::DIRTY_ALL;
  39. }
  40. IGL_INLINE void igl::opengl::State::free_buffers()
  41. {
  42. glDeleteVertexArrays(1, &vao_mesh);
  43. glDeleteVertexArrays(1, &vao_overlay_lines);
  44. glDeleteVertexArrays(1, &vao_overlay_points);
  45. glDeleteBuffers(1, &vbo_V);
  46. glDeleteBuffers(1, &vbo_V_normals);
  47. glDeleteBuffers(1, &vbo_V_ambient);
  48. glDeleteBuffers(1, &vbo_V_diffuse);
  49. glDeleteBuffers(1, &vbo_V_specular);
  50. glDeleteBuffers(1, &vbo_V_uv);
  51. glDeleteBuffers(1, &vbo_F);
  52. glDeleteBuffers(1, &vbo_lines_F);
  53. glDeleteBuffers(1, &vbo_lines_V);
  54. glDeleteBuffers(1, &vbo_lines_V_colors);
  55. glDeleteBuffers(1, &vbo_points_F);
  56. glDeleteBuffers(1, &vbo_points_V);
  57. glDeleteBuffers(1, &vbo_points_V_colors);
  58. glDeleteTextures(1, &vbo_tex);
  59. }
  60. IGL_INLINE void igl::opengl::State::set_data(
  61. const igl::ViewerData &data,
  62. bool invert_normals)
  63. {
  64. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  65. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  66. dirty |= data.dirty;
  67. // Input:
  68. // X #F by dim quantity
  69. // Output:
  70. // X_vbo #F*3 by dim scattering per corner
  71. const auto per_face = [&data](
  72. const Eigen::MatrixXd & X,
  73. RowMatrixXf & X_vbo)
  74. {
  75. X_vbo.resize(data.F.rows()*3,3);
  76. for (unsigned i=0; i<data.F.rows();++i)
  77. for (unsigned j=0;j<3;++j)
  78. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  79. };
  80. // Input:
  81. // X #V by dim quantity
  82. // Output:
  83. // X_vbo #F*3 by dim scattering per corner
  84. const auto per_corner = [&data](
  85. const Eigen::MatrixXd & X,
  86. RowMatrixXf & X_vbo)
  87. {
  88. X_vbo.resize(data.F.rows()*3,3);
  89. for (unsigned i=0; i<data.F.rows();++i)
  90. for (unsigned j=0;j<3;++j)
  91. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  92. };
  93. if (!data.face_based)
  94. {
  95. if (!per_corner_uv)
  96. {
  97. // Vertex positions
  98. if (dirty & ViewerData::DIRTY_POSITION)
  99. V_vbo = data.V.cast<float>();
  100. // Vertex normals
  101. if (dirty & ViewerData::DIRTY_NORMAL)
  102. {
  103. V_normals_vbo = data.V_normals.cast<float>();
  104. if (invert_normals)
  105. V_normals_vbo = -V_normals_vbo;
  106. }
  107. // Per-vertex material settings
  108. if (dirty & ViewerData::DIRTY_AMBIENT)
  109. V_ambient_vbo = data.V_material_ambient.cast<float>();
  110. if (dirty & ViewerData::DIRTY_DIFFUSE)
  111. V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  112. if (dirty & ViewerData::DIRTY_SPECULAR)
  113. V_specular_vbo = data.V_material_specular.cast<float>();
  114. // Face indices
  115. if (dirty & ViewerData::DIRTY_FACE)
  116. F_vbo = data.F.cast<unsigned>();
  117. // Texture coordinates
  118. if (dirty & ViewerData::DIRTY_UV)
  119. V_uv_vbo = data.V_uv.cast<float>();
  120. }
  121. else
  122. {
  123. // Per vertex properties with per corner UVs
  124. if (dirty & ViewerData::DIRTY_POSITION)
  125. {
  126. per_corner(data.V,V_vbo);
  127. }
  128. if (dirty & ViewerData::DIRTY_AMBIENT)
  129. {
  130. per_corner(data.V_material_ambient,V_ambient_vbo);
  131. }
  132. if (dirty & ViewerData::DIRTY_DIFFUSE)
  133. {
  134. per_corner(data.V_material_diffuse,V_diffuse_vbo);
  135. }
  136. if (dirty & ViewerData::DIRTY_SPECULAR)
  137. {
  138. per_corner(data.V_material_specular,V_specular_vbo);
  139. }
  140. if (dirty & ViewerData::DIRTY_NORMAL)
  141. {
  142. per_corner(data.V_normals,V_normals_vbo);
  143. if (invert_normals)
  144. V_normals_vbo = -V_normals_vbo;
  145. }
  146. if (dirty & ViewerData::DIRTY_FACE)
  147. {
  148. F_vbo.resize(data.F.rows(),3);
  149. for (unsigned i=0; i<data.F.rows();++i)
  150. F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  151. }
  152. if (dirty & ViewerData::DIRTY_UV)
  153. {
  154. V_uv_vbo.resize(data.F.rows()*3,2);
  155. for (unsigned i=0; i<data.F.rows();++i)
  156. for (unsigned j=0;j<3;++j)
  157. V_uv_vbo.row(i*3+j) = data.V_uv.row(data.F(i,j)).cast<float>();
  158. }
  159. }
  160. }
  161. else
  162. {
  163. if (dirty & ViewerData::DIRTY_POSITION)
  164. {
  165. per_corner(data.V,V_vbo);
  166. }
  167. if (dirty & ViewerData::DIRTY_AMBIENT)
  168. {
  169. per_face(data.F_material_ambient,V_ambient_vbo);
  170. }
  171. if (dirty & ViewerData::DIRTY_DIFFUSE)
  172. {
  173. per_face(data.F_material_diffuse,V_diffuse_vbo);
  174. }
  175. if (dirty & ViewerData::DIRTY_SPECULAR)
  176. {
  177. per_face(data.F_material_specular,V_specular_vbo);
  178. }
  179. if (dirty & ViewerData::DIRTY_NORMAL)
  180. {
  181. V_normals_vbo.resize(data.F.rows()*3,3);
  182. for (unsigned i=0; i<data.F.rows();++i)
  183. for (unsigned j=0;j<3;++j)
  184. V_normals_vbo.row(i*3+j) =
  185. per_corner_normals ?
  186. data.F_normals.row(i*3+j).cast<float>() :
  187. data.F_normals.row(i).cast<float>();
  188. if (invert_normals)
  189. V_normals_vbo = -V_normals_vbo;
  190. }
  191. if (dirty & ViewerData::DIRTY_FACE)
  192. {
  193. F_vbo.resize(data.F.rows(),3);
  194. for (unsigned i=0; i<data.F.rows();++i)
  195. F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  196. }
  197. if (dirty & ViewerData::DIRTY_UV)
  198. {
  199. V_uv_vbo.resize(data.F.rows()*3,2);
  200. for (unsigned i=0; i<data.F.rows();++i)
  201. for (unsigned j=0;j<3;++j)
  202. V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
  203. }
  204. }
  205. if (dirty & ViewerData::DIRTY_TEXTURE)
  206. {
  207. tex_u = data.texture_R.rows();
  208. tex_v = data.texture_R.cols();
  209. tex.resize(data.texture_R.size()*4);
  210. for (unsigned i=0;i<data.texture_R.size();++i)
  211. {
  212. tex(i*4+0) = data.texture_R(i);
  213. tex(i*4+1) = data.texture_G(i);
  214. tex(i*4+2) = data.texture_B(i);
  215. tex(i*4+3) = data.texture_A(i);
  216. }
  217. }
  218. if (dirty & ViewerData::DIRTY_OVERLAY_LINES)
  219. {
  220. lines_V_vbo.resize(data.lines.rows()*2,3);
  221. lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  222. lines_F_vbo.resize(data.lines.rows()*2,1);
  223. for (unsigned i=0; i<data.lines.rows();++i)
  224. {
  225. lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  226. lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  227. lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  228. lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  229. lines_F_vbo(2*i+0) = 2*i+0;
  230. lines_F_vbo(2*i+1) = 2*i+1;
  231. }
  232. }
  233. if (dirty & ViewerData::DIRTY_OVERLAY_POINTS)
  234. {
  235. points_V_vbo.resize(data.points.rows(),3);
  236. points_V_colors_vbo.resize(data.points.rows(),3);
  237. points_F_vbo.resize(data.points.rows(),1);
  238. for (unsigned i=0; i<data.points.rows();++i)
  239. {
  240. points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  241. points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  242. points_F_vbo(i) = i;
  243. }
  244. }
  245. }
  246. IGL_INLINE void igl::opengl::State::bind_mesh()
  247. {
  248. glBindVertexArray(vao_mesh);
  249. glUseProgram(shader_mesh);
  250. bind_vertex_attrib_array(shader_mesh,"position", vbo_V, V_vbo, dirty & ViewerData::DIRTY_POSITION);
  251. bind_vertex_attrib_array(shader_mesh,"normal", vbo_V_normals, V_normals_vbo, dirty & ViewerData::DIRTY_NORMAL);
  252. bind_vertex_attrib_array(shader_mesh,"Ka", vbo_V_ambient, V_ambient_vbo, dirty & ViewerData::DIRTY_AMBIENT);
  253. bind_vertex_attrib_array(shader_mesh,"Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & ViewerData::DIRTY_DIFFUSE);
  254. bind_vertex_attrib_array(shader_mesh,"Ks", vbo_V_specular, V_specular_vbo, dirty & ViewerData::DIRTY_SPECULAR);
  255. bind_vertex_attrib_array(shader_mesh,"texcoord", vbo_V_uv, V_uv_vbo, dirty & ViewerData::DIRTY_UV);
  256. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
  257. if (dirty & ViewerData::DIRTY_FACE)
  258. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
  259. glActiveTexture(GL_TEXTURE0);
  260. glBindTexture(GL_TEXTURE_2D, vbo_tex);
  261. if (dirty & ViewerData::DIRTY_TEXTURE)
  262. {
  263. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  264. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  265. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  266. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  267. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  268. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_u, tex_v, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.data());
  269. }
  270. glUniform1i(glGetUniformLocation(shader_mesh,"tex"), 0);
  271. dirty &= ~ViewerData::DIRTY_MESH;
  272. }
  273. IGL_INLINE void igl::opengl::State::bind_overlay_lines()
  274. {
  275. bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_LINES;
  276. glBindVertexArray(vao_overlay_lines);
  277. glUseProgram(shader_overlay_lines);
  278. bind_vertex_attrib_array(shader_overlay_lines,"position", vbo_lines_V, lines_V_vbo, is_dirty);
  279. bind_vertex_attrib_array(shader_overlay_lines,"color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
  280. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
  281. if (is_dirty)
  282. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
  283. dirty &= ~ViewerData::DIRTY_OVERLAY_LINES;
  284. }
  285. IGL_INLINE void igl::opengl::State::bind_overlay_points()
  286. {
  287. bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_POINTS;
  288. glBindVertexArray(vao_overlay_points);
  289. glUseProgram(shader_overlay_points);
  290. bind_vertex_attrib_array(shader_overlay_points,"position", vbo_points_V, points_V_vbo, is_dirty);
  291. bind_vertex_attrib_array(shader_overlay_points,"color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
  292. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
  293. if (is_dirty)
  294. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
  295. dirty &= ~ViewerData::DIRTY_OVERLAY_POINTS;
  296. }
  297. IGL_INLINE void igl::opengl::State::draw_mesh(bool solid)
  298. {
  299. glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
  300. /* Avoid Z-buffer fighting between filled triangles & wireframe lines */
  301. if (solid)
  302. {
  303. glEnable(GL_POLYGON_OFFSET_FILL);
  304. glPolygonOffset(1.0, 1.0);
  305. }
  306. glDrawElements(GL_TRIANGLES, 3*F_vbo.rows(), GL_UNSIGNED_INT, 0);
  307. glDisable(GL_POLYGON_OFFSET_FILL);
  308. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  309. }
  310. IGL_INLINE void igl::opengl::State::draw_overlay_lines()
  311. {
  312. glDrawElements(GL_LINES, lines_F_vbo.rows(), GL_UNSIGNED_INT, 0);
  313. }
  314. IGL_INLINE void igl::opengl::State::draw_overlay_points()
  315. {
  316. glDrawElements(GL_POINTS, points_F_vbo.rows(), GL_UNSIGNED_INT, 0);
  317. }
  318. IGL_INLINE void igl::opengl::State::init()
  319. {
  320. std::string mesh_vertex_shader_string =
  321. "#version 150\n"
  322. "uniform mat4 model;"
  323. "uniform mat4 view;"
  324. "uniform mat4 proj;"
  325. "in vec3 position;"
  326. "in vec3 normal;"
  327. "out vec3 position_eye;"
  328. "out vec3 normal_eye;"
  329. "in vec4 Ka;"
  330. "in vec4 Kd;"
  331. "in vec4 Ks;"
  332. "in vec2 texcoord;"
  333. "out vec2 texcoordi;"
  334. "out vec4 Kai;"
  335. "out vec4 Kdi;"
  336. "out vec4 Ksi;"
  337. "void main()"
  338. "{"
  339. " position_eye = vec3 (view * model * vec4 (position, 1.0));"
  340. " normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
  341. " normal_eye = normalize(normal_eye);"
  342. " gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
  343. " Kai = Ka;"
  344. " Kdi = Kd;"
  345. " Ksi = Ks;"
  346. " texcoordi = texcoord;"
  347. "}";
  348. std::string mesh_fragment_shader_string =
  349. "#version 150\n"
  350. "uniform mat4 model;"
  351. "uniform mat4 view;"
  352. "uniform mat4 proj;"
  353. "uniform vec4 fixed_color;"
  354. "in vec3 position_eye;"
  355. "in vec3 normal_eye;"
  356. "uniform vec3 light_position_world;"
  357. "vec3 Ls = vec3 (1, 1, 1);"
  358. "vec3 Ld = vec3 (1, 1, 1);"
  359. "vec3 La = vec3 (1, 1, 1);"
  360. "in vec4 Ksi;"
  361. "in vec4 Kdi;"
  362. "in vec4 Kai;"
  363. "in vec2 texcoordi;"
  364. "uniform sampler2D tex;"
  365. "uniform float specular_exponent;"
  366. "uniform float lighting_factor;"
  367. "uniform float texture_factor;"
  368. "out vec4 outColor;"
  369. "void main()"
  370. "{"
  371. "vec3 Ia = La * vec3(Kai);" // ambient intensity
  372. "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
  373. "vec3 vector_to_light_eye = light_position_eye - position_eye;"
  374. "vec3 direction_to_light_eye = normalize (vector_to_light_eye);"
  375. "float dot_prod = dot (direction_to_light_eye, normal_eye);"
  376. "float clamped_dot_prod = max (dot_prod, 0.0);"
  377. "vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod;" // Diffuse intensity
  378. "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
  379. "vec3 surface_to_viewer_eye = normalize (-position_eye);"
  380. "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
  381. "dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);"
  382. "float specular_factor = pow (dot_prod_specular, specular_exponent);"
  383. "vec3 Is = Ls * vec3(Ksi) * specular_factor;" // specular intensity
  384. "vec4 color = vec4(lighting_factor * (Is + Id) + Ia + (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);"
  385. "outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;"
  386. "if (fixed_color != vec4(0.0)) outColor = fixed_color;"
  387. "}";
  388. std::string overlay_vertex_shader_string =
  389. "#version 150\n"
  390. "uniform mat4 model;"
  391. "uniform mat4 view;"
  392. "uniform mat4 proj;"
  393. "in vec3 position;"
  394. "in vec3 color;"
  395. "out vec3 color_frag;"
  396. "void main()"
  397. "{"
  398. " gl_Position = proj * view * model * vec4 (position, 1.0);"
  399. " color_frag = color;"
  400. "}";
  401. std::string overlay_fragment_shader_string =
  402. "#version 150\n"
  403. "in vec3 color_frag;"
  404. "out vec4 outColor;"
  405. "void main()"
  406. "{"
  407. " outColor = vec4(color_frag, 1.0);"
  408. "}";
  409. std::string overlay_point_fragment_shader_string =
  410. "#version 150\n"
  411. "in vec3 color_frag;"
  412. "out vec4 outColor;"
  413. "void main()"
  414. "{"
  415. " if (length(gl_PointCoord - vec2(0.5)) > 0.5)"
  416. " discard;"
  417. " outColor = vec4(color_frag, 1.0);"
  418. "}";
  419. init_buffers();
  420. create_shader_program(
  421. mesh_vertex_shader_string,
  422. mesh_fragment_shader_string,
  423. {},
  424. shader_mesh);
  425. create_shader_program(
  426. overlay_vertex_shader_string,
  427. overlay_fragment_shader_string,
  428. {},
  429. shader_overlay_lines);
  430. create_shader_program(
  431. overlay_vertex_shader_string,
  432. overlay_point_fragment_shader_string,
  433. {},
  434. shader_overlay_points);
  435. }
  436. IGL_INLINE void igl::opengl::State::free()
  437. {
  438. const auto free = [](GLuint & id)
  439. {
  440. if(id)
  441. {
  442. destroy_shader_program(id);
  443. id = 0;
  444. }
  445. };
  446. free(shader_mesh);
  447. free(shader_overlay_lines);
  448. free(shader_overlay_points);
  449. free_buffers();
  450. }