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>().head(3);
  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) =
  158. data.V_uv.row(per_corner_uv ?
  159. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  160. }
  161. }
  162. }
  163. else
  164. {
  165. if (dirty & ViewerData::DIRTY_POSITION)
  166. {
  167. per_corner(data.V,V_vbo);
  168. }
  169. if (dirty & ViewerData::DIRTY_AMBIENT)
  170. {
  171. per_face(data.F_material_ambient,V_ambient_vbo);
  172. }
  173. if (dirty & ViewerData::DIRTY_DIFFUSE)
  174. {
  175. per_face(data.F_material_diffuse,V_diffuse_vbo);
  176. }
  177. if (dirty & ViewerData::DIRTY_SPECULAR)
  178. {
  179. per_face(data.F_material_specular,V_specular_vbo);
  180. }
  181. if (dirty & ViewerData::DIRTY_NORMAL)
  182. {
  183. V_normals_vbo.resize(data.F.rows()*3,3);
  184. for (unsigned i=0; i<data.F.rows();++i)
  185. for (unsigned j=0;j<3;++j)
  186. V_normals_vbo.row(i*3+j) =
  187. per_corner_normals ?
  188. data.F_normals.row(i*3+j).cast<float>() :
  189. data.F_normals.row(i).cast<float>();
  190. if (invert_normals)
  191. V_normals_vbo = -V_normals_vbo;
  192. }
  193. if (dirty & ViewerData::DIRTY_FACE)
  194. {
  195. F_vbo.resize(data.F.rows(),3);
  196. for (unsigned i=0; i<data.F.rows();++i)
  197. F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  198. }
  199. if (dirty & ViewerData::DIRTY_UV)
  200. {
  201. V_uv_vbo.resize(data.F.rows()*3,2);
  202. for (unsigned i=0; i<data.F.rows();++i)
  203. for (unsigned j=0;j<3;++j)
  204. 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>();
  205. }
  206. }
  207. if (dirty & ViewerData::DIRTY_TEXTURE)
  208. {
  209. tex_u = data.texture_R.rows();
  210. tex_v = data.texture_R.cols();
  211. tex.resize(data.texture_R.size()*4);
  212. for (unsigned i=0;i<data.texture_R.size();++i)
  213. {
  214. tex(i*4+0) = data.texture_R(i);
  215. tex(i*4+1) = data.texture_G(i);
  216. tex(i*4+2) = data.texture_B(i);
  217. tex(i*4+3) = data.texture_A(i);
  218. }
  219. }
  220. if (dirty & ViewerData::DIRTY_OVERLAY_LINES)
  221. {
  222. lines_V_vbo.resize(data.lines.rows()*2,3);
  223. lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  224. lines_F_vbo.resize(data.lines.rows()*2,1);
  225. for (unsigned i=0; i<data.lines.rows();++i)
  226. {
  227. lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  228. lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  229. lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  230. lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  231. lines_F_vbo(2*i+0) = 2*i+0;
  232. lines_F_vbo(2*i+1) = 2*i+1;
  233. }
  234. }
  235. if (dirty & ViewerData::DIRTY_OVERLAY_POINTS)
  236. {
  237. points_V_vbo.resize(data.points.rows(),3);
  238. points_V_colors_vbo.resize(data.points.rows(),3);
  239. points_F_vbo.resize(data.points.rows(),1);
  240. for (unsigned i=0; i<data.points.rows();++i)
  241. {
  242. points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  243. points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  244. points_F_vbo(i) = i;
  245. }
  246. }
  247. }
  248. IGL_INLINE void igl::opengl::State::bind_mesh()
  249. {
  250. glBindVertexArray(vao_mesh);
  251. glUseProgram(shader_mesh);
  252. bind_vertex_attrib_array(shader_mesh,"position", vbo_V, V_vbo, dirty & ViewerData::DIRTY_POSITION);
  253. bind_vertex_attrib_array(shader_mesh,"normal", vbo_V_normals, V_normals_vbo, dirty & ViewerData::DIRTY_NORMAL);
  254. bind_vertex_attrib_array(shader_mesh,"Ka", vbo_V_ambient, V_ambient_vbo, dirty & ViewerData::DIRTY_AMBIENT);
  255. bind_vertex_attrib_array(shader_mesh,"Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & ViewerData::DIRTY_DIFFUSE);
  256. bind_vertex_attrib_array(shader_mesh,"Ks", vbo_V_specular, V_specular_vbo, dirty & ViewerData::DIRTY_SPECULAR);
  257. bind_vertex_attrib_array(shader_mesh,"texcoord", vbo_V_uv, V_uv_vbo, dirty & ViewerData::DIRTY_UV);
  258. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
  259. if (dirty & ViewerData::DIRTY_FACE)
  260. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
  261. glActiveTexture(GL_TEXTURE0);
  262. glBindTexture(GL_TEXTURE_2D, vbo_tex);
  263. if (dirty & ViewerData::DIRTY_TEXTURE)
  264. {
  265. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  266. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  267. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  268. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  269. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  270. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_u, tex_v, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.data());
  271. }
  272. glUniform1i(glGetUniformLocation(shader_mesh,"tex"), 0);
  273. dirty &= ~ViewerData::DIRTY_MESH;
  274. }
  275. IGL_INLINE void igl::opengl::State::bind_overlay_lines()
  276. {
  277. bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_LINES;
  278. glBindVertexArray(vao_overlay_lines);
  279. glUseProgram(shader_overlay_lines);
  280. bind_vertex_attrib_array(shader_overlay_lines,"position", vbo_lines_V, lines_V_vbo, is_dirty);
  281. bind_vertex_attrib_array(shader_overlay_lines,"color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
  282. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
  283. if (is_dirty)
  284. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
  285. dirty &= ~ViewerData::DIRTY_OVERLAY_LINES;
  286. }
  287. IGL_INLINE void igl::opengl::State::bind_overlay_points()
  288. {
  289. bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_POINTS;
  290. glBindVertexArray(vao_overlay_points);
  291. glUseProgram(shader_overlay_points);
  292. bind_vertex_attrib_array(shader_overlay_points,"position", vbo_points_V, points_V_vbo, is_dirty);
  293. bind_vertex_attrib_array(shader_overlay_points,"color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
  294. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
  295. if (is_dirty)
  296. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
  297. dirty &= ~ViewerData::DIRTY_OVERLAY_POINTS;
  298. }
  299. IGL_INLINE void igl::opengl::State::draw_mesh(bool solid)
  300. {
  301. glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
  302. /* Avoid Z-buffer fighting between filled triangles & wireframe lines */
  303. if (solid)
  304. {
  305. glEnable(GL_POLYGON_OFFSET_FILL);
  306. glPolygonOffset(1.0, 1.0);
  307. }
  308. glDrawElements(GL_TRIANGLES, 3*F_vbo.rows(), GL_UNSIGNED_INT, 0);
  309. glDisable(GL_POLYGON_OFFSET_FILL);
  310. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  311. }
  312. IGL_INLINE void igl::opengl::State::draw_overlay_lines()
  313. {
  314. glDrawElements(GL_LINES, lines_F_vbo.rows(), GL_UNSIGNED_INT, 0);
  315. }
  316. IGL_INLINE void igl::opengl::State::draw_overlay_points()
  317. {
  318. glDrawElements(GL_POINTS, points_F_vbo.rows(), GL_UNSIGNED_INT, 0);
  319. }
  320. IGL_INLINE void igl::opengl::State::init()
  321. {
  322. if(is_initialized)
  323. {
  324. return;
  325. }
  326. is_initialized = true;
  327. std::string mesh_vertex_shader_string =
  328. "#version 150\n"
  329. "uniform mat4 model;"
  330. "uniform mat4 view;"
  331. "uniform mat4 proj;"
  332. "in vec3 position;"
  333. "in vec3 normal;"
  334. "out vec3 position_eye;"
  335. "out vec3 normal_eye;"
  336. "in vec4 Ka;"
  337. "in vec4 Kd;"
  338. "in vec4 Ks;"
  339. "in vec2 texcoord;"
  340. "out vec2 texcoordi;"
  341. "out vec4 Kai;"
  342. "out vec4 Kdi;"
  343. "out vec4 Ksi;"
  344. "void main()"
  345. "{"
  346. " position_eye = vec3 (view * model * vec4 (position, 1.0));"
  347. " normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
  348. " normal_eye = normalize(normal_eye);"
  349. " gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
  350. " Kai = Ka;"
  351. " Kdi = Kd;"
  352. " Ksi = Ks;"
  353. " texcoordi = texcoord;"
  354. "}";
  355. std::string mesh_fragment_shader_string =
  356. "#version 150\n"
  357. "uniform mat4 model;"
  358. "uniform mat4 view;"
  359. "uniform mat4 proj;"
  360. "uniform vec4 fixed_color;"
  361. "in vec3 position_eye;"
  362. "in vec3 normal_eye;"
  363. "uniform vec3 light_position_world;"
  364. "vec3 Ls = vec3 (1, 1, 1);"
  365. "vec3 Ld = vec3 (1, 1, 1);"
  366. "vec3 La = vec3 (1, 1, 1);"
  367. "in vec4 Ksi;"
  368. "in vec4 Kdi;"
  369. "in vec4 Kai;"
  370. "in vec2 texcoordi;"
  371. "uniform sampler2D tex;"
  372. "uniform float specular_exponent;"
  373. "uniform float lighting_factor;"
  374. "uniform float texture_factor;"
  375. "out vec4 outColor;"
  376. "void main()"
  377. "{"
  378. "vec3 Ia = La * vec3(Kai);" // ambient intensity
  379. "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
  380. "vec3 vector_to_light_eye = light_position_eye - position_eye;"
  381. "vec3 direction_to_light_eye = normalize (vector_to_light_eye);"
  382. "float dot_prod = dot (direction_to_light_eye, normal_eye);"
  383. "float clamped_dot_prod = max (dot_prod, 0.0);"
  384. "vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod;" // Diffuse intensity
  385. "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
  386. "vec3 surface_to_viewer_eye = normalize (-position_eye);"
  387. "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
  388. "dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);"
  389. "float specular_factor = pow (dot_prod_specular, specular_exponent);"
  390. "vec3 Is = Ls * vec3(Ksi) * specular_factor;" // specular intensity
  391. "vec4 color = vec4(lighting_factor * (Is + Id) + Ia + (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);"
  392. "outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;"
  393. "if (fixed_color != vec4(0.0)) outColor = fixed_color;"
  394. "}";
  395. std::string overlay_vertex_shader_string =
  396. "#version 150\n"
  397. "uniform mat4 model;"
  398. "uniform mat4 view;"
  399. "uniform mat4 proj;"
  400. "in vec3 position;"
  401. "in vec3 color;"
  402. "out vec3 color_frag;"
  403. "void main()"
  404. "{"
  405. " gl_Position = proj * view * model * vec4 (position, 1.0);"
  406. " color_frag = color;"
  407. "}";
  408. std::string overlay_fragment_shader_string =
  409. "#version 150\n"
  410. "in vec3 color_frag;"
  411. "out vec4 outColor;"
  412. "void main()"
  413. "{"
  414. " outColor = vec4(color_frag, 1.0);"
  415. "}";
  416. std::string overlay_point_fragment_shader_string =
  417. "#version 150\n"
  418. "in vec3 color_frag;"
  419. "out vec4 outColor;"
  420. "void main()"
  421. "{"
  422. " if (length(gl_PointCoord - vec2(0.5)) > 0.5)"
  423. " discard;"
  424. " outColor = vec4(color_frag, 1.0);"
  425. "}";
  426. init_buffers();
  427. create_shader_program(
  428. mesh_vertex_shader_string,
  429. mesh_fragment_shader_string,
  430. {},
  431. shader_mesh);
  432. create_shader_program(
  433. overlay_vertex_shader_string,
  434. overlay_fragment_shader_string,
  435. {},
  436. shader_overlay_lines);
  437. create_shader_program(
  438. overlay_vertex_shader_string,
  439. overlay_point_fragment_shader_string,
  440. {},
  441. shader_overlay_points);
  442. }
  443. IGL_INLINE void igl::opengl::State::free()
  444. {
  445. const auto free = [](GLuint & id)
  446. {
  447. if(id)
  448. {
  449. destroy_shader_program(id);
  450. id = 0;
  451. }
  452. };
  453. free(shader_mesh);
  454. free(shader_overlay_lines);
  455. free(shader_overlay_points);
  456. free_buffers();
  457. }