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+#include <igl/read_triangle_mesh.h>
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+#include <igl/opengl/glfw/Viewer.h>
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+#include <igl/opengl/create_shader_program.h>
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+#include <igl/opengl/destroy_shader_program.h>
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+#include <Eigen/Core>
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+
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+int main(int argc, char *argv[])
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+{
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+ using namespace Eigen;
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+ using namespace std;
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+ Eigen::MatrixXd V;
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+ Eigen::MatrixXi F;
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+ igl::opengl::glfw::Viewer v;
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+ igl::read_triangle_mesh(
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+ argc>1?argv[1]: TUTORIAL_SHARED_PATH "/bunny.off", V, F);
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+ v.data().set_mesh(V,F);
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+ v.data().set_face_based(false);
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+ v.data().show_lines = false;
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+ v.launch_init();
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+
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+ v.data().meshgl.init();
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+ igl::opengl::destroy_shader_program(v.data().meshgl.shader_mesh);
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+
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+ // Custom shader that adds a Fresnel effect
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+ {
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+ std::string mesh_vertex_shader_string =
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+R"(#version 150
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+uniform mat4 view;
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+uniform mat4 proj;
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+uniform mat4 normal_matrix;
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+in vec3 position;
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+in vec3 normal;
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+out vec3 position_eye;
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+out vec3 normal_eye;
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+in vec4 Ka;
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+in vec4 Kd;
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+in vec4 Ks;
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+in vec2 texcoord;
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+out vec2 texcoordi;
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+out vec4 Kai;
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+out vec4 Kdi;
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+out vec4 Ksi;
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+
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+void main()
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+{
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+ position_eye = vec3 (view * vec4 (position, 1.0));
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+ normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
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+ normal_eye = normalize(normal_eye);
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+ gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
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+ Kai = Ka;
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+ Kdi = Kd;
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+ Ksi = Ks;
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+ texcoordi = texcoord;
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+})";
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+
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+ std::string mesh_fragment_shader_string =
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+R"(#version 150
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+uniform mat4 view;
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+uniform mat4 proj;
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+uniform vec4 fixed_color;
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+in vec3 position_eye;
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+in vec3 normal_eye;
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+uniform vec3 light_position_eye;
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+vec3 Ls = vec3 (1, 1, 1);
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+vec3 Ld = vec3 (1, 1, 1);
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+vec3 La = vec3 (1, 1, 1);
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+in vec4 Ksi;
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+in vec4 Kdi;
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+in vec4 Kai;
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+in vec2 texcoordi;
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+uniform sampler2D tex;
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+uniform float specular_exponent;
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+uniform float lighting_factor;
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+uniform float texture_factor;
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+out vec4 outColor;
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+void main()
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+{
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+vec3 Ia = La * vec3(Kai); // ambient intensity
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+
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+vec3 vector_to_light_eye = light_position_eye - position_eye;
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+vec3 direction_to_light_eye = normalize (vector_to_light_eye);
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+float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
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+float clamped_dot_prod = max (dot_prod, 0.0);
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+vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod; // Diffuse intensity
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+
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+vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
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+vec3 surface_to_viewer_eye = normalize (-position_eye);
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+float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
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+dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
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+float specular_factor = pow (dot_prod_specular, specular_exponent);
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+vec3 Kfi = 0.5*vec3(Ksi);
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+vec3 Lf = Ls;
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+float fresnel_exponent = 2*specular_exponent;
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+float fresnel_factor = 0;
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+{
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+ float NE = max( 0., dot( normalize(normal_eye), surface_to_viewer_eye));
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+ fresnel_factor = pow (max(sqrt(1. - NE*NE),0.0), fresnel_exponent);
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+}
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+vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
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+vec3 If = Lf * vec3(Kfi) * fresnel_factor; // fresnel intensity
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+vec4 color = vec4(lighting_factor * (If + Is + Id) + Ia +
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+ (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);
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+outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
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+if (fixed_color != vec4(0.0)) outColor = fixed_color;
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+})";
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+
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+ igl::opengl::create_shader_program(
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+ mesh_vertex_shader_string,
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+ mesh_fragment_shader_string,
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+ {},
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+ v.data().meshgl.shader_mesh);
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+ }
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+
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+ v.launch_rendering(true);
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+ v.launch_shut();
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+}
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