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