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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <[email protected]>
- //
- // 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 "verasansmono_compressed.h"
- #include <iostream>
- IGL_INLINE igl::opengl::MeshGL::MeshGL():
- tex_filter(GL_LINEAR),
- tex_wrap(GL_REPEAT)
- {
- }
- 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);
- glGenTextures(1, &font_atlas);
- // 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);
- // Text Labels
- vertex_labels.init_buffers();
- face_labels.init_buffers();
- custom_labels.init_buffers();
- 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);
- // Text Labels
- vertex_labels.free_buffers();
- face_labels.free_buffers();
- custom_labels.free_buffers();
- glDeleteTextures(1, &vbo_tex);
- glDeleteTextures(1, &font_atlas);
- }
- }
- IGL_INLINE void igl::opengl::MeshGL::TextGL::init_buffers()
- {
- glGenVertexArrays(1, &vao_labels);
- glBindVertexArray(vao_labels);
- glGenBuffers(1, &vbo_labels_pos);
- glGenBuffers(1, &vbo_labels_characters);
- glGenBuffers(1, &vbo_labels_offset);
- glGenBuffers(1, &vbo_labels_indices);
- }
- IGL_INLINE void igl::opengl::MeshGL::TextGL::free_buffers()
- {
- glDeleteBuffers(1, &vbo_labels_pos);
- glDeleteBuffers(1, &vbo_labels_characters);
- glDeleteBuffers(1, &vbo_labels_offset);
- glDeleteBuffers(1, &vbo_labels_indices);
- }
- 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, tex_wrap);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex_wrap);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
- 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::init_text_rendering()
- {
- // Decompress the png of the font atlas
- unsigned char verasansmono_font_atlas[256*256];
- decompress_verasansmono_atlas(verasansmono_font_atlas);
- // Bind atlas
- glBindTexture(GL_TEXTURE_2D, font_atlas);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 256, 256, 0, GL_RED, GL_UNSIGNED_BYTE, verasansmono_font_atlas);
- // TextGL initialization
- vertex_labels.dirty_flag = MeshGL::DIRTY_VERTEX_LABELS;
- face_labels.dirty_flag = MeshGL::DIRTY_FACE_LABELS;
- custom_labels.dirty_flag = MeshGL::DIRTY_CUSTOM_LABELS;
- }
- IGL_INLINE void igl::opengl::MeshGL::bind_labels(const TextGL& labels)
- {
- bool is_dirty = dirty & labels.dirty_flag;
- glBindTexture(GL_TEXTURE_2D, font_atlas);
- glBindVertexArray(labels.vao_labels);
- glUseProgram(shader_text);
- bind_vertex_attrib_array(shader_text, "position" , labels.vbo_labels_pos , labels.label_pos_vbo , is_dirty);
- bind_vertex_attrib_array(shader_text, "character", labels.vbo_labels_characters, labels.label_char_vbo , is_dirty);
- bind_vertex_attrib_array(shader_text, "offset" , labels.vbo_labels_offset , labels.label_offset_vbo, is_dirty);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, labels.vbo_labels_indices);
- if (is_dirty)
- {
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*labels.label_indices_vbo.size(), labels.label_indices_vbo.data(), GL_DYNAMIC_DRAW);
- }
- dirty &= ~labels.dirty_flag;
- }
- 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::draw_labels(const TextGL& labels)
- {
- glDrawElements(GL_POINTS, labels.label_indices_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 =
- 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;
- uniform mat4 shadow_view;
- uniform mat4 shadow_proj;
- uniform bool shadow_pass;
- uniform bool is_shadow_mapping;
- out vec4 position_shadow;
- void main()
- {
- position_eye = vec3 (view * vec4 (position, 1.0));
- if(!shadow_pass)
- {
- if(is_shadow_mapping)
- {
- position_shadow = shadow_proj * shadow_view * vec4(position, 1.0);
- }
- normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0));
- normal_eye = normalize(normal_eye);
- Kai = Ka;
- Kdi = Kd;
- Ksi = Ks;
- texcoordi = texcoord;
- }
- gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);
- }
- )";
- 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 bool is_directional_light;
- uniform bool is_shadow_mapping;
- uniform bool shadow_pass;
- 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;
- uniform float matcap_factor;
- uniform float double_sided;
- uniform sampler2D shadow_tex;
- in vec4 position_shadow;
- out vec4 outColor;
- void main()
- {
- if(shadow_pass)
- {
- // Would it be better to have a separate no-op frag shader?
- outColor = vec4(0.56,0.85,0.77,1.);
- return;
- }
- // If is_directional_light then assume normalized
- vec3 direction_to_light_eye = light_position_eye;
- if(! is_directional_light)
- {
- vec3 vector_to_light_eye = light_position_eye - position_eye;
- direction_to_light_eye = normalize(vector_to_light_eye);
- }
- float shadow = 1.0;
- if(is_shadow_mapping)
- {
- vec3 shadow_pos = (position_shadow.xyz / position_shadow.w) * 0.5 + 0.5;
- float currentDepth = shadow_pos.z;
- //float bias = 0.005;
- float ddd = max(dot(normalize(normal_eye), direction_to_light_eye),0);
- float bias = max(0.02 * (1.0 - ddd), 0.005);
- // 5-point stencil
- if(shadow_pos.z < 1.0)
- {
- float closestDepth = texture( shadow_tex , shadow_pos.xy).r;
- shadow = currentDepth - bias >= closestDepth ? 0.0 : 1.0;
- vec2 texelSize = 1.0 / textureSize(shadow_tex, 0);
- for(int x = -1; x <= 1; x+=2)
- {
- for(int y = -1; y <= 1; y+=2)
- {
- float pcfDepth = texture(shadow_tex, shadow_pos.xy + vec2(x, y) * texelSize).r;
- shadow += currentDepth - bias >= pcfDepth ? 0.0 : 1.0;
- }
- }
- shadow /= 5.0;
- }
- }
- if(matcap_factor == 1.0f)
- {
- vec2 uv = normalize(normal_eye).xy * 0.5 + 0.5;
- outColor = mix(Kai,texture(tex, uv),shadow);
- }else
- {
- vec3 Ia = La * vec3(Kai); // ambient intensity
- float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
- float clamped_dot_prod = abs(max (dot_prod, -double_sided));
- 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) * abs(max (dot_prod_specular, -double_sided));
- float specular_factor = pow (dot_prod_specular, specular_exponent);
- vec3 Is = Ls * vec3(Ksi) * specular_factor; // specular intensity
- vec4 color = vec4(Ia + shadow*(lighting_factor * (Is + Id) + (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 =
- R"(#version 150
- uniform mat4 view;
- uniform mat4 proj;
- in vec3 position;
- in vec3 color;
- out vec3 color_frag;
- void main()
- {
- gl_Position = proj * view * vec4 (position, 1.0);
- color_frag = color;
- }
- )";
- std::string overlay_fragment_shader_string =
- R"(#version 150
- in vec3 color_frag;
- out vec4 outColor;
- void main()
- {
- outColor = vec4(color_frag, 1.0);
- }
- )";
- std::string overlay_point_fragment_shader_string =
- R"(#version 150
- 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);
- }
- )";
- std::string text_vert_shader =
- R"(#version 330
- in vec3 position;
- in float character;
- in float offset;
- uniform mat4 view;
- uniform mat4 proj;
- out int vCharacter;
- out float vOffset;
- void main()
- {
- vCharacter = int(character);
- vOffset = offset;
- gl_Position = proj * view * vec4(position, 1.0);
- }
- )";
- std::string text_geom_shader =
- R"(#version 150 core
- layout(points) in;
- layout(triangle_strip, max_vertices = 4) out;
- out vec2 gTexCoord;
- uniform mat4 view;
- uniform mat4 proj;
- uniform vec2 CellSize;
- uniform vec2 CellOffset;
- uniform vec2 RenderSize;
- uniform vec2 RenderOrigin;
- uniform float TextShiftFactor;
- in int vCharacter[1];
- in float vOffset[1];
- void main()
- {
- // Code taken from https://prideout.net/strings-inside-vertex-buffers
- // Determine the final quad's position and size:
- vec4 P = gl_in[0].gl_Position + vec4( vOffset[0]*TextShiftFactor, 0.0, 0.0, 0.0 ); // 0.04
- vec4 U = vec4(1, 0, 0, 0) * RenderSize.x; // 1.0
- vec4 V = vec4(0, 1, 0, 0) * RenderSize.y; // 1.0
- // Determine the texture coordinates:
- int letter = vCharacter[0]; // used to be the character
- letter = clamp(letter - 32, 0, 96);
- int row = letter / 16 + 1;
- int col = letter % 16;
- float S0 = CellOffset.x + CellSize.x * col;
- float T0 = CellOffset.y + 1 - CellSize.y * row;
- float S1 = S0 + CellSize.x - CellOffset.x;
- float T1 = T0 + CellSize.y;
- // Output the quad's vertices:
- gTexCoord = vec2(S0, T1); gl_Position = P - U - V; EmitVertex();
- gTexCoord = vec2(S1, T1); gl_Position = P + U - V; EmitVertex();
- gTexCoord = vec2(S0, T0); gl_Position = P - U + V; EmitVertex();
- gTexCoord = vec2(S1, T0); gl_Position = P + U + V; EmitVertex();
- EndPrimitive();
- }
- )";
- std::string text_frag_shader =
- R"(#version 330
- out vec4 outColor;
- in vec2 gTexCoord;
- uniform sampler2D font_atlas;
- uniform vec3 TextColor;
- void main()
- {
- float A = texture(font_atlas, gTexCoord).r;
- outColor = vec4(TextColor, A);
- }
- )";
- init_buffers();
- init_text_rendering();
- 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);
- create_shader_program(
- text_geom_shader,
- text_vert_shader,
- text_frag_shader,
- {},
- shader_text);
- }
- 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(shader_text);
- free_buffers();
- }
- }
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