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- #include "map_texture.h"
- #include "background_window.h"
- #include "../create_shader_program.h"
- #include "../bind_vertex_attrib_array.h"
- #include "../gl.h"
- #include <GLFW/glfw3.h>
- #include <iostream>
- #include <string>
- template <typename DerivedV, typename DerivedF, typename DerivedU>
- IGL_INLINE bool igl::opengl::glfw::map_texture(
- const Eigen::MatrixBase<DerivedV> & _V,
- const Eigen::MatrixBase<DerivedF> & _F,
- const Eigen::MatrixBase<DerivedU> & _U,
- const unsigned char * in_data,
- const int w,
- const int h,
- const int nc,
- std::vector<unsigned char> & out_data)
- {
- int out_w = w;
- int out_h = h;
- int out_nc = nc;
- return map_texture(_V,_F,_U,in_data,w,h,nc,out_data,out_w,out_h,out_nc);
- }
- template <typename DerivedV, typename DerivedF, typename DerivedU>
- IGL_INLINE bool igl::opengl::glfw::map_texture(
- const Eigen::MatrixBase<DerivedV> & V,
- const Eigen::MatrixBase<DerivedF> & F,
- const Eigen::MatrixBase<DerivedU> & U,
- const unsigned char * in_data,
- const int in_w,
- const int in_h,
- const int in_nc,
- std::vector<unsigned char> & out_data,
- int & out_w,
- int & out_h,
- int & out_nc)
- {
- GLenum format = -1;
- switch(in_nc)
- {
- case 1: format = GL_RED; break;
- case 2: format = GL_RG; break;
- case 3: format = GL_RGB; break;
- case 4: format = GL_RGBA; break;
- default: assert(false && "Unsupported number of channels"); break;
- }
- GLFWwindow * window = nullptr;
- igl::opengl::glfw::background_window(window);
- // Compile each shader
- std::string vertex_shader = R"(
- #version 400
- layout(location = 0) in vec3 position;
- layout(location = 1) in vec2 tex_coord_v;
- out vec2 tex_coord_f;
- void main()
- {
- tex_coord_f = vec2(tex_coord_v.x,1.-tex_coord_v.y);
- gl_Position = vec4(2.*position.x-1.,2.*(1.-position.y)-1., position.z,1.);
- }
- )"
- ;
- std::string fragment_shader = R"(
- #version 400
- layout(location = 0) out vec3 color;
- uniform sampler2D tex;
- in vec2 tex_coord_f;
- void main()
- {
- color = texture(tex,tex_coord_f).rgb;
- }
- )";
- GLuint prog_id =
- igl::opengl::create_shader_program(vertex_shader,fragment_shader,{});
- using Scalar = float;
- using MatrixXS3 = Eigen::Matrix<Scalar,Eigen::Dynamic,3,Eigen::RowMajor>;
- MatrixXS3 V_vbo = MatrixXS3::Zero(V.rows(),3);
- V_vbo.leftCols(V.cols()) = V.template cast<Scalar>();
- MatrixXS3 U_vbo = MatrixXS3::Zero(U.rows(),3);
- U_vbo.leftCols(U.cols()) = U.template cast<Scalar>();
- Eigen::Matrix<unsigned, Eigen::Dynamic, 3, Eigen::RowMajor> F_vbo =
- F.template cast<unsigned>();
- // Generate and attach buffers to vertex array
- glDisable(GL_CULL_FACE);
- GLuint VAO = 0;
- glGenVertexArrays(1,&VAO);
- glBindVertexArray(VAO);
- GLuint ibo,vbo,tbo,tex;
- glGenBuffers(1,&ibo);
- glGenBuffers(1,&vbo);
- glGenBuffers(1,&tbo);
- glGenTextures(1,&tex);
- out_w = in_w;
- out_h = in_h;
- glClearColor(0,0,1,1);
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0,0,out_w,out_h);
- // Prepare framebuffer
- GLuint fb = 0;
- GLuint out_tex;
- glGenFramebuffers(1, &fb);
- glBindFramebuffer(GL_FRAMEBUFFER, fb);
- glGenTextures(1, &out_tex);
- glBindTexture(GL_TEXTURE_2D, out_tex);
- // always use float for internal storage
- glTexImage2D(GL_TEXTURE_2D, 0,format, out_w, out_h, 0,format, GL_FLOAT, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, out_tex, 0);
- {
- GLenum bufs[1] = {GL_COLOR_ATTACHMENT0};
- glDrawBuffers(1, bufs);
- }
- if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- {
- glfwTerminate();
- return false;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, fb);
- glUseProgram(prog_id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, format, in_w, in_h, 0, format, GL_UNSIGNED_BYTE, in_data);
- glUniform1i(glGetUniformLocation(prog_id,"tex"), 0);
- igl::opengl::bind_vertex_attrib_array(prog_id,"position", vbo, U_vbo, true);
- igl::opengl::bind_vertex_attrib_array(prog_id,"tex_coord_v", tbo, V_vbo, true);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glBindVertexArray(VAO);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
- glDrawElements(GL_TRIANGLES, F.size(), GL_UNSIGNED_INT, 0);
- out_nc = in_nc;
- out_data.resize(out_nc*out_w*out_h);
- glBindTexture(GL_TEXTURE_2D, out_tex);
- glGetTexImage(GL_TEXTURE_2D, 0, format, GL_UNSIGNED_BYTE, out_data.data());
- glfwDestroyWindow(window);
- glfwTerminate();
- return true;
- }
- #ifdef IGL_STATIC_LIBRARY
- // Explicit template instantiation
- // generated by autoexplicit.sh
- template bool igl::opengl::glfw::map_texture<Eigen::Matrix<double, -1, -1, 1, -1, -1>, Eigen::Matrix<int, -1, 3, 1, -1, 3>, Eigen::Matrix<double, -1, -1, 1, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 1, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, 3, 1, -1, 3> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 1, -1, -1> > const&, unsigned char const*, int, int, int, std::vector<unsigned char, std::allocator<unsigned char> >&);
- template bool igl::opengl::glfw::map_texture<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, unsigned char const*, int, int, int, std::vector<unsigned char, std::allocator<unsigned char> >&, int&, int&, int&);
- #endif
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