#include "map_texture.h" #include "background_window.h" #include "../create_shader_program.h" #include "../bind_vertex_attrib_array.h" #include "../gl.h" #include #include #include template IGL_INLINE bool igl::opengl::glfw::map_texture( const Eigen::MatrixBase & _V, const Eigen::MatrixBase & _F, const Eigen::MatrixBase & _U, const unsigned char * in_data, const int w, const int h, const int nc, std::vector & 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 IGL_INLINE bool igl::opengl::glfw::map_texture( const Eigen::MatrixBase & V, const Eigen::MatrixBase & F, const Eigen::MatrixBase & U, const unsigned char * in_data, const int in_w, const int in_h, const int in_nc, std::vector & 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; MatrixXS3 V_vbo = MatrixXS3::Zero(V.rows(),3); V_vbo.leftCols(V.cols()) = V.template cast(); MatrixXS3 U_vbo = MatrixXS3::Zero(U.rows(),3); U_vbo.leftCols(U.cols()) = U.template cast(); Eigen::Matrix F_vbo = F.template cast(); // 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, Eigen::Matrix >(Eigen::MatrixBase > const&, Eigen::MatrixBase > const&, Eigen::MatrixBase > const&, unsigned char const*, int, int, int, std::vector >&); template bool igl::opengl::glfw::map_texture, Eigen::Matrix, Eigen::Matrix >(Eigen::MatrixBase > const&, Eigen::MatrixBase > const&, Eigen::MatrixBase > const&, unsigned char const*, int, int, int, std::vector >&, int&, int&, int&); #endif