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