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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
//
// 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();
}
}