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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/. | |
| 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; | |
| void main() | |
| { | |
| position_eye = vec3 (view * vec4 (position, 1.0)); | |
| normal_eye = vec3 (normal_matrix * vec4 (normal, 0.0)); | |
| normal_eye = normalize(normal_eye); | |
| gl_Position = proj * vec4 (position_eye, 1.0); //proj * view * vec4(position, 1.0);" | |
| Kai = Ka; | |
| Kdi = Kd; | |
| Ksi = Ks; | |
| texcoordi = texcoord; | |
| } | |
| )"; | |
| 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 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; | |
| out vec4 outColor; | |
| void main() | |
| { | |
| if(matcap_factor == 1.0f) | |
| { | |
| vec2 uv = normalize(normal_eye).xy * 0.5 + 0.5; | |
| outColor = texture(tex, uv); | |
| }else | |
| { | |
| vec3 Ia = La * vec3(Kai); // ambient intensity | |
| vec3 vector_to_light_eye = light_position_eye - position_eye; | |
| vec3 direction_to_light_eye = normalize (vector_to_light_eye); | |
| 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(lighting_factor * (Is + Id) + Ia + (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(); | |
| } | |
| } | |