// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo // // 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 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); // 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); 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); glDeleteTextures(1, &vbo_tex); } } 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, 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, 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::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::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; out vec4 outColor; void main() { 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 = max (dot_prod, 0.0); 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) * max (dot_prod_specular, 0.0); 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); } )"; init_buffers(); 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); } 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_buffers(); } }