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opengltools.cpp
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229 lines (208 loc) · 8.1 KB
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#include <iostream>
#include "opengltools.h"
#include <miscutils/fsutils.h>
#include <unsupported/Eigen/OpenGLSupport>
using namespace std;
using namespace Eigen;
void GLMeshInitBuffers(GLMeshData &data)
{
// init buffers for meshes
glGenVertexArraysOES(1, &data.VAO);
glGenBuffers(1, &data.VBO_V);
glGenBuffers(1, &data.VBO_N);
glGenBuffers(1, &data.VBO_T);
glGenBuffers(1, &data.VBO_C);
glGenBuffers(1, &data.VBO_PARTID);
glGenBuffers(1, &data.VBO_F);
}
void GLMeshFillBuffers(GLuint program, GLMeshData &data, const MatrixXd &V, const MatrixXi &F, const MatrixXd &N, const MatrixXd &T, const MatrixXd &C, const MatrixXi &PARTID)
{
// convert input matrices for usage in OpenGL
data.V_converted = V.cast<float>();
data.F_converted = F.cast<unsigned int>();
data.N_converted = N.cast<float>();
data.T_converted = T.cast<float>();
data.C_converted = C.cast<float>();
data.PARTID_converted = PARTID.cast<int>();
// fill buffers
glBindVertexArrayOES(data.VAO);
// position
GLint id;
glBindBuffer(GL_ARRAY_BUFFER, data.VBO_V);
glBufferData(GL_ARRAY_BUFFER, data.V_converted.size() * sizeof(float), data.V_converted.data(), GL_DYNAMIC_DRAW);
id = glGetAttribLocation(program, "position");
glVertexAttribPointer(id, data.V_converted.cols(), GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(id);
// normal
if (N.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, data.VBO_N);
glBufferData(GL_ARRAY_BUFFER, data.N_converted.size() * sizeof(float), data.N_converted.data(), GL_DYNAMIC_DRAW);
id = glGetAttribLocation(program, "normal");
glVertexAttribPointer(id, data.N_converted.cols(), GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(id);
}
// texture coords
if (T.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, data.VBO_T);
glBufferData(GL_ARRAY_BUFFER, data.T_converted.size() * sizeof(float), data.T_converted.data(), GL_DYNAMIC_DRAW);
id = glGetAttribLocation(program, "texCoord");
glVertexAttribPointer(id, data.T_converted.cols(), GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(id);
}
// color
if (C.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, data.VBO_C);
glBufferData(GL_ARRAY_BUFFER, data.C_converted.size() * sizeof(float), data.C_converted.data(), GL_DYNAMIC_DRAW);
id = glGetAttribLocation(program, "color");
glVertexAttribPointer(id, data.C_converted.cols(), GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(id);
}
// faces
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.VBO_F);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.F_converted.size() * sizeof(unsigned int), data.F_converted.data(), GL_DYNAMIC_DRAW);
}
void GLMeshDestroyBuffers(GLMeshData &data)
{
// destroy buffers
glDeleteVertexArrays(1, &data.VAO);
glDeleteBuffers(1, &data.VBO_V);
glDeleteBuffers(1, &data.VBO_N);
glDeleteBuffers(1, &data.VBO_T);
glDeleteBuffers(1, &data.VBO_C);
glDeleteBuffers(1, &data.VBO_PARTID);
glDeleteBuffers(1, &data.VBO_F);
}
void GLMeshDraw(GLMeshData &data, GLuint type)
{
// draw
glBindVertexArrayOES(data.VAO);
if (type == GL_LINES) {
glDrawElements(type, 2*data.F_converted.rows(), GL_UNSIGNED_INT, 0);
} else {
glDrawElements(type, 3*data.F_converted.rows(), GL_UNSIGNED_INT, 0);
}
}
void rasterizeGPUClear()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); // https://stackoverflow.com/questions/17224879/opengl-alpha-blending-issue-blending-ignored-maybe
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void uploadCameraMatrices(GLuint shader, const Eigen::Matrix4d &P, const Eigen::Matrix4d &M, const Eigen::Matrix4d &normalMatrix)
{
glUseProgram(shader);
glUniform(glGetUniformLocation(shader, "view"), M.cast<float>());
glUniform(glGetUniformLocation(shader, "proj"), P.cast<float>());
glUniform(glGetUniformLocation(shader, "normalMatrix"), normalMatrix.cast<float>());
}
GLuint loadShaders(const char *vertexShaderSrc, const char *fragmentShaderSrc){
// create shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// compile vertex shader and check its status
glShaderSource(vertexShader, 1, &vertexShaderSrc, NULL);
glCompileShader(vertexShader);
auto checkCompileStatus = [](const string &prefix, GLuint shader) {
GLint res = GL_FALSE;
int length;
glGetShaderiv(shader, GL_COMPILE_STATUS, &res);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
string msg; msg.resize(length+1);
glGetShaderInfoLog(shader, length, NULL, &msg[0]);
fprintf(stderr, "%s%s\n", prefix.c_str(), msg.c_str());
}
};
checkCompileStatus("vertex shader error: ", vertexShader);
// compile fragment shader and check its status
glShaderSource(fragmentShader, 1, &fragmentShaderSrc, NULL);
glCompileShader(fragmentShader);
checkCompileStatus("fragment shader error: ", fragmentShader);
// link program and check its status
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint res = GL_FALSE;
int length;
glGetProgramiv(program, GL_LINK_STATUS, &res);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
string msg; msg.resize(length+1);
glGetProgramInfoLog(program, length, NULL, &msg[0]);
fprintf(stderr, "%s%s\n", "program linking error: ", msg.c_str());
}
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
}
GLuint loadShadersFromFile(const std::string &vertexShaderFn, const std::string &fragmentShaderFn)
{
string vertexShaderSrc, fragmentShaderSrc;
bool res = true;
if (!read_entire_file(vertexShaderFn, vertexShaderSrc)) {
cerr << "loadShadersFromFile: Error reading " << vertexShaderFn << endl;
res = false;
}
if (!read_entire_file(fragmentShaderFn, fragmentShaderSrc)) {
cerr << "loadShadersFromFile: Error reading " << fragmentShaderFn << endl;
res = false;
}
if (res) return loadShaders(vertexShaderSrc.c_str(), fragmentShaderSrc.c_str());
else return glCreateProgram();
}
void loadTexturesToGPU(const std::deque<std::string> &fn, std::vector<GLuint> &textureNames)
{
const int num = fn.size();
textureNames.resize(num);
glGenTextures(num, textureNames.data());
fora(i, 0, num) {
glBindTexture(GL_TEXTURE_2D, textureNames[i]);
// set the texture wrapping/filtering options (on the currently bound texture object)
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
Imguc I = Imguc::loadImage(fn[i], -1, 3);
if (!I.isNull()) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, I.w, I.h, 0, GL_RGB, GL_UNSIGNED_BYTE, I.data);
} else {
cerr << "Failed to load texture" << endl;
}
}
}
void loadTextureToGPU(const Imguc &I, GLuint &textureName)
{
glGenTextures(1, &textureName);
glBindTexture(GL_TEXTURE_2D, textureName);
// set the texture wrapping/filtering options (on the currently bound texture object)
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load and generate the texture
if (I.ch < 3) {
cerr << I << endl;
cerr << "Image with at least 3 channels required." << endl;
return;
}
Imguc I2(I.w, I.h, 4, 3);;
if (I.ch == 3) {
// convert RGB to RGBA
fora(y, 0, I.h) fora(x, 0, I.w) {
fora(i, 0, 3) I2(x,y,i) = I(x,y,i);
I2(x,y,3) = 255;
}
} else {
I2 = I;
}
if (!I2.isNull()) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, I2.w, I2.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, I2.data);
}
}