feat: add cgal and viewport smooth normals
This commit is contained in:
@@ -2,6 +2,8 @@
|
||||
#include <GL/gl.h>
|
||||
#include <iostream>
|
||||
#include "Engine/Operator/AttributeHandle.h"
|
||||
#include "Engine/Operator/Geometry.h"
|
||||
#include <CGAL/Polygon_mesh_processing/compute_normal.h>
|
||||
|
||||
|
||||
|
||||
@@ -55,14 +57,34 @@ void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
vertices.clear();
|
||||
|
||||
std::shared_ptr<enzo::ga::Attribute> PAttr = geometry.getAttribByName(enzo::ga::AttrOwner::POINT, "P");
|
||||
enzo::ga::AttributeHandleVector3 PAttrHandle = enzo::ga::AttributeHandleVector3(PAttr);
|
||||
auto pointPositions = PAttrHandle.getAllValues();
|
||||
enzo::geo::HeMesh heMesh = geometry.computeHalfEdgeMesh();
|
||||
|
||||
for(auto position : pointPositions)
|
||||
// compute mesh normals
|
||||
auto vnormals = heMesh.add_property_map<enzo::geo::V_index, enzo::geo::Vector>("v:normals", CGAL::NULL_VECTOR).first;
|
||||
auto fnormals = heMesh.add_property_map<enzo::geo::F_index, enzo::geo::Vector>("f:normals", CGAL::NULL_VECTOR).first;
|
||||
namespace PMP = CGAL::Polygon_mesh_processing;
|
||||
|
||||
PMP::compute_normals(
|
||||
heMesh,
|
||||
vnormals,
|
||||
fnormals,
|
||||
PMP::parameters::vertex_point_map(heMesh.points())
|
||||
);
|
||||
|
||||
|
||||
for (enzo::geo::V_index v : heMesh.vertices())
|
||||
{
|
||||
vertices.push_back({{position.x(), position.y(), position.z()}, {position.x(), position.y(), position.z()}});
|
||||
std::cout << position.x() << " " << position.y() << " " << position.z() << "\n";
|
||||
const enzo::geo::Point &p = heMesh.point(v);
|
||||
const enzo::geo::Vector &n = vnormals[v];
|
||||
|
||||
vertices.push_back({
|
||||
{ p.x(),
|
||||
p.y(),
|
||||
p.z()},
|
||||
{ n.x(),
|
||||
n.y(),
|
||||
n.z()}
|
||||
});
|
||||
}
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
@@ -85,12 +85,21 @@ void ViewportGLWidget::initializeGL()
|
||||
#version 330 core
|
||||
in vec3 Normal;
|
||||
|
||||
out vec4 FragColor;
|
||||
out vec4 color;
|
||||
|
||||
float remap(float value, float inMin, float inMax, float outMin, float outMax)
|
||||
{
|
||||
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
||||
FragColor = vec4(Normal, 1.0f);
|
||||
// FragColor = vec4(Normal, 1.0f);
|
||||
vec3 lightDir = normalize(vec3(1.0,1.0,1.0));
|
||||
float brightness = remap(dot(Normal, lightDir), -1, 1, 0.5, 1);
|
||||
color = vec4(vec3(brightness), 1.0f);
|
||||
|
||||
}
|
||||
)";
|
||||
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
Reference in New Issue
Block a user