feat: gl exploded mesh representation
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@@ -3,7 +3,9 @@
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#include <iostream>
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#include <iostream>
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#include "Engine/Operator/AttributeHandle.h"
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#include "Engine/Operator/AttributeHandle.h"
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#include "Engine/Operator/Geometry.h"
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#include "Engine/Operator/Geometry.h"
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#include "Engine/Types.h"
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#include <CGAL/Polygon_mesh_processing/compute_normal.h>
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#include <CGAL/Polygon_mesh_processing/compute_normal.h>
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#include "icecream.hpp"
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@@ -71,20 +73,39 @@ void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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PMP::parameters::vertex_point_map(heMesh.points())
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PMP::parameters::vertex_point_map(heMesh.points())
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);
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);
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std::shared_ptr<enzo::ga::Attribute> PAttr = geometry.getAttribByName(enzo::ga::AttrOwner::POINT, "P");
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enzo::ga::AttributeHandleVector3 PAttrHandle = enzo::ga::AttributeHandleVector3(PAttr);
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auto pointPositions = PAttrHandle.getAllValues();
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for (enzo::geo::V_index v : heMesh.vertices())
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std::shared_ptr<enzo::ga::Attribute> pointAttr = geometry.getAttribByName(enzo::ga::AttrOwner::VERTEX, "point");
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enzo::ga::AttributeHandleInt pointAttrHandle = enzo::ga::AttributeHandleInt(pointAttr);
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auto vertexPointIndices = pointAttrHandle.getAllValues();
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std::shared_ptr<enzo::ga::Attribute> vertexCountAttr = geometry.getAttribByName(enzo::ga::AttrOwner::PRIMITIVE, "vertexCount");
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enzo::ga::AttributeHandleInt vertexCountHandle = enzo::ga::AttributeHandleInt(vertexCountAttr);
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std::vector<int> vertexCounts = vertexCountHandle.getAllValues();
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unsigned int vertexCount = 0;
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for (int primIndx=0; primIndx<vertexCounts.size(); ++primIndx)
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{
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{
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const enzo::geo::Point &p = heMesh.point(v);
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for(int i=0; i< vertexCounts[primIndx]; ++i)
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const enzo::geo::Vector &n = vnormals[v];
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{
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unsigned int pointIndex = vertexPointIndices[vertexCount];
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enzo::bt::Vector3& p = pointPositions[pointIndex];
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IC(vertexCount, pointIndex);
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IC(p.x(), p.y(), p.z());
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vertices.push_back({
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vertices.push_back({
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{ p.x(),
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{ p.x(),
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p.y(),
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p.y(),
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p.z()},
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p.z()},
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{ n.x(),
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{ p.x(),
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n.y(),
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p.y(),
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n.z()}
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p.z()}
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});
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});
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++vertexCount;
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}
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}
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}
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
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@@ -96,28 +117,24 @@ void GLMesh::setIndexBuffer(std::vector<int> pointIndices, std::vector<int> prim
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bind();
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bind();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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indexData.clear();
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indexData.clear();
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std::cout << "index pointIndices\n-------\n";
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size_t startIndex = 1;
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unsigned int startVert = 0;
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// create triangle fan from potentially ngon inputs
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// create triangle fan from potentially ngon inputs
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std::cout << "size: " << primVertexCounts.size() << "\n";
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for(size_t primNum=0; primNum<primVertexCounts.size(); ++primNum)
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for(size_t primNum=0; primNum<primVertexCounts.size(); ++primNum)
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{
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{
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int primVertexCount = primVertexCounts[primNum];
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int primVertexCount = primVertexCounts[primNum];
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std::cout << "startIndex: " << startIndex << "\n";
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std::cout << "prim vertex count: " << primVertexCount << "\n";
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for(size_t pointIndex=startIndex; pointIndex+2<startIndex+primVertexCount; ++pointIndex)
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for(size_t i=0; i<primVertexCount-1; ++i)
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{
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{
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indexData.push_back(pointIndices.at(startIndex-1));
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indexData.push_back(startVert);
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indexData.push_back(pointIndices.at(pointIndex));
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indexData.push_back(startVert+i);
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indexData.push_back(pointIndices.at(pointIndex+1));
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indexData.push_back(startVert+i+1);
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std::cout << pointIndices.at(0) << " " << pointIndices.at(pointIndex) << " " << pointIndices.at(pointIndex+1) << "\n";
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}
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}
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startIndex += primVertexCount;
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startVert += primVertexCount;
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}
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size()*sizeof(GLint), indexData.data(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.size()*sizeof(GLint), indexData.data(), GL_STATIC_DRAW);
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@@ -95,11 +95,12 @@ void ViewportGLWidget::initializeGL()
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void main()
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void main()
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{
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{
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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// FragColor = vec4(Normal, 1.0f);
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vec3 lightDir = normalize(vec3(1.0,1.0,1.0));
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vec3 lightDir = normalize(vec3(1.0,1.0,1.0));
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float brightness = remap(dot(Normal, lightDir), -1, 1, 0.5, 1);
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float brightness = remap(dot(Normal, lightDir), -1, 1, 0.5, 1);
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color = vec4(vec3(brightness), 1.0f);
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color = vec4(vec3(brightness), 1.0f);
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color = vec4(Normal, 1.0f);
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}
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}
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)";
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)";
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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