165 lines
4.0 KiB
C++
165 lines
4.0 KiB
C++
#include "Gui/Viewport/GLMesh.h"
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#include <GL/gl.h>
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#include <iostream>
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#include "Engine/Operator/AttributeHandle.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 "icecream.hpp"
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GLMesh::GLMesh()
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{
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initializeOpenGLFunctions();
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init();
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}
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void GLMesh::init()
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{
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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initBuffers();
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// store data in the buffer
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// glBufferData(GL_ARRAY_BUFFER, vertexPosData.size()*sizeof(GLfloat), vertexPosData.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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// unbind vertex array
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glBindVertexArray(0);
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}
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void GLMesh::initBuffers()
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{
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// create buffer of vertices
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glGenBuffers(1, &vertexBuffer);
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// set purpose
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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// gives the shader a way to read buffer data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// read normal
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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// disable vertex attrib array
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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}
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void GLMesh::setPosBuffer(enzo::geo::Geometry& geometry)
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{
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bind();
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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const size_t numPrims = geometry.getNumPrims();
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vertices.resize(geometry.getNumVerts());
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for (int primOffset=0; primOffset<numPrims; ++primOffset)
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{
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const unsigned int primStartVert = geometry.getPrimStartVertex(primOffset);
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auto faceIndex = primOffset;
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int faceVertCnt = geometry.getPrimVertCount(primOffset);
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enzo::bt::Vector3 n;
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// compute normal
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if(faceVertCnt>=3)
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{
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const unsigned v1 = primStartVert;
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const unsigned v2 = primStartVert + 1;
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const unsigned v3 = primStartVert + 2;
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const enzo::bt::Vector3 pos1 = geometry.getPosFromVert(v1);
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const enzo::bt::Vector3 pos2 = geometry.getPosFromVert(v2);
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const enzo::bt::Vector3 pos3 = geometry.getPosFromVert(v3);
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enzo::bt::Vector3 tang1 = (pos2-pos1);
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enzo::bt::Vector3 tang2 = (pos3-pos1);
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tang1.normalize();
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tang2.normalize();
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n = tang1.cross(tang2);
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}
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for(int i=0; i< faceVertCnt; ++i)
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{
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const unsigned int vertexCount = primStartVert+i;
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enzo::bt::Vector3 p = geometry.getPosFromVert(vertexCount);
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vertices[vertexCount] ={
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{ p.x(),
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p.y(),
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p.z()},
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{ n.x(),
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n.y(),
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n.z()}
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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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unbind();
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}
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void GLMesh::setIndexBuffer(std::vector<int> pointIndices, std::vector<int> primVertexCounts)
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{
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bind();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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indexData.clear();
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unsigned int startVert = 0;
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// create triangle fan from potentially ngon inputs
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for(size_t primNum=0; primNum<primVertexCounts.size(); ++primNum)
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{
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int primVertexCount = primVertexCounts[primNum];
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for(size_t i=1; i<primVertexCount-1; ++i)
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{
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indexData.push_back(startVert);
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indexData.push_back(startVert+i);
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indexData.push_back(startVert+i+1);
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}
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startVert += primVertexCount;
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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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unbind();
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}
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void GLMesh::bind()
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{
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glBindVertexArray(vao);
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}
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void GLMesh::unbind()
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{
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glBindVertexArray(0);
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}
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void GLMesh::draw()
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{
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bind();
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// wireframe
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// glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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glDrawElements(GL_TRIANGLES, indexData.size(), GL_UNSIGNED_INT, 0);
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}
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