191 lines
5.4 KiB
C++
191 lines
5.4 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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vertices.clear();
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enzo::geo::HeMesh heMesh = geometry.computeHalfEdgeMesh();
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// compute mesh normals
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auto vnormals = heMesh.add_property_map<enzo::geo::V_index, enzo::geo::Vector>("v:normals", CGAL::NULL_VECTOR).first;
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auto fnormals = heMesh.add_property_map<enzo::geo::F_index, enzo::geo::Vector>("f:normals", CGAL::NULL_VECTOR).first;
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namespace PMP = CGAL::Polygon_mesh_processing;
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PMP::compute_normals(
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heMesh,
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vnormals,
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fnormals,
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PMP::parameters::vertex_point_map(heMesh.points())
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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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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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unsigned int primStartVert = 0;
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for (int primIndx=0; primIndx<vertexCounts.size(); ++primIndx)
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{
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auto faceIndex = primIndx;
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int faceVertCnt = vertexCounts[primIndx];
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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 v0 = primStartVert;
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const unsigned v1 = primStartVert + 1;
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const unsigned v2 = primStartVert + 2;
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const enzo::bt::Vector3 pos1 = pointPositions[vertexPointIndices[v0]];
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const enzo::bt::Vector3 pos2 = pointPositions[vertexPointIndices[v1]];
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const enzo::bt::Vector3 pos3 = pointPositions[vertexPointIndices[v2]];
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const enzo::bt::Vector3 tang1 = (pos2-pos1).normalized();
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const enzo::bt::Vector3 tang2 = (pos3-pos1).normalized();
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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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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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{ 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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++vertexCount;
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}
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primStartVert+=faceVertCnt;
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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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