cgal/Alpha_shapes_3/demo/Alpha_shapes_3/Viewer.cpp

390 lines
11 KiB
C++

#include "Viewer.h"
#include <vector>
#include <CGAL/bounding_box.h>
#include <QGLViewer/vec.h>
#include "CGAL/Qt/CreateOpenGLContext.h"
Viewer::Viewer(QWidget* parent)
: QGLViewer(CGAL::Qt::createOpenGLContext(),parent)
{
are_buffers_initialized = false;
}
void Viewer::compile_shaders()
{
initializeOpenGLFunctions();
if(! buffers[0].create() || !buffers[1].create() || !buffers[2].create() )
{
std::cerr<<"VBO Creation FAILED"<<std::endl;
}
if(!vao[0].create() || !vao[1].create() )
{
std::cerr<<"VAO Creation FAILED"<<std::endl;
}
//Facets
//Vertex source code
const char vertex_source[] =
{
"#version 120 \n"
"attribute highp vec4 vertex;\n"
"attribute highp vec3 normal;\n"
"uniform highp mat4 mvp_matrix;\n"
"uniform highp mat4 mv_matrix; \n"
"varying highp vec4 fP; \n"
"varying highp vec3 fN; \n"
"void main(void)\n"
"{\n"
" fP = mv_matrix * vertex; \n"
" fN = mat3(mv_matrix)* normal; \n"
" gl_Position = mvp_matrix * vertex;\n"
"}"
};
//Fragment source code
const char fragment_source[] =
{
"#version 120 \n"
"varying highp vec4 fP; \n"
"varying highp vec3 fN; \n"
"uniform highp vec4 color; \n"
"uniform vec4 light_pos; \n"
"uniform vec4 light_diff; \n"
"uniform vec4 light_spec; \n"
"uniform vec4 light_amb; \n"
"uniform float spec_power ; \n"
"void main(void) { \n"
" vec3 L = light_pos.xyz - fP.xyz; \n"
" vec3 V = -fP.xyz; \n"
" vec3 N = normalize(fN); \n"
" L = normalize(L); \n"
" V = normalize(V); \n"
" vec3 R = reflect(-L, N); \n"
" vec4 diffuse = abs(dot(N,L)) * light_diff * color; \n"
" vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec; \n"
"gl_FragColor = light_amb*color + diffuse + specular ; \n"
"} \n"
"\n"
};
QOpenGLShader *vertex_shader = new QOpenGLShader(QOpenGLShader::Vertex);
if(!vertex_shader->compileSourceCode(vertex_source))
{
std::cerr<<"Compiling vertex source FAILED"<<std::endl;
}
QOpenGLShader *fragment_shader= new QOpenGLShader(QOpenGLShader::Fragment);
if(!fragment_shader->compileSourceCode(fragment_source))
{
std::cerr<<"Compiling fragmentsource FAILED"<<std::endl;
}
if(!rendering_program.addShader(vertex_shader))
{
std::cerr<<"adding vertex shader FAILED"<<std::endl;
}
if(!rendering_program.addShader(fragment_shader))
{
std::cerr<<"adding fragment shader FAILED"<<std::endl;
}
if(!rendering_program.link())
{
std::cerr<<"linking Program FAILED"<<std::endl;
}
rendering_program.bind();
//Points
//Vertex source code
const char vertex_source_points[] =
{
"#version 120 \n"
"attribute highp vec4 vertex;\n"
"uniform highp mat4 mvp_matrix;\n"
"void main(void)\n"
"{\n"
" gl_Position = mvp_matrix * vertex;\n"
"}"
};
//Vertex source code
const char fragment_source_points[] =
{
"#version 120 \n"
"uniform highp vec4 color; \n"
"void main(void) { \n"
"gl_FragColor = color; \n"
"} \n"
"\n"
};
vertex_shader = new QOpenGLShader(QOpenGLShader::Vertex);
if(!vertex_shader->compileSourceCode(vertex_source_points))
{
std::cerr<<"Compiling vertex source FAILED"<<std::endl;
}
fragment_shader= new QOpenGLShader(QOpenGLShader::Fragment);
if(!fragment_shader->compileSourceCode(fragment_source_points))
{
std::cerr<<"Compiling fragmentsource FAILED"<<std::endl;
}
if(!rendering_program_points.addShader(vertex_shader))
{
std::cerr<<"adding vertex shader FAILED"<<std::endl;
}
if(!rendering_program_points.addShader(fragment_shader))
{
std::cerr<<"adding fragment shader FAILED"<<std::endl;
}
if(!rendering_program_points.link())
{
std::cerr<<"linking Program FAILED"<<std::endl;
}
rendering_program_points.bind();
}
void Viewer::initialize_buffers()
{
vao[0].bind();
buffers[0].bind();
buffers[0].allocate(pos_poly.data(),
static_cast<int>(pos_poly.size()*sizeof(float)));
poly_vertexLocation = rendering_program.attributeLocation("vertex");
rendering_program.bind();
rendering_program.enableAttributeArray(poly_vertexLocation);
rendering_program.setAttributeBuffer(poly_vertexLocation,GL_FLOAT,0,3);
buffers[0].release();
buffers[1].bind();
buffers[1].allocate(normals.data(),
static_cast<int>(normals.size()*sizeof(float)));
normalsLocation = rendering_program.attributeLocation("normal");
rendering_program.bind();
rendering_program.enableAttributeArray(normalsLocation);
rendering_program.setAttributeBuffer(normalsLocation,GL_FLOAT,0,3);
buffers[1].release();
rendering_program.release();
vao[0].release();
vao[1].bind();
buffers[2].bind();
buffers[2].allocate(pos_points.data(),
static_cast<int>(pos_points.size()*sizeof(float)));
points_vertexLocation = rendering_program_points.attributeLocation("vertex");
rendering_program_points.bind();
rendering_program_points.enableAttributeArray(points_vertexLocation);
rendering_program_points.setAttributeBuffer(points_vertexLocation,GL_FLOAT,0,3);
buffers[2].release();
rendering_program_points.release();
vao[0].release();
are_buffers_initialized = true;
}
void Viewer::attrib_buffers(QGLViewer* viewer)
{
QMatrix4x4 mvpMatrix;
QMatrix4x4 mvMatrix;
double mat[16];
viewer->camera()->getModelViewProjectionMatrix(mat);
for(int i=0; i < 16; i++)
{
mvpMatrix.data()[i] = (float)mat[i];
}
viewer->camera()->getModelViewMatrix(mat);
for(int i=0; i < 16; i++)
{
mvMatrix.data()[i] = (float)mat[i];
}
// define material
QVector4D ambient(0.25f, 0.20725f, 0.20725f, 0.922f);
QVector4D diffuse( 1.0f,
0.829f,
0.829f,
0.922f );
QVector4D specular( 0.6f,
0.6f,
0.6f,
1.0f );
QVector4D position(0.0f,0.0f,1.0f,1.0f );
GLfloat shininess = 11.264f;
rendering_program.bind();
mvpLocation = rendering_program.uniformLocation("mvp_matrix");
mvLocation = rendering_program.uniformLocation("mv_matrix");
colorLocation = rendering_program.uniformLocation("color");
lightLocation[0] = rendering_program.uniformLocation("light_pos");
lightLocation[1] = rendering_program.uniformLocation("light_diff");
lightLocation[2] = rendering_program.uniformLocation("light_spec");
lightLocation[3] = rendering_program.uniformLocation("light_amb");
lightLocation[4] = rendering_program.uniformLocation("spec_power");
rendering_program.setUniformValue(lightLocation[0], position);
rendering_program.setUniformValue(lightLocation[1], diffuse);
rendering_program.setUniformValue(lightLocation[2], specular);
rendering_program.setUniformValue(lightLocation[3], ambient);
rendering_program.setUniformValue(lightLocation[4], shininess);
rendering_program.setUniformValue(mvpLocation, mvpMatrix);
rendering_program.setUniformValue(mvLocation, mvMatrix);
rendering_program.release();
rendering_program_points.bind();
mvpLocation_points = rendering_program_points.uniformLocation("mvp_matrix");
colorLocation_points = rendering_program_points.uniformLocation("color");
rendering_program_points.setUniformValue(mvpLocation_points, mvpMatrix);
rendering_program_points.release();
}
void Viewer::initializeGL()
{
QGLViewer::initializeGL();
compile_shaders();
}
void
Viewer::sceneChanged()
{
Iso_cuboid_3 bb = CGAL::bounding_box(scene->points.begin(), scene->points.end());
this->camera()->setSceneBoundingBox(qglviewer::Vec(bb.xmin(), bb.ymin(), bb.zmin()),
qglviewer::Vec(bb.xmax(),
bb.ymax(),
bb.zmax()));
this->showEntireScene();
}
void Viewer::compute_elements()
{
normals.resize(0);
pos_points.resize(0);
pos_poly.resize(0);
for(std::list<Point_3>::iterator it = scene->points.begin();
it != scene->points.end();
++it){
pos_points.push_back(it->x()); pos_points.push_back(it->y()); pos_points.push_back(it->z());
}
std::list<Facet> facets;
scene->alpha_shape.get_alpha_shape_facets(std::back_inserter(facets), Alpha_shape_3::REGULAR);
for(std::list<Facet>::iterator fit = facets.begin();
fit != facets.end();
++fit) {
const Cell_handle& ch = fit->first;
const int index = fit->second;
//const Vector_3& n = ch->normal(index); // must be unit vector
const Point_3& a = ch->vertex((index+1)&3)->point();
const Point_3& b = ch->vertex((index+2)&3)->point();
const Point_3& c = ch->vertex((index+3)&3)->point();
Vector_3 v = CGAL::unit_normal(a,b,c);
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
pos_poly.push_back(a.x()); pos_poly.push_back(a.y()); pos_poly.push_back(a.z());
pos_poly.push_back(b.x()); pos_poly.push_back(b.y()); pos_poly.push_back(b.z());
pos_poly.push_back(c.x()); pos_poly.push_back(c.y()); pos_poly.push_back(c.z());
}
}
void
Viewer::draw()
{
glEnable(GL_DEPTH_TEST);
if(!are_buffers_initialized)
initialize_buffers();
QColor color;
//points
vao[1].bind();
attrib_buffers(this);
rendering_program_points.bind();
color.setRgbF(1.0f, 0.0f, 0.0f);
glPointSize(5);
glEnable(GL_POINT_SMOOTH);
rendering_program_points.setUniformValue(colorLocation_points, color);
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(pos_points.size()/3));
rendering_program_points.release();
vao[1].release();
//facets
vao[0].bind();
attrib_buffers(this);
rendering_program.bind();
color.setRgbF(0.5f, 1.0f, 0.5f);
rendering_program.setUniformValue(colorLocation, color);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(pos_poly.size()/3));
rendering_program.release();
vao[0].release();
}
void Viewer::alphaChanged()
{
normals.resize(0);
pos_poly.resize(0);
std::list<Facet> facets;
scene->alpha_shape.get_alpha_shape_facets(std::back_inserter(facets), Alpha_shape_3::REGULAR);
for(std::list<Facet>::iterator fit = facets.begin();
fit != facets.end();
++fit) {
const Cell_handle& ch = fit->first;
const int index = fit->second;
//const Vector_3& n = ch->normal(index); // must be unit vector
const Point_3& a = ch->vertex((index+1)&3)->point();
const Point_3& b = ch->vertex((index+2)&3)->point();
const Point_3& c = ch->vertex((index+3)&3)->point();
Vector_3 v = CGAL::unit_normal(a,b,c);
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
normals.push_back(v.x()); normals.push_back(v.y()); normals.push_back(v.z());
pos_poly.push_back(a.x()); pos_poly.push_back(a.y()); pos_poly.push_back(a.z());
pos_poly.push_back(b.x()); pos_poly.push_back(b.y()); pos_poly.push_back(b.z());
pos_poly.push_back(c.x()); pos_poly.push_back(c.y()); pos_poly.push_back(c.z());
}
initialize_buffers();
}