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/*
Copyright (c) 2017,2018 Regents of the University of Minnesota.
All Rights Reserved.
See corresponding header file for details.
*/
#include "mesh.h"
#include "matrix4.h"
#include "opengl_headers.h"
#include <sstream>
#include <fstream>
namespace mingfx {
#define MAX_TEX_ATTRIBS 5
Mesh::Mesh() : gpu_dirty_(true), vertex_buffer_(0), vertex_array_(0), element_buffer_(0), bvh_dirty_(true) {
}
Mesh::Mesh(const Mesh &other) {
verts_ = other.verts_;
norms_ = other.norms_;
colors_ = other.colors_;
tex_coords_ = other.tex_coords_;
indices_ = other.indices_;
gpu_dirty_ = true;
bvh_dirty_ = true;
}
Mesh::~Mesh() {
}
int Mesh::AddTriangle(Point3 v1, Point3 v2, Point3 v3) {
gpu_dirty_ = true;
bvh_dirty_ = true;
verts_.push_back(v1[0]);
verts_.push_back(v1[1]);
verts_.push_back(v1[2]);
verts_.push_back(v2[0]);
verts_.push_back(v2[1]);
verts_.push_back(v2[2]);
verts_.push_back(v3[0]);
verts_.push_back(v3[1]);
verts_.push_back(v3[2]);
return num_triangles()-1;
}
void Mesh::UpdateTriangle(int triangle_id, Point3 v1, Point3 v2, Point3 v3) {
gpu_dirty_ = true;
bvh_dirty_ = true;
int index = triangle_id * 9;
verts_[(size_t)index + 0] = v1[0];
verts_[(size_t)index + 1] = v1[1];
verts_[(size_t)index + 2] = v1[2];
verts_[(size_t)index + 3] = v2[0];
verts_[(size_t)index + 4] = v2[1];
verts_[(size_t)index + 5] = v2[2];
verts_[(size_t)index + 6] = v3[0];
verts_[(size_t)index + 7] = v3[1];
verts_[(size_t)index + 8] = v3[2];
}
void Mesh::SetNormals(int triangle_id, Vector3 n1, Vector3 n2, Vector3 n3) {
gpu_dirty_ = true;
if (triangle_id >= num_triangles()) {
std::cerr << "Mesh::SetNormals() -- warning: cannot set normals for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl;
return;
}
int requiredSize = (triangle_id+1)*9;
if (norms_.size() < requiredSize) {
norms_.resize(requiredSize);
}
int index = triangle_id * 9;
norms_[(size_t)index + 0] = n1[0];
norms_[(size_t)index + 1] = n1[1];
norms_[(size_t)index + 2] = n1[2];
norms_[(size_t)index + 3] = n2[0];
norms_[(size_t)index + 4] = n2[1];
norms_[(size_t)index + 5] = n2[2];
norms_[(size_t)index + 6] = n3[0];
norms_[(size_t)index + 7] = n3[1];
norms_[(size_t)index + 8] = n3[2];
}
void Mesh::SetColors(int triangle_id, Color c1, Color c2, Color c3) {
gpu_dirty_ = true;
if (triangle_id >= num_triangles()) {
std::cerr << "Mesh::SetColors() -- warning: cannot set colors for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl;
return;
}
int requiredSize = (triangle_id+1)*12;
if (colors_.size() < requiredSize) {
colors_.resize(requiredSize);
}
int index = triangle_id * 12;
colors_[(size_t)index + 0] = c1[0];
colors_[(size_t)index + 1] = c1[1];
colors_[(size_t)index + 2] = c1[2];
colors_[(size_t)index + 3] = c1[3];
colors_[(size_t)index + 4] = c2[0];
colors_[(size_t)index + 5] = c2[1];
colors_[(size_t)index + 6] = c2[2];
colors_[(size_t)index + 7] = c2[3];
colors_[(size_t)index + 8] = c3[0];
colors_[(size_t)index + 9] = c3[1];
colors_[(size_t)index + 10] = c3[2];
colors_[(size_t)index + 11] = c3[3];
}
void Mesh::SetTexCoords(int triangle_id, int textureUnit, Point2 uv1, Point2 uv2, Point2 uv3) {
gpu_dirty_ = true;
if (triangle_id >= num_triangles()) {
std::cerr << "Mesh::SetTexCoords() -- warning: cannot set texture coordinates for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl;
return;
}
// resize as needed based on the number of textureUnits used
if (tex_coords_.size() < (size_t)textureUnit+1) {
tex_coords_.resize((size_t)textureUnit+1);
}
// resize the textureUnit-specific array based on the number of triangles
int requiredSize = (triangle_id+1)*6;
if (tex_coords_[textureUnit].size() < requiredSize) {
tex_coords_[textureUnit].resize(requiredSize);
}
int index = triangle_id * 6;
tex_coords_[textureUnit][(size_t)index + 0] = uv1[0];
tex_coords_[textureUnit][(size_t)index + 1] = uv1[1];
tex_coords_[textureUnit][(size_t)index + 2] = uv2[0];
tex_coords_[textureUnit][(size_t)index + 3] = uv2[1];
tex_coords_[textureUnit][(size_t)index + 4] = uv3[0];
tex_coords_[textureUnit][(size_t)index + 5] = uv3[1];
}
void Mesh::SetVertices(const std::vector<Point3> &verts) {
gpu_dirty_ = true;
bvh_dirty_ = true;
verts_.clear();
for (int i=0; i<verts.size(); i++) {
verts_.push_back(verts[i][0]);
verts_.push_back(verts[i][1]);
verts_.push_back(verts[i][2]);
}
}
void Mesh::SetNormals(const std::vector<Vector3> &norms) {
gpu_dirty_ = true;
norms_.clear();
for (int i=0; i<norms.size(); i++) {
norms_.push_back(norms[i][0]);
norms_.push_back(norms[i][1]);
norms_.push_back(norms[i][2]);
}
}
void Mesh::SetColors(const std::vector<Color> &colors) {
gpu_dirty_ = true;
colors_.clear();
for (int i=0; i<colors.size(); i++) {
colors_.push_back(colors[i][0]);
colors_.push_back(colors[i][1]);
colors_.push_back(colors[i][2]);
colors_.push_back(colors[i][3]);
}
}
void Mesh::SetTexCoords(int texture_unit, const std::vector<Point2> &tex_coords) {
gpu_dirty_ = true;
// resize as needed based on the number of textureUnits used
if (tex_coords_.size() < (size_t)texture_unit+1) {
tex_coords_.resize((size_t)texture_unit+1);
}
tex_coords_[texture_unit].clear();
for (int i=0; i<tex_coords.size(); i++) {
tex_coords_[texture_unit].push_back(tex_coords[i][0]);
tex_coords_[texture_unit].push_back(tex_coords[i][1]);
}
}
void Mesh::SetIndices(const std::vector<unsigned int> indices) {
gpu_dirty_ = true;
bvh_dirty_ = true;
indices_.clear();
for (int i=0; i<indices.size(); i++) {
indices_.push_back(indices[i]);
}
}
void Mesh::SetInstanceTransforms(const std::vector<Matrix4> &xforms) {
gpu_dirty_ = true;
instance_xforms_.clear();
for (int i=0; i<xforms.size(); i++) {
for (int j=0; j<16; j++) {
std::cout << xforms[i][j] << std::endl;
instance_xforms_.push_back(xforms[i][j]);
}
}
}
void Mesh::SetVertices(float *vertsArray, int numVerts) {
gpu_dirty_ = true;
bvh_dirty_ = true;
verts_.clear();
int numFloats = numVerts * 3;
for (int i=0; i<numFloats; i++) {
verts_.push_back(vertsArray[i]);
}
}
void Mesh::SetNormals(float *normsArray, int numNorms) {
gpu_dirty_ = true;
norms_.clear();
int numFloats = numNorms * 3;
for (int i=0; i<numFloats; i++) {
norms_.push_back(normsArray[i]);
}
}
void Mesh::SetColors(float *colorsArray, int numColors) {
gpu_dirty_ = true;
colors_.clear();
int numFloats = numColors * 4;
for (int i=0; i<numFloats; i++) {
colors_.push_back(colorsArray[i]);
}
}
void Mesh::SetTexCoords(int textureUnit, float *texCoordsArray, int numTexCoords) {
gpu_dirty_ = true;
// resize as needed based on the number of textureUnits used
if (tex_coords_.size() < (size_t)textureUnit+1) {
tex_coords_.resize((size_t)textureUnit+1);
}
tex_coords_[textureUnit].clear();
int numFloats = numTexCoords * 2;
for (int i=0; i<numFloats; i++) {
tex_coords_[textureUnit].push_back(texCoordsArray[i]);
}
}
void Mesh::SetIndices(unsigned int *indexArray, int numIndices) {
gpu_dirty_ = true;
bvh_dirty_ = true;
indices_.clear();
for (int i=0; i<numIndices; i++) {
indices_.push_back(indexArray[i]);
}
}
void Mesh::UpdateGPUMemory() {
if (gpu_dirty_) {
// sanity check -- for each attribute that is added (normals, colors, texcoords)
// make sure the number of triangles is equal to the number of tris in the verts
// array.
if ((norms_.size() != 0) && (norms_.size() / 3 != num_vertices())) {
std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex normals in the mesh is not equal to the number vertices in the mesh. (N = " << norms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl;
}
if ((colors_.size() != 0) && (colors_.size() / 4 != num_vertices())) {
std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex colors in the mesh is not equal to the number vertices in the mesh. (C = " << colors_.size() / 4 << ", V = " << num_vertices() << ")" << std::endl;
}
for (int i = 0; i < tex_coords_.size(); i++) {
if ((tex_coords_[i].size() != 0) && (tex_coords_[i].size() / 2 != num_vertices())) {
std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex texture coordinates (for texture unit #" << i << ") is not equal to the number vertices in the mesh. (UVs = " << tex_coords_[i].size() / 2 << ", V = " << num_vertices() << ")" << std::endl;
}
}
GLsizeiptr totalMemSize = 0;
GLsizeiptr vertsMemSize = verts_.size() * sizeof(float);
GLsizeiptr vertsMemOffset = 0;
totalMemSize += vertsMemSize;
GLsizeiptr normsMemSize = norms_.size() * sizeof(float);
GLsizeiptr normsMemOffset = totalMemSize;
totalMemSize += normsMemSize;
GLsizeiptr colorsMemSize = colors_.size() * sizeof(float);
GLsizeiptr colorsMemOffset = totalMemSize;
totalMemSize += colorsMemSize;
std::vector<GLsizeiptr> texCoordsMemSize;
std::vector<GLsizeiptr> texCoordsMemOffset;
for (int i = 0; i < std::min((int)tex_coords_.size(),(int)MAX_TEX_ATTRIBS); i++) {
texCoordsMemSize.push_back(tex_coords_[i].size() * sizeof(float));
texCoordsMemOffset.push_back(totalMemSize);
totalMemSize += texCoordsMemSize[i];
}
GLsizeiptr instanceXformsMemSize = instance_xforms_.size() * sizeof(float);
GLsizeiptr instanceXformsMemOffset = totalMemSize;
totalMemSize += instanceXformsMemSize;
glGenBuffers(1, &vertex_buffer_);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
glBufferData(GL_ARRAY_BUFFER, totalMemSize, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, vertsMemOffset, vertsMemSize, &verts_[0]);
if (norms_.size() > 0) {
glBufferSubData(GL_ARRAY_BUFFER, normsMemOffset, normsMemSize, &norms_[0]);
}
if (colors_.size() > 0) {
glBufferSubData(GL_ARRAY_BUFFER, colorsMemOffset, colorsMemSize, &colors_[0]);
}
for (int i=0; i<tex_coords_.size(); i++) {
glBufferSubData(GL_ARRAY_BUFFER, texCoordsMemOffset[i], texCoordsMemSize[i], &(tex_coords_[i][0]));
}
if (instance_xforms_.size() > 0) {
glBufferSubData(GL_ARRAY_BUFFER, instanceXformsMemOffset, instanceXformsMemSize, &instance_xforms_[0]);
}
glGenVertexArrays(1, &vertex_array_);
glBindVertexArray(vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
// attribute 0 = vertices (required)
int attribID = 0;
int nComponents = 3;
glEnableVertexAttribArray(attribID);
glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + vertsMemOffset);
// attribute 1 = normals (optional)
attribID = 1;
if (norms_.size()) {
nComponents = 3;
glEnableVertexAttribArray(attribID);
glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + normsMemOffset);
}
else {
glDisableVertexAttribArray(attribID);
}
// attribute 2 = colors (optional)
attribID = 2;
if (colors_.size()) {
nComponents = 4;
glEnableVertexAttribArray(attribID);
glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + colorsMemOffset);
}
else {
glDisableVertexAttribArray(attribID);
}
// attribute(s) 3 to 7 = texture coordinates (optional)
nComponents = 2;
for (int i=0; i<std::min((int)tex_coords_.size(),(int)MAX_TEX_ATTRIBS); i++) {
attribID = 3+i;
if (tex_coords_[i].size()) {
glEnableVertexAttribArray(attribID);
glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + texCoordsMemOffset[i]);
}
else {
glDisableVertexAttribArray(attribID);
}
}
// attribute 8-11 (takes 4 vec4 attribs to represent a single mat4) = instance transform matrices (optional)
attribID = 8;
if (instance_xforms_.size()) {
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 4*sizeof(GLfloat));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10);
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 8*sizeof(GLfloat));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11);
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 12*sizeof(GLfloat));
glVertexAttribDivisor(11, 1);
}
else {
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
glDisableVertexAttribArray(10);
glDisableVertexAttribArray(11);
}
glBindVertexArray(0);
if (indices_.size()) {
glGenBuffers(1, &element_buffer_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned int), &indices_[0], GL_STATIC_DRAW);
}
gpu_dirty_ = false;
}
}
void Mesh::BuildBVH() {
bvh_.CreateFromMesh(*this);
bvh_dirty_ = false;
}
BVH* Mesh::bvh_ptr() {
if (bvh_dirty_) {
BuildBVH();
}
return &bvh_;
}
void Mesh::Draw() {
if (gpu_dirty_) {
UpdateGPUMemory();
}
// set defaults to pass to shaders any for optional attribs
glVertexAttrib3f(1, 0.0, 0.0, 1.0); // normal = +Z
glVertexAttrib4f(2, 1.0, 1.0, 1.0, 1.0); // color = opaque white
glVertexAttrib2f(3, 0.0, 0.0); // uv = 0,0 for texture unit 0
glVertexAttrib2f(4, 0.0, 0.0); // uv = 0,0 for texture unit 1
glVertexAttrib2f(5, 0.0, 0.0); // uv = 0,0 for texture unit 2
glVertexAttrib2f(6, 0.0, 0.0); // uv = 0,0 for texture unit 3
glVertexAttrib2f(7, 0.0, 0.0); // uv = 0,0 for texture unit 4
glVertexAttrib4f(8, 1.0, 0.0, 0.0, 0.0); // instance transform col 1
glVertexAttrib4f(9, 0.0, 1.0, 0.0, 0.0); // instance transform col 2
glVertexAttrib4f(10, 0.0, 0.0, 1.0, 0.0); // instance transform col 3
glVertexAttrib4f(11, 0.0, 0.0, 0.0, 1.0); // instance transform col 4
glBindVertexArray(vertex_array_);
if (instance_xforms_.size()) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_);
glDrawElementsInstanced(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0, (GLsizei)instance_xforms_.size()/16);
}
else if (indices_.size()) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_);
glDrawElements(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0);
}
else {
glDrawArrays(GL_TRIANGLES, 0, num_vertices());
}
glBindVertexArray(0);
}
int Mesh::num_vertices() const {
return (int)verts_.size()/3;
}
int Mesh::num_triangles() const {
if (indices_.size()) {
return (int)indices_.size()/3;
}
else {
return (int)verts_.size()/9;
}
}
void Mesh::LoadFromOBJ(const std::string &filename) {
std::fstream file(filename.c_str(), std::ios::in);
if (!file) {
std::cerr << "Failed to load " + filename << std::endl;
exit(1);
}
// tmp arrays
std::vector<Point3> vertices;
std::vector<Vector3> normals;
std::vector<Point2> texCoords;
while (file) {
std::string line;
do
getline(file, line);
while (file && (line.length() == 0 || line[0] == '#'));
std::stringstream linestream(line);
std::string keyword;
linestream >> keyword;
if (keyword == "v") {
Point3 vertex;
linestream >> vertex[0] >> vertex[1] >> vertex[2];
vertices.push_back(vertex);
} else if (keyword == "vn") {
Vector3 normal;
linestream >> normal[0] >> normal[1] >> normal[2];
normals.push_back(normal);
} else if (keyword == "vt") {
Point2 texCoord;
linestream >> texCoord[0] >> texCoord[1];
texCoords.push_back(texCoord);
} else if (keyword == "f") {
std::vector<int> polygon;
std::string word;
while (linestream >> word) {
std::stringstream wstream(word);
int v;
wstream >> v;
polygon.push_back(v-1); // In OBJ files, indices start from 1
}
for (int i = 2; i < polygon.size(); i++) {
//triangles.push_back(ivec3(polygon[0], polygon[i-1], polygon[i]));
int i1 = polygon[0];
int i2 = polygon[(size_t)i-1];
int i3 = polygon[i];
//int t = AddTriangle(vertices[i1], vertices[i2], vertices[i3]);
//if (normals.size()) {
// SetNormals(t, normals[i1], normals[i2], normals[i3]);
//}
//if (texCoords.size()) {
// SetTexCoords(t, 0, texCoords[i1], texCoords[i2], texCoords[i3]);
//}
indices_.push_back(i1);
indices_.push_back(i2);
indices_.push_back(i3);
}
}
}
gpu_dirty_ = true;
std::vector<float> verts, norms, uvs;
for (int i=0;i<vertices.size();i++) {
verts_.push_back(vertices[i][0]);
verts_.push_back(vertices[i][1]);
verts_.push_back(vertices[i][2]);
if (normals.size()) {
norms_.push_back(normals[i][0]);
norms_.push_back(normals[i][1]);
norms_.push_back(normals[i][2]);
}
if (texCoords.size()) {
uvs.push_back(texCoords[i][0]);
uvs.push_back(texCoords[i][1]);
}
}
if (uvs.size()) {
tex_coords_.push_back(uvs);
}
}
Point3 Mesh::read_vertex_data(int i) const {
return Point3(verts_[(size_t)3*i], verts_[(size_t)3*i+1], verts_[(size_t)3*i+2]);
}
Vector3 Mesh::read_normal_data(int i) const {
return Vector3(norms_[(size_t)3*i], norms_[(size_t)3*i+1], norms_[(size_t)3*i+2]);
}
Color Mesh::read_color_data(int i) const {
return Color(colors_[(size_t)4*i], colors_[(size_t)4*i+1], colors_[(size_t)4*i+2], colors_[(size_t)4*i+3]);
}
Point2 Mesh::read_tex_coords_data(int textureUnit, int i) const {
return Point2(tex_coords_[textureUnit][(size_t)2*i], tex_coords_[textureUnit][(size_t)2*i+1]);
}
std::vector<unsigned int> Mesh::read_triangle_indices_data(int triangle_id) const {
std::vector<unsigned int> tri;
int i = 3*triangle_id;
if (indices_.size()) {
// indexed faces mode
tri.push_back(indices_[(size_t)i+0]);
tri.push_back(indices_[(size_t)i+1]);
tri.push_back(indices_[(size_t)i+2]);
}
else {
// ordered faces mode
tri.push_back(i);
tri.push_back(i+1);
tri.push_back(i+2);
}
return tri;
}
void Mesh::CalcPerFaceNormals() {
std::vector<Vector3> norms(num_vertices());
for (int i=0; i<num_triangles(); i++) {
std::vector<unsigned int> indices = read_triangle_indices_data(i);
Point3 a = read_vertex_data(indices[0]);
Point3 b = read_vertex_data(indices[1]);
Point3 c = read_vertex_data(indices[2]);
Vector3 n = Vector3::Cross(b-a, c-a).ToUnit();
norms[indices[0]] = n;
norms[indices[1]] = n;
norms[indices[2]] = n;
}
SetNormals(norms);
}
void Mesh::CalcPerVertexNormals() {
std::vector<Vector3> norms(num_vertices());
for (int i=0; i<num_triangles(); i++) {
std::vector<unsigned int> indices = read_triangle_indices_data(i);
Point3 a = read_vertex_data(indices[0]);
Point3 b = read_vertex_data(indices[1]);
Point3 c = read_vertex_data(indices[2]);
Vector3 n = Vector3::Cross(b-a, c-a);
norms[indices[0]] = norms[indices[0]] + n;
norms[indices[1]] = norms[indices[1]] + n;
norms[indices[2]] = norms[indices[2]] + n;
}
for (int i=0; i<norms.size(); i++) {
norms[i] = norms[i].ToUnit();
}
SetNormals(norms);
}
} // end namespace
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