2016-10-28 10:24:17 +00:00

484 lines
17 KiB
C++

/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include <math.h>
#include <stdlib.h>
#include "meshrender.h"
#include <QGLWidget>
#include <QTextStream>
#include "../../meshlab/glarea.h"
using namespace std;
using namespace vcg;
void MeshShaderRenderPlugin::initActionList() {
/*QAction * qaNone = new QAction("None", this);
qaNone->setCheckable(false);
actionList << qaNone;*/
QDir shadersDir = QDir(qApp->applicationDirPath());
#if defined(Q_OS_WIN)
if (shadersDir.dirName() == "debug" || shadersDir.dirName() == "release" || shadersDir.dirName() == "plugins")
shadersDir.cdUp();
#elif defined(Q_OS_MAC)
// if (shadersDir.dirName() == "MacOS") {
for (int i = 0; i < 6; ++i) {
if (shadersDir.exists("shaders")) break;
shadersDir.cdUp();
}
// }
#endif
bool ret = shadersDir.cd("shaders");
if (!ret)
{
QMessageBox::information(0, "MeshLab",
"Unable to find the shaders directory.\n"
"No shaders will be loaded.");
}
qDebug("Shader directory found '%s', and it contains %i gdp files", qPrintable(shadersDir.path()), shadersDir.entryList(QStringList("*.gdp")).size());
QDomDocument doc;
foreach(QString fileName, shadersDir.entryList(QDir::Files)) {
if (fileName.endsWith(".gdp")) {
QFile file(shadersDir.absoluteFilePath(fileName));
if (file.open(QIODevice::ReadOnly)) {
if (doc.setContent(&file)) {
file.close();
QDomElement root = doc.documentElement();
if (root.nodeName() == tr("GLSLang")) {
ShaderInfo si;
QDomElement elem;
//Vertex program filename
elem = root.firstChildElement("VPCount");
if (!elem.isNull()) {
//first child of VPCount is "Filenames"
QDomNode child = elem.firstChild();
if (!child.isNull()) {
//first child of "Filenames" is "Filename0"
child = child.firstChild();
si.vpFile = shadersDir.absoluteFilePath((child.toElement()).attribute("VertexProgram", ""));
}
}
//Fragment program filename
elem = root.firstChildElement("FPCount");
if (!elem.isNull()) {
//first child of FPCount is "Filenames"
QDomNode child = elem.firstChild();
if (!child.isNull()) {
//first child of "Filenames" is "Filename0"
child = child.firstChild();
si.fpFile = shadersDir.absoluteFilePath((child.toElement()).attribute("FragmentProgram", ""));
}
}
//Uniform Variables
elem = root.firstChildElement("UniformVariables");
if (!elem.isNull()) {
QDomNode unif = elem.firstChild();
while (!unif.isNull()) {
UniformVariable uv;
QDomElement unifElem = unif.toElement();
QString unifVarName = unifElem.attribute("Name", "");
uv.type = (unifElem.attribute("Type", "")).toInt();
uv.widget = (unifElem.attribute("Widget", "")).toInt();
uv.min = (unifElem.attribute("Min", "")).toFloat();
uv.max = (unifElem.attribute("Max", "")).toFloat();
uv.step = (unifElem.attribute("Step", "")).toFloat();
QDomNode unifElemValue = unifElem.firstChild();
if (!unifElemValue.isNull()) {
switch (uv.type)
{
case SINGLE_INT:
{
uv.ival[0] = unifElemValue.toElement().attribute("Value0", 0).toInt();
} break;
case SINGLE_FLOAT:
{
uv.fval[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat();
} break;
case ARRAY_2_FLOAT:
{
uv.fval[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat();
uv.fval[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat();
} break;
case ARRAY_3_FLOAT:
{
uv.fval[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat();
uv.fval[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat();
uv.fval[2] = unifElemValue.toElement().attribute("Value2", 0).toFloat();
} break;
case ARRAY_4_FLOAT:
{
uv.fval[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat();
uv.fval[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat();
uv.fval[2] = unifElemValue.toElement().attribute("Value2", 0).toFloat();
uv.fval[3] = unifElemValue.toElement().attribute("Value3", 0).toFloat();
} break;
default:
{
} break;
}
si.uniformVars[unifVarName] = uv;
}
unif = unif.nextSibling();
}
}
//OpenGL Status
elem = root.firstChildElement("FragmentProcessor");
if (!elem.isNull()) {
if (elem.hasAttribute("Shade")) si.glStatus[SHADE] = elem.attribute("Shade", "0");
if (elem.hasAttribute("AlphaTest")) si.glStatus[ALPHA_TEST] = elem.attribute("AlphaTest", "False");
if (elem.hasAttribute("AlphaFunc")) si.glStatus[ALPHA_FUNC] = elem.attribute("AlphaFunc", "0");
if (elem.hasAttribute("AlphaClamp")) si.glStatus[ALPHA_CLAMP] = elem.attribute("AlphaClamp", "0");
if (elem.hasAttribute("Blending")) si.glStatus[BLENDING] = elem.attribute("Blending", "False");
if (elem.hasAttribute("BlendFuncSRC")) si.glStatus[BLEND_FUNC_SRC] = elem.attribute("BlendFuncSRC", "0");
if (elem.hasAttribute("BlendFuncDST")) si.glStatus[BLEND_FUNC_DST] = elem.attribute("BlendFuncDST", "0");
if (elem.hasAttribute("BlendEquation")) si.glStatus[BLEND_EQUATION] = elem.attribute("BlendEquation", "0");
if (elem.hasAttribute("DepthTest")) si.glStatus[DEPTH_TEST] = elem.attribute("DepthTest", "False");
if (elem.hasAttribute("DepthFunc")) si.glStatus[DEPTH_FUNC] = elem.attribute("DepthFunc", "0");
if (elem.hasAttribute("ClampNear")) si.glStatus[CLAMP_NEAR] = elem.attribute("ClampNear", "0");
if (elem.hasAttribute("ClampFar")) si.glStatus[CLAMP_FAR] = elem.attribute("ClampFar", "0");
if (elem.hasAttribute("ClearColorR")) si.glStatus[CLEAR_COLOR_R] = elem.attribute("ClearColorR", "0");
if (elem.hasAttribute("ClearColorG")) si.glStatus[CLEAR_COLOR_G] = elem.attribute("ClearColorG", "0");
if (elem.hasAttribute("ClearColorB")) si.glStatus[CLEAR_COLOR_B] = elem.attribute("ClearColorB", "0");
if (elem.hasAttribute("ClearColorA")) si.glStatus[CLEAR_COLOR_A] = elem.attribute("ClearColorA", "0");
}
//Textures
QDir textureDir(shadersDir);
textureDir.cdUp();
textureDir.cd("textures");
elem = root.firstChildElement("TexturedUsed");
if (!elem.isNull()) {
QDomNode unif = elem.firstChild();
while (!unif.isNull()) {
QDomElement unifElem = unif.toElement();
TextureInfo tInfo;
tInfo.path = shadersDir.absoluteFilePath((unifElem.attribute("Filename", "")));
tInfo.MinFilter = (unifElem.attribute("MinFilter", 0)).toInt();
tInfo.MagFilter = (unifElem.attribute("MagFilter", 0)).toInt();
tInfo.Target = (unifElem.attribute("Target", 0)).toInt();
tInfo.WrapS = (unifElem.attribute("WrapS", 0)).toInt();
tInfo.WrapT = (unifElem.attribute("WrapT", 0)).toInt();
tInfo.WrapR = (unifElem.attribute("WrapR", 0)).toInt();
si.textureInfo.push_back(tInfo);
unif = unif.nextSibling();
}
}
//End Textures
shaders[fileName] = si;
QAction * qa = new QAction(fileName, this);
qa->setCheckable(false);
actionList << qa;
}
else qDebug("Failed root.nodeName() == GLSLang) (for %s)", qPrintable(fileName));
}
else {
qDebug("Failed doc.setContent(%s)", qPrintable(fileName));
file.close();
}
}
else qDebug("Failed file.open(%s)", qPrintable(shadersDir.absoluteFilePath(fileName)));
}
}
}
void MeshShaderRenderPlugin::Init(QAction *a, MeshDocument &md, MLSceneGLSharedDataContext::PerMeshRenderingDataMap& mp, GLArea *gla)
{
if (sDialog) {
sDialog->close();
delete sDialog;
sDialog = 0;
}
gla->makeCurrent();
GLenum err = glewInit();
if (GLEW_OK == err) {
if (GLEW_ARB_vertex_program && GLEW_ARB_fragment_program) {
supported = true;
if (shaders.find(a->text()) != shaders.end()) {
v = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
f = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
char *fs = textFileRead((shaders[a->text()].fpFile).toLocal8Bit().data());
char *vs = textFileRead((shaders[a->text()].vpFile).toLocal8Bit().data());
const char * vv = vs;
const char * ff = fs;
glShaderSourceARB(v, 1, &vv, NULL);
glShaderSourceARB(f, 1, &ff, NULL);
free(fs);
free(vs);
glCompileShaderARB(v);
glCompileShaderARB(f);
GLint statusV;
GLint statusF;
glGetObjectParameterivARB(v, GL_OBJECT_COMPILE_STATUS_ARB, &statusV);
glGetObjectParameterivARB(f, GL_OBJECT_COMPILE_STATUS_ARB, &statusF);
if (statusF && statusV) { //successful compile
shaders[a->text()].shaderProg = glCreateProgramObjectARB();
glAttachObjectARB(shaders[a->text()].shaderProg, v);
glAttachObjectARB(shaders[a->text()].shaderProg, f);
glLinkProgramARB(shaders[a->text()].shaderProg);
GLint linkStatus;
glGetObjectParameterivARB(shaders[a->text()].shaderProg, GL_OBJECT_LINK_STATUS_ARB, &linkStatus);
if (linkStatus) {
map<QString, UniformVariable>::iterator i = shaders[a->text()].uniformVars.begin();
while (i != shaders[a->text()].uniformVars.end()) {
(shaders[a->text()].uniformVars[i->first]).location = glGetUniformLocationARB(shaders[a->text()].shaderProg, (i->first).toLocal8Bit().data());
++i;
}
}
else
{
QFile file("shaders.log");
if (file.open(QFile::Append))
{
char proglog[2048];
GLsizei length;
QTextStream out(&file);
glGetProgramiv(v, GL_LINK_STATUS, &statusV);
glGetProgramInfoLog(v, 2048, &length, proglog);
out << "VERTEX SHADER LINK INFO:" << endl;
out << proglog << endl << endl;
glGetProgramiv(f, GL_LINK_STATUS, &statusF);
glGetProgramInfoLog(f, 2048, &length, proglog);
out << "FRAGMENT SHADER LINK INFO:" << endl << endl;
out << proglog << endl << endl;
file.close();
}
QMessageBox::critical(0, "Meshlab",
QString("An error occurred during shader's linking.\n") +
"See shaders.log for further details about this error.\n");
}
//Textures
std::vector<TextureInfo>::iterator tIter = shaders[a->text()].textureInfo.begin();
while (tIter != shaders[a->text()].textureInfo.end())
{
glEnable(tIter->Target);
QImage img, imgScaled, imgGL;
bool opened = img.load(tIter->path);
if (!opened)
{
supported = false;
return;
}
// image has to be scaled to a 2^n size. We choose the first 2^N <= picture size.
int bestW = pow(2.0, floor(::log(double(img.width())) / ::log(2.0)));
int bestH = pow(2.0, floor(::log(double(img.height())) / ::log(2.0)));
imgScaled = img.scaled(bestW, bestH, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
imgGL = QGLWidget::convertToGLFormat(imgScaled);
glGenTextures(1, &(tIter->tId));
glBindTexture(tIter->Target, tIter->tId);
glTexImage2D(tIter->Target, 0, 3, imgGL.width(), imgGL.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, imgGL.bits());
glTexParameteri(tIter->Target, GL_TEXTURE_MIN_FILTER, tIter->MinFilter);
glTexParameteri(tIter->Target, GL_TEXTURE_MAG_FILTER, tIter->MagFilter);
glTexParameteri(tIter->Target, GL_TEXTURE_WRAP_S, tIter->WrapS);
glTexParameteri(tIter->Target, GL_TEXTURE_WRAP_T, tIter->WrapT);
glTexParameteri(tIter->Target, GL_TEXTURE_WRAP_R, tIter->WrapR);
++tIter;
}
sDialog = new ShaderDialog(&shaders[a->text()], gla,gla);
sDialog->move(10, 100);
sDialog->show();
}
else
{
QFile file("shaders.log");
if (file.open(QFile::WriteOnly))
{
char shlog[2048];
GLsizei length;
QTextStream out(&file);
glGetShaderiv(v, GL_COMPILE_STATUS, &statusV);
glGetShaderInfoLog(v, 2048, &length, shlog);
out << "VERTEX SHADER COMPILE INFO:" << endl << endl;
out << shlog << endl << endl;
glGetShaderiv(f, GL_COMPILE_STATUS, &statusF);
glGetShaderInfoLog(f, 2048, &length, shlog);
out << "FRAGMENT SHADER COMPILE INFO:" << endl << endl;
out << shlog << endl << endl;
file.close();
}
QMessageBox::critical(0, "Meshlab",
QString("An error occurred during shader's compiling.\n"
"See shaders.log for further details about this error."));
}
}
}
}
// * clear the errors, if any
glGetError();
}
void MeshShaderRenderPlugin::Render(QAction *a, MeshDocument &md, MLSceneGLSharedDataContext::PerMeshRenderingDataMap& mp, GLArea *gla)
{
// MeshModel &mm
if (shaders.find(a->text()) != shaders.end()) {
ShaderInfo si = shaders[a->text()];
glUseProgramObjectARB(si.shaderProg);
map<QString, UniformVariable>::iterator i = si.uniformVars.begin();
while (i != si.uniformVars.end()) {
switch (i->second.type) {
case SINGLE_INT: {
glUniform1iARB(i->second.location, i->second.ival[0]);
} break;
case SINGLE_FLOAT: {
glUniform1fARB(i->second.location, i->second.fval[0]);
} break;
case ARRAY_2_FLOAT: {
glUniform2fARB(i->second.location, i->second.fval[0], i->second.fval[1]);
} break;
case ARRAY_3_FLOAT: {
glUniform3fARB(i->second.location, i->second.fval[0], i->second.fval[1], i->second.fval[2]);
} break;
case ARRAY_4_FLOAT: {
glUniform4fARB(i->second.location, i->second.fval[0], i->second.fval[1], i->second.fval[2], i->second.fval[3]);
} break;
default: {} break;
}
++i;
}
std::map<int, QString>::iterator j = si.glStatus.begin();
while (j != si.glStatus.end()) {
switch (j->first) {
case SHADE: glShadeModel(j->second.toInt()); break;
case ALPHA_TEST: if (j->second == "True") glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); break;
case ALPHA_FUNC: glAlphaFunc(j->second.toInt(), (si.glStatus[ALPHA_CLAMP]).toFloat()); break;
//case ALPHA_CLAMP: used in ALPHA_FUNC
case BLENDING: if (j->second == "True") glEnable(GL_BLEND); else glDisable(GL_BLEND); break;
case BLEND_FUNC_SRC: glBlendFunc(j->second.toInt(), (si.glStatus[BLEND_FUNC_DST]).toInt()); break;
//case BLEND_FUNC_DST: used in BLEND_FUNC_SRC
case BLEND_EQUATION: glBlendEquation(j->second.toInt()); break;
case DEPTH_TEST: if (j->second == "True") glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); break;
case DEPTH_FUNC: glDepthFunc(j->second.toInt()); break;
//case CLAMP_NEAR:
//case CLAMP_FAR:
case CLEAR_COLOR_R: glClearColor(j->second.toFloat(),
(si.glStatus[CLEAR_COLOR_G]).toFloat(),
(si.glStatus[CLEAR_COLOR_B]).toFloat(),
(si.glStatus[CLEAR_COLOR_A]).toFloat()); break;
//case CLEAR_COLOR_G: used in CLEAR_COLOR_R
//case CLEAR_COLOR_B: used in CLEAR_COLOR_R
//case CLEAR_COLOR_A: used in CLEAR_COLOR_R
}
++j;
}
int n = GL_TEXTURE0_ARB;
std::vector<TextureInfo>::iterator tIter = shaders[a->text()].textureInfo.begin();
while (tIter != shaders[a->text()].textureInfo.end()) {
glActiveTexture(n);
glEnable(tIter->Target);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(tIter->Target, tIter->tId);
/*for (QMap<int, RenderMode>::iterator it = rm.begin(); it != rm.end(); ++it)
it.value().textureMode = GLW::TMPerWedge;*/
++tIter;
++n;
}
}
// * clear the errors, if any
glGetError();
if ((gla != NULL) && (gla->mvc() != NULL))
{
MLSceneGLSharedDataContext* shared = gla->mvc()->sharedDataContext();
foreach(MeshModel * mp, md.meshList)
{
if ((mp != NULL) && (gla->meshVisibilityMap[mp->id()]))
shared->draw(mp->id(),gla->context());
}
}
glUseProgramObjectARB(0);
}
void MeshShaderRenderPlugin::Finalize(QAction*, MeshDocument*, GLArea*)
{
delete sDialog;
sDialog = 0;
}
MESHLAB_PLUGIN_NAME_EXPORTER(MeshShaderRenderPlugin)