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vimix/Primitives.cpp

650 lines
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C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2020-2021 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* 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 3 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtc/constants.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/rotate_vector.hpp>
#include "ImageShader.h"
#include "Resource.h"
#include "FrameBuffer.h"
#include "MediaPlayer.h"
#include "Visitor.h"
#include "Log.h"
#include "Primitives.h"
Surface::Surface(Shader *s) : Primitive(s), textureindex_(0), mirror_(true)
{
// geometry for a trianglulated simple rectangle surface with UV
// (0,0) B +---+ D (1,0)
// |\ |
// | \ |
// | \|
// (0,1) A +---+ C (1,1)
points_ = std::vector<glm::vec3> { glm::vec3( -1.f, -1.f, 0.f ), glm::vec3( -1.f, 1.f, 0.f ),
glm::vec3( 1.f, -1.f, 0.f ), glm::vec3( 1.f, 1.f, 0.f ) };
colors_ = std::vector<glm::vec4> { glm::vec4( 1.f, 1.f, 1.f , 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ),
glm::vec4( 1.f, 1.f, 1.f, 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ) };
texCoords_ = std::vector<glm::vec2> { glm::vec2( 0.f, 1.f ), glm::vec2( 0.f, 0.f ),
glm::vec2( 1.f, 1.f ), glm::vec2( 1.f, 0.f ) };
indices_ = std::vector<uint> { 0, 1, 2, 3 };
drawMode_ = GL_TRIANGLE_STRIP;
}
Surface::~Surface()
{
// do NOT delete vao_ (unique)
vao_ = 0;
}
void Surface::init()
{
// use static unique vertex array object
static uint unique_vao_ = 0;
static uint unique_drawCount = 0;
if (unique_vao_) {
// 1. only init Node (not the primitive vao)
Node::init();
// 2. use the global vertex array object
vao_ = unique_vao_;
drawCount_ = unique_drawCount;
// compute AxisAlignedBoundingBox
bbox_.extend(points_);
// arrays of vertices are not needed anymore
points_.clear();
colors_.clear();
texCoords_.clear();
indices_.clear();
}
else {
// 1. init the Primitive (only once)
Primitive::init();
// 2. remember global vertex array object
unique_vao_ = vao_;
unique_drawCount = drawCount_;
// 3. unique_vao_ will NOT be deleted
}
}
void Surface::accept(Visitor& v)
{
Primitive::accept(v);
v.visit(*this);
}
void Surface::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
glActiveTexture(GL_TEXTURE0);
if ( textureindex_ ) {
glBindTexture(GL_TEXTURE_2D, textureindex_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirror_ ? GL_MIRRORED_REPEAT : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirror_ ? GL_MIRRORED_REPEAT : GL_REPEAT);
}
else
glBindTexture(GL_TEXTURE_2D, Resource::getTextureBlack());
Primitive::draw(modelview, projection);
glBindTexture(GL_TEXTURE_2D, 0);
}
ImageSurface::ImageSurface(const std::string& path, Shader *s) : Surface(s), resource_(path)
{
}
void ImageSurface::init()
{
Surface::init();
// load image if specified (should always be the case)
if ( !resource_.empty()) {
textureindex_ = Resource::getTextureImage(resource_);
}
}
void ImageSurface::accept(Visitor& v)
{
Surface::accept(v);
v.visit(*this);
}
FrameBufferSurface::FrameBufferSurface(FrameBuffer *fb, Shader *s) : Surface(s), frame_buffer_(fb)
{
}
void FrameBufferSurface::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
glBindTexture(GL_TEXTURE_2D, frame_buffer_->texture());
Primitive::draw(modelview, projection);
glBindTexture(GL_TEXTURE_2D, 0);
}
void FrameBufferSurface::accept(Visitor& v)
{
Surface::accept(v);
v.visit(*this);
}
Points::Points(std::vector<glm::vec3> points, glm::vec4 color, uint pointsize) : Primitive(new Shader)
{
for(size_t i = 0; i < points.size(); ++i)
{
points_.push_back( points[i] );
colors_.push_back( color );
indices_.push_back ( i );
}
drawMode_ = GL_POINTS; // TODO implement drawing of points as Mesh
pointsize_ = pointsize;
}
void Points::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
glPointSize(pointsize_);
Primitive::draw(modelview, projection);
glPointSize(1);
}
void Points::accept(Visitor& v)
{
Primitive::accept(v);
v.visit(*this);
}
HLine::HLine(float linewidth): Primitive(new Shader), width(linewidth)
{
// 1 3
// +-------+ ^
// / | / | \ |
// +-----+ => 0 + | / | + 5 | linewidth
// -1 1 \ | / | / |
// +-------+ v
// 2 4
//
points_ = std::vector<glm::vec3> { glm::vec3( -1.f, 0.f, 0.f ),
glm::vec3( -0.999f, 0.001f, 0.f ),
glm::vec3( -0.999f, -0.001f, 0.f ),
glm::vec3( 0.999f, 0.001f, 0.f ),
glm::vec3( 0.999f, -0.001f, 0.f ),
glm::vec3( 1.f, 0.f, 0.f ) };
colors_ = std::vector<glm::vec4> { glm::vec4( 1.f, 1.f, 1.f , 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ),
glm::vec4( 1.f, 1.f, 1.f, 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ),
glm::vec4( 1.f, 1.f, 1.f, 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ) };
indices_ = std::vector<uint> { 0, 1, 2, 3, 4, 5 };
drawMode_ = GL_TRIANGLE_STRIP;
// default scale
scale_.y = width;
//default color
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
HLine::~HLine()
{
// do NOT delete vao_ (unique)
vao_ = 0;
}
void HLine::init()
{
// use static unique vertex array object
static uint unique_vao_ = 0;
static uint unique_drawCount = 0;
if (unique_vao_) {
// 1. only init Node (not the primitive vao)
Node::init();
// 2. use the global vertex array object
vao_ = unique_vao_;
drawCount_ = unique_drawCount;
// compute AxisAlignedBoundingBox
bbox_.extend(points_);
// arrays of vertices are not needed anymore
points_.clear();
colors_.clear();
texCoords_.clear();
indices_.clear();
}
else {
// 1. init the Primitive (only once)
Primitive::init();
// 2. remember global vertex array object
unique_vao_ = vao_;
unique_drawCount = drawCount_;
// 3. unique_vao_ will NOT be deleted
}
}
void HLine::draw(glm::mat4 modelview, glm::mat4 projection)
{
// extract pure scaling from modelview (without rotation)
glm::mat4 ctm;
glm::vec3 rot(0.f);
glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
ctm = glm::rotate(glm::identity<glm::mat4>(), -rot.z, glm::vec3(0.f, 0.f, 1.f)) * modelview ;
vec = ctm * glm::vec4(1.f, 1.f, 0.f, 0.f);
// Change transform to use linewidth independently of scale in Y (vertical)
scale_.y = (float) width / vec.y;
update(0);
// change color
shader_->color = color;
Primitive::draw(modelview, projection);
}
VLine::VLine(float linewidth): Primitive(new Shader), width(linewidth)
{
points_ = std::vector<glm::vec3> { glm::vec3( 0.f, -1.f, 0.f ),
glm::vec3( 0.001f, -0.999f, 0.f ),
glm::vec3( -0.001f, -0.999f, 0.f ),
glm::vec3( 0.001f, 0.999f, 0.f ),
glm::vec3( -0.001f, 0.999f, 0.f ),
glm::vec3( 0.f, 1.f, 0.f )};
colors_ = std::vector<glm::vec4> { glm::vec4( 1.f, 1.f, 1.f , 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ),
glm::vec4( 1.f, 1.f, 1.f, 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ),
glm::vec4( 1.f, 1.f, 1.f, 1.f ), glm::vec4( 1.f, 1.f, 1.f, 1.f ) };
indices_ = std::vector<uint> { 0, 1, 2, 3, 4, 5 };
drawMode_ = GL_TRIANGLE_STRIP;
// default scale
scale_.x = width;
// default color
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
VLine::~VLine()
{
// do NOT delete vao_ (unique)
vao_ = 0;
}
void VLine::init()
{
// use static unique vertex array object
static uint unique_vao_ = 0;
static uint unique_drawCount = 0;
if (unique_vao_) {
// 1. only init Node (not the primitive vao)
Node::init();
// 2. use the global vertex array object
vao_ = unique_vao_;
drawCount_ = unique_drawCount;
// compute AxisAlignedBoundingBox
bbox_.extend(points_);
// arrays of vertices are not needed anymore
points_.clear();
colors_.clear();
texCoords_.clear();
indices_.clear();
}
else {
// 1. init the Primitive (only once)
Primitive::init();
// 2. remember global vertex array object
unique_vao_ = vao_;
unique_drawCount = drawCount_;
// 3. unique_vao_ will NOT be deleted
}
}
void VLine::draw(glm::mat4 modelview, glm::mat4 projection)
{
// extract pure scaling from modelview (without rotation)
glm::mat4 ctm;
glm::vec3 rot(0.f);
glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
ctm = glm::rotate(glm::identity<glm::mat4>(), -rot.z, glm::vec3(0.f, 0.f, 1.f)) * modelview ;
vec = ctm * glm::vec4(1.f, 1.f, 0.f, 0.f);
// Change transform to use linewidth independently of scale in X (horizontal)
scale_.x = width / vec.x;
update(0);
// change color
shader_->color = color;
Primitive::draw(modelview, projection);
}
LineSquare::LineSquare(float linewidth) : Group()
{
top_ = new HLine(linewidth);
top_->translation_ = glm::vec3(0.f, 1.f, 0.f);
attach(top_);
bottom_ = new HLine(linewidth);
bottom_->translation_ = glm::vec3(0.f, -1.f, 0.f);
attach(bottom_);
left_ = new VLine(linewidth);
left_->translation_ = glm::vec3(-1.f, 0.f, 0.f);
attach(left_);
right_ = new VLine(linewidth);
right_->translation_ = glm::vec3(1.f, 0.f, 0.f);
attach(right_);
}
LineSquare::LineSquare(const LineSquare &square)
{
top_ = new HLine(square.top_->width);
top_->translation_ = glm::vec3(0.f, 1.f, 0.f);
attach(top_);
bottom_ = new HLine(square.bottom_->width);
bottom_->translation_ = glm::vec3(0.f, -1.f, 0.f);
attach(bottom_);
left_ = new VLine(square.left_->width);
left_->translation_ = glm::vec3(-1.f, 0.f, 0.f);
attach(left_);
right_ = new VLine(square.right_->width);
right_->translation_ = glm::vec3(1.f, 0.f, 0.f);
attach(right_);
setColor(square.color());
}
void LineSquare::setLineWidth(float v)
{
top_->width = v;
bottom_->width = v;
left_->width = v;
right_->width = v;
}
void LineSquare::setColor(glm::vec4 c)
{
top_->color = c;
bottom_->color = c;
left_->color = c;
right_->color = c;
}
LineStrip::LineStrip(const std::vector<glm::vec2> &path, float linewidth) : Primitive(new Shader),
arrayBuffer_(0), path_(path)
{
linewidth_ = 0.002f * linewidth;
for(size_t i = 1; i < path_.size(); ++i)
{
glm::vec3 begin = glm::vec3(path_[i-1], 0.f);
glm::vec3 end = glm::vec3(path_[i], 0.f);
glm::vec3 dir = end - begin;
glm::vec3 perp = glm::normalize(glm::cross(dir, glm::vec3(0.f, 0.f, 1.f)));
points_.push_back( begin + perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( begin - perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( end + perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( end - perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
}
drawMode_ = GL_TRIANGLE_STRIP;
}
LineStrip::~LineStrip()
{
// delete buffer
if ( arrayBuffer_ )
glDeleteBuffers ( 1, &arrayBuffer_);
}
void LineStrip::init()
{
if ( vao_ )
glDeleteVertexArrays ( 1, &vao_);
// Vertex Array
glGenVertexArrays( 1, &vao_ );
// Create and initialize buffer objects
if ( arrayBuffer_ )
glDeleteBuffers ( 1, &arrayBuffer_);
glGenBuffers( 1, &arrayBuffer_ );
uint elementBuffer_;
glGenBuffers( 1, &elementBuffer_);
glBindVertexArray( vao_ );
// setup the array buffers for vertices
std::size_t sizeofPoints = sizeof(glm::vec3) * points_.size();
std::size_t sizeofColors = sizeof(glm::vec4) * colors_.size();
glBindBuffer( GL_ARRAY_BUFFER, arrayBuffer_ );
glBufferData( GL_ARRAY_BUFFER, sizeofPoints + sizeofColors, NULL, GL_DYNAMIC_DRAW);
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeofPoints, &points_[0] );
glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints, sizeofColors, &colors_[0] );
// setup the element array for indices
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, elementBuffer_);
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(uint) * indices_.size(), &(indices_[0]), GL_STATIC_DRAW);
// explain how to read attributes 0 and 1
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)0 );
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (void *)(sizeofPoints) );
glEnableVertexAttribArray(1);
// done
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// drawing indications
drawCount_ = indices_.size();
if ( elementBuffer_ )
glDeleteBuffers ( 1, &elementBuffer_);
indices_.clear();
// compute AxisAlignedBoundingBox
bbox_.extend(points_);
Node::init();
}
void LineStrip::updatePath()
{
// redo points_ array
points_.clear();
for(size_t i = 1; i < path_.size(); ++i)
{
glm::vec3 begin = glm::vec3(path_[i-1], 0.f);
glm::vec3 end = glm::vec3(path_[i], 0.f);
glm::vec3 dir = end - begin;
glm::vec3 perp = glm::normalize(glm::cross(dir, glm::vec3(0.f, 0.f, 1.f)));
points_.push_back( begin + perp * linewidth_ );
points_.push_back( begin - perp * linewidth_ );
points_.push_back( end + perp * linewidth_ );
points_.push_back( end - perp * linewidth_ );
}
// bind the vertex array and change the point coordinates
glBindVertexArray( vao_ );
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer_);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3) * points_.size(), &points_[0] );
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// reset and compute AxisAlignedBoundingBox
GlmToolkit::AxisAlignedBoundingBox b;
bbox_ = b;
bbox_.extend(points_);
}
void LineStrip::editPath(uint index, glm::vec2 position)
{
if (index < path_.size()) {
path_[index] = position;
updatePath();
}
}
void LineStrip::changePath(std::vector<glm::vec2> path)
{
// invalid if not enough points given
size_t N = path_.size();
if (path.size() < N)
return;
// replace path but keep number of points
path_ = path;
path_.resize(N);
updatePath();
}
void LineStrip::setLineWidth(float linewidth) {
linewidth_ = 0.002f * linewidth;
updatePath();
}
void LineStrip::accept(Visitor& v)
{
Primitive::accept(v);
v.visit(*this);
}
LineLoop::LineLoop(const std::vector<glm::vec2> &path, float linewidth) : LineStrip(path, linewidth)
{
// close linestrip loop
glm::vec3 begin = glm::vec3(path_[path_.size()-1], 0.f);
glm::vec3 end = glm::vec3(path_[0], 0.f);
glm::vec3 dir = end - begin;
glm::vec3 perp = glm::normalize(glm::cross(dir, glm::vec3(0.f, 0.f, 1.f)));
points_.push_back( begin + perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( begin - perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( end + perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
points_.push_back( end - perp * linewidth_ );
colors_.push_back( glm::vec4( 1.f, 1.f, 1.f, 1.f ) );
indices_.push_back ( indices_.size() );
}
void LineLoop::updatePath()
{
glm::vec3 begin;
glm::vec3 end;
glm::vec3 dir;
glm::vec3 perp;
// redo points_ array
points_.clear();
size_t i = 1;
for(; i < path_.size(); ++i)
{
begin = glm::vec3(path_[i-1], 0.f);
end = glm::vec3(path_[i], 0.f);
dir = end - begin;
perp = glm::normalize(glm::cross(dir, glm::vec3(0.f, 0.f, 1.f)));
points_.push_back( begin + perp * linewidth_ );
points_.push_back( begin - perp * linewidth_ );
points_.push_back( end + perp * linewidth_ );
points_.push_back( end - perp * linewidth_ );
}
// close linestrip loop
begin = glm::vec3(path_[i-1], 0.f);
end = glm::vec3(path_[0], 0.f);
dir = end - begin;
perp = glm::normalize(glm::cross(dir, glm::vec3(0.f, 0.f, 1.f)));
points_.push_back( begin + perp * linewidth_ );
points_.push_back( begin - perp * linewidth_ );
points_.push_back( end + perp * linewidth_ );
points_.push_back( end - perp * linewidth_ );
// bind the vertex array and change the point coordinates
glBindVertexArray( vao_ );
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer_);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::vec3) * points_.size(), &points_[0] );
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// re-compute AxisAlignedBoundingBox
bbox_.extend(points_);
}
#define LINE_CIRCLE_DENSITY 72
LineCircle::LineCircle(float linewidth) : LineLoop(std::vector<glm::vec2>(LINE_CIRCLE_DENSITY), linewidth)
{
static float a = glm::two_pi<float>() / static_cast<float>(LINE_CIRCLE_DENSITY-1);
// loop to build a circle
glm::vec3 P(1.f, 0.f, 0.f);
for (int i = 0; i < LINE_CIRCLE_DENSITY - 1; i++ ){
path_[i] = glm::vec2(P);
P = glm::rotateZ(P, a);
}
updatePath();
}