BambuStudio/libigl/igl/opengl2/lens_flare.cpp

196 lines
5.7 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "lens_flare.h"
#include "../C_STR.h"
#include "unproject.h"
#include "project.h"
#include "shine_textures.h"
#include "flare_textures.h"
#include <iostream>
#include <stdint.h>
// http://www.opengl.org/archives/resources/features/KilgardTechniques/LensFlare/glflare.c
IGL_INLINE void igl::opengl2::lens_flare_load_textures(
std::vector<GLuint> & shine_id,
std::vector<GLuint> & flare_id)
{
const auto setup_texture =[](
const uint8_t * texture,
const int width,
const int height,
GLuint texobj,
GLenum minFilter, GLenum maxFilter)
{
glBindTexture(GL_TEXTURE_2D, texobj);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter);
glTexImage2D(GL_TEXTURE_2D, 0, 1, width, height, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, texture);
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
shine_id.resize(10);
glGenTextures(10,&shine_id[0]);
for (int i = 0; i < (int)shine_id.size(); i++) {
setup_texture(
SHINE_TEXTURES[i],
SHINE_TEXTURE_WIDTHS[i],
SHINE_TEXTURE_HEIGHTS[i],
shine_id[i], GL_LINEAR, GL_LINEAR);
}
flare_id.resize(6);
glGenTextures(6,&flare_id[0]);
for (int i = 0; i < (int)flare_id.size(); i++) {
setup_texture(
FLARE_TEXTURES[i],
FLARE_TEXTURE_WIDTHS[i],
FLARE_TEXTURE_HEIGHTS[i],
flare_id[i], GL_LINEAR, GL_LINEAR);
}
}
IGL_INLINE void igl::opengl2::lens_flare_create(
const float * A,
const float * B,
const float * C,
std::vector<igl::opengl2::Flare> & flares)
{
using namespace std;
flares.resize(12);
/* Shines */
flares[0] = Flare(-1, 1.0f, 0.1f, C, 1.0);
flares[1] = Flare(-1, 1.0f, 0.15f, B, 1.0);
flares[2] = Flare(-1, 1.0f, 0.35f, A, 1.0);
/* Flares */
flares[3] = Flare(2, 1.3f, 0.04f, A, 0.6);
flares[4] = Flare(3, 1.0f, 0.1f, A, 0.4);
flares[5] = Flare(1, 0.5f, 0.2f, A, 0.3);
flares[6] = Flare(3, 0.2f, 0.05f, A, 0.3);
flares[7] = Flare(0, 0.0f, 0.04f, A, 0.3);
flares[8] = Flare(5, -0.25f, 0.07f, A, 0.5);
flares[9] = Flare(5, -0.4f, 0.02f, A, 0.6);
flares[10] = Flare(5, -0.6f, 0.04f, A, 0.4);
flares[11] = Flare(5, -1.0f, 0.03f, A, 0.2);
}
IGL_INLINE void igl::opengl2::lens_flare_draw(
const std::vector<igl::opengl2::Flare> & flares,
const std::vector<GLuint> & shine_ids,
const std::vector<GLuint> & flare_ids,
const Eigen::Vector3f & light,
const float near_clip,
int & shine_tic)
{
bool ot2 = glIsEnabled(GL_TEXTURE_2D);
bool ob = glIsEnabled(GL_BLEND);
bool odt = glIsEnabled(GL_DEPTH_TEST);
bool ocm = glIsEnabled(GL_COLOR_MATERIAL);
bool ol = glIsEnabled(GL_LIGHTING);
int obsa,obda,odf,odwm;
glGetIntegerv(GL_BLEND_SRC_ALPHA,&obsa);
glGetIntegerv(GL_BLEND_DST_ALPHA,&obda);
glGetIntegerv(GL_DEPTH_FUNC,&odf);
glGetIntegerv(GL_DEPTH_WRITEMASK,&odwm);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
//glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
using namespace Eigen;
using namespace std;
//// view_dir direction from eye to position it is looking at
//const Vector3f view_dir = (at - from).normalized();
//// near_clip distance from eye to near clipping plane along view_dir
//// center position on near clipping plane along viewdir from eye
//const Vector3f center = from + near_clip*view_dir;
Vector3f plight = project(light);
// Orthogonal vectors to view direction at light
Vector3f psx = plight;
psx(0) += 1;
Vector3f psy = plight;
psy(1) += 1;
// axis toward center
int vp[4];
glGetIntegerv(GL_VIEWPORT,vp);
Vector3f center = unproject(Vector3f(0.5*vp[2],0.5*vp[3],plight[2]-1e-3));
//Vector3f center(0,0,1);
Vector3f axis = light-center;
//glLineWidth(4.);
//glColor3f(1,0,0);
//glBegin(GL_LINES);
//glVertex3fv(center.data());
//glVertex3fv(light.data());
//glEnd();
const Vector3f SX = unproject(psx).normalized();
const Vector3f SY = unproject(psy).normalized();
for(int i = 0; i < (int)flares.size(); i++)
{
const Vector3f sx = flares[i].scale * SX;
const Vector3f sy = flares[i].scale * SY;
glColor3fv(flares[i].color);
if (flares[i].type < 0) {
glBindTexture(GL_TEXTURE_2D, shine_ids[shine_tic]);
shine_tic = (shine_tic + 1) % shine_ids.size();
} else
{
glBindTexture(GL_TEXTURE_2D, flare_ids[flares[i].type]);
}
/* position = center + flare[i].loc * axis */
const Vector3f position = center + flares[i].loc * axis;
Vector3f tmp;
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
tmp = position + sx;
tmp = tmp + sy;
glVertex3fv(tmp.data());
glTexCoord2f(1.0, 0.0);
tmp = position - sx;
tmp = tmp + sy;
glVertex3fv(tmp.data());
glTexCoord2f(1.0, 1.0);
tmp = position - sx;
tmp = tmp - sy;
glVertex3fv(tmp.data());
glTexCoord2f(0.0, 1.0);
tmp = position + sx;
tmp = tmp - sy;
glVertex3fv(tmp.data());
glEnd();
}
ot2?glEnable(GL_TEXTURE_2D):glDisable(GL_TEXTURE_2D);
ob?glEnable(GL_BLEND):glDisable(GL_BLEND);
odt?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST);
ocm?glEnable(GL_COLOR_MATERIAL):glDisable(GL_COLOR_MATERIAL);
ol?glEnable(GL_LIGHTING):glDisable(GL_LIGHTING);
glBlendFunc(obsa,obda);
glDepthFunc(odf);
glDepthMask(odwm);
}