image_framework_ymj/include/open3d/visualization/shader/PhongShader.h

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2024-12-06 16:25:16 +08:00
// ----------------------------------------------------------------------------
// - Open3D: www.open3d.org -
// ----------------------------------------------------------------------------
// Copyright (c) 2018-2023 www.open3d.org
// SPDX-License-Identifier: MIT
// ----------------------------------------------------------------------------
#pragma once
#include <Eigen/Core>
#include <vector>
#include "open3d/visualization/shader/ShaderWrapper.h"
namespace open3d {
namespace visualization {
namespace glsl {
class PhongShader : public ShaderWrapper {
public:
~PhongShader() override { Release(); }
protected:
PhongShader(const std::string &name) : ShaderWrapper(name) { Compile(); }
protected:
bool Compile() final;
void Release() final;
bool BindGeometry(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view) final;
bool RenderGeometry(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view) final;
void UnbindGeometry() final;
protected:
virtual bool PrepareRendering(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view) = 0;
virtual bool PrepareBinding(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view,
std::vector<Eigen::Vector3f> &points,
std::vector<Eigen::Vector3f> &normals,
std::vector<Eigen::Vector3f> &colors) = 0;
protected:
void SetLighting(const ViewControl &view, const RenderOption &option);
protected:
GLuint vertex_position_;
GLuint vertex_position_buffer_;
GLuint vertex_color_;
GLuint vertex_color_buffer_;
GLuint vertex_normal_;
GLuint vertex_normal_buffer_;
GLuint MVP_;
GLuint V_;
GLuint M_;
GLuint light_position_world_;
GLuint light_color_;
GLuint light_diffuse_power_;
GLuint light_specular_power_;
GLuint light_specular_shininess_;
GLuint light_ambient_;
// At most support 4 lights
gl_util::GLMatrix4f light_position_world_data_;
gl_util::GLMatrix4f light_color_data_;
gl_util::GLVector4f light_diffuse_power_data_;
gl_util::GLVector4f light_specular_power_data_;
gl_util::GLVector4f light_specular_shininess_data_;
gl_util::GLVector4f light_ambient_data_;
};
class PhongShaderForPointCloud : public PhongShader {
public:
PhongShaderForPointCloud() : PhongShader("PhongShaderForPointCloud") {}
protected:
bool PrepareRendering(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view) final;
bool PrepareBinding(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view,
std::vector<Eigen::Vector3f> &points,
std::vector<Eigen::Vector3f> &normals,
std::vector<Eigen::Vector3f> &colors) final;
};
class PhongShaderForTriangleMesh : public PhongShader {
public:
PhongShaderForTriangleMesh() : PhongShader("PhongShaderForTriangleMesh") {}
protected:
bool PrepareRendering(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view) final;
bool PrepareBinding(const geometry::Geometry &geometry,
const RenderOption &option,
const ViewControl &view,
std::vector<Eigen::Vector3f> &points,
std::vector<Eigen::Vector3f> &normals,
std::vector<Eigen::Vector3f> &colors) final;
};
} // namespace glsl
} // namespace visualization
} // namespace open3d