134 lines
3.9 KiB
C
134 lines
3.9 KiB
C
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL_MESHGL_H
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#define IGL_OPENGL_MESHGL_H
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// Coverts mesh data inside a igl::ViewerData class in an OpenGL
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// compatible format The class includes a shader and the opengl calls to plot
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// the data
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#include <igl/igl_inline.h>
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#include <Eigen/Core>
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namespace igl
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{
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namespace opengl
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{
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class MeshGL
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{
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public:
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typedef unsigned int GLuint;
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enum DirtyFlags
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{
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DIRTY_NONE = 0x0000,
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DIRTY_POSITION = 0x0001,
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DIRTY_UV = 0x0002,
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DIRTY_NORMAL = 0x0004,
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DIRTY_AMBIENT = 0x0008,
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DIRTY_DIFFUSE = 0x0010,
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DIRTY_SPECULAR = 0x0020,
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DIRTY_TEXTURE = 0x0040,
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DIRTY_FACE = 0x0080,
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DIRTY_MESH = 0x00FF,
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DIRTY_OVERLAY_LINES = 0x0100,
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DIRTY_OVERLAY_POINTS = 0x0200,
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DIRTY_ALL = 0x03FF
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};
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bool is_initialized = false;
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GLuint vao_mesh;
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GLuint vao_overlay_lines;
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GLuint vao_overlay_points;
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GLuint shader_mesh;
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GLuint shader_overlay_lines;
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GLuint shader_overlay_points;
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GLuint vbo_V; // Vertices of the current mesh (#V x 3)
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GLuint vbo_V_uv; // UV coordinates for the current mesh (#V x 2)
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GLuint vbo_V_normals; // Vertices of the current mesh (#V x 3)
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GLuint vbo_V_ambient; // Ambient material (#V x 3)
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GLuint vbo_V_diffuse; // Diffuse material (#V x 3)
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GLuint vbo_V_specular; // Specular material (#V x 3)
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GLuint vbo_F; // Faces of the mesh (#F x 3)
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GLuint vbo_tex; // Texture
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GLuint vbo_lines_F; // Indices of the line overlay
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GLuint vbo_lines_V; // Vertices of the line overlay
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GLuint vbo_lines_V_colors; // Color values of the line overlay
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GLuint vbo_points_F; // Indices of the point overlay
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GLuint vbo_points_V; // Vertices of the point overlay
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GLuint vbo_points_V_colors; // Color values of the point overlay
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// Temporary copy of the content of each VBO
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typedef Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> RowMatrixXf;
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RowMatrixXf V_vbo;
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RowMatrixXf V_normals_vbo;
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RowMatrixXf V_ambient_vbo;
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RowMatrixXf V_diffuse_vbo;
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RowMatrixXf V_specular_vbo;
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RowMatrixXf V_uv_vbo;
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RowMatrixXf lines_V_vbo;
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RowMatrixXf lines_V_colors_vbo;
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RowMatrixXf points_V_vbo;
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RowMatrixXf points_V_colors_vbo;
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int tex_u;
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int tex_v;
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Eigen::Matrix<char,Eigen::Dynamic,1> tex;
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Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> F_vbo;
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Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> lines_F_vbo;
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Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> points_F_vbo;
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// Marks dirty buffers that need to be uploaded to OpenGL
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uint32_t dirty;
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// Initialize shaders and buffers
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IGL_INLINE void init();
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// Release all resources
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IGL_INLINE void free();
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// Create a new set of OpenGL buffer objects
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IGL_INLINE void init_buffers();
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// Bind the underlying OpenGL buffer objects for subsequent mesh draw calls
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IGL_INLINE void bind_mesh();
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/// Draw the currently buffered mesh (either solid or wireframe)
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IGL_INLINE void draw_mesh(bool solid);
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// Bind the underlying OpenGL buffer objects for subsequent line overlay draw calls
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IGL_INLINE void bind_overlay_lines();
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/// Draw the currently buffered line overlay
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IGL_INLINE void draw_overlay_lines();
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// Bind the underlying OpenGL buffer objects for subsequent point overlay draw calls
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IGL_INLINE void bind_overlay_points();
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/// Draw the currently buffered point overlay
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IGL_INLINE void draw_overlay_points();
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// Release the OpenGL buffer objects
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IGL_INLINE void free_buffers();
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};
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "MeshGL.cpp"
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#endif
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#endif
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