717 lines
20 KiB
C++
717 lines
20 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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#include "ViewerData.h"
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#include "ViewerCore.h"
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#include "../per_face_normals.h"
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#include "../material_colors.h"
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#include "../parula.h"
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#include "../per_vertex_normals.h"
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#include <iostream>
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IGL_INLINE igl::opengl::ViewerData::ViewerData()
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: dirty(MeshGL::DIRTY_ALL),
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show_faces(true),
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show_lines(true),
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invert_normals(false),
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show_overlay(true),
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show_overlay_depth(true),
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show_vertid(false),
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show_faceid(false),
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show_texture(false),
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point_size(30),
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line_width(0.5f),
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line_color(0,0,0,1),
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label_color(0,0,0.04,1),
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shininess(35.0f),
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id(-1),
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is_visible(1)
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{
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clear();
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};
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IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
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{
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if (face_based != newvalue)
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{
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face_based = newvalue;
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dirty = MeshGL::DIRTY_ALL;
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}
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}
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// Helpers that draws the most common meshes
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IGL_INLINE void igl::opengl::ViewerData::set_mesh(
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const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
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{
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using namespace std;
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Eigen::MatrixXd V_temp;
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// If V only has two columns, pad with a column of zeros
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if (_V.cols() == 2)
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{
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V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
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V_temp.block(0,0,_V.rows(),2) = _V;
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}
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else
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V_temp = _V;
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if (V.rows() == 0 && F.rows() == 0)
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{
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V = V_temp;
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F = _F;
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compute_normals();
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uniform_colors(
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Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
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Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
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Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
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grid_texture();
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}
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else
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{
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if (_V.rows() == V.rows() && _F.rows() == F.rows())
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{
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V = V_temp;
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F = _F;
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}
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else
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cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
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}
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dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
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{
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V = _V;
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assert(F.size() == 0 || F.maxCoeff() < V.rows());
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dirty |= MeshGL::DIRTY_POSITION;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
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{
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using namespace std;
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if (N.rows() == V.rows())
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{
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set_face_based(false);
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V_normals = N;
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}
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else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
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{
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set_face_based(true);
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F_normals = N;
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}
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else
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cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
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dirty |= MeshGL::DIRTY_NORMAL;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/)
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{
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if (value)
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is_visible |= core_id;
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else
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is_visible &= ~core_id;
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}
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IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to)
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{
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to.set(show_overlay , from.is_set(show_overlay) );
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to.set(show_overlay_depth, from.is_set(show_overlay_depth));
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to.set(show_texture , from.is_set(show_texture) );
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to.set(show_faces , from.is_set(show_faces) );
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to.set(show_lines , from.is_set(show_lines) );
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}
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IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
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{
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using namespace std;
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using namespace Eigen;
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if(C.rows()>0 && C.cols() == 1)
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{
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Eigen::MatrixXd C3;
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igl::parula(C,true,C3);
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return set_colors(C3);
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}
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// Ambient color should be darker color
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const auto ambient = [](const MatrixXd & C)->MatrixXd
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{
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MatrixXd T = 0.1*C;
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T.col(3) = C.col(3);
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return T;
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};
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// Specular color should be a less saturated and darker color: dampened
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// highlights
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const auto specular = [](const MatrixXd & C)->MatrixXd
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{
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const double grey = 0.3;
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MatrixXd T = grey+0.1*(C.array()-grey);
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T.col(3) = C.col(3);
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return T;
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};
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if (C.rows() == 1)
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{
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for (unsigned i=0;i<V_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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V_material_diffuse.row(i) << C.row(0),1;
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else if (C.cols() == 4)
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V_material_diffuse.row(i) << C.row(0);
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}
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V_material_ambient = ambient(V_material_diffuse);
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V_material_specular = specular(V_material_diffuse);
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for (unsigned i=0;i<F_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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F_material_diffuse.row(i) << C.row(0),1;
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else if (C.cols() == 4)
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F_material_diffuse.row(i) << C.row(0);
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}
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F_material_ambient = ambient(F_material_diffuse);
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F_material_specular = specular(F_material_diffuse);
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}
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else if (C.rows() == V.rows())
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{
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set_face_based(false);
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for (unsigned i=0;i<V_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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V_material_diffuse.row(i) << C.row(i), 1;
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else if (C.cols() == 4)
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V_material_diffuse.row(i) << C.row(i);
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}
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V_material_ambient = ambient(V_material_diffuse);
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V_material_specular = specular(V_material_diffuse);
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}
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else if (C.rows() == F.rows())
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{
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set_face_based(true);
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for (unsigned i=0;i<F_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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F_material_diffuse.row(i) << C.row(i), 1;
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else if (C.cols() == 4)
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F_material_diffuse.row(i) << C.row(i);
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}
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F_material_ambient = ambient(F_material_diffuse);
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F_material_specular = specular(F_material_diffuse);
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}
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else
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cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
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dirty |= MeshGL::DIRTY_DIFFUSE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
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{
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using namespace std;
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if (UV.rows() == V.rows())
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{
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set_face_based(false);
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V_uv = UV;
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}
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else
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cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
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dirty |= MeshGL::DIRTY_UV;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
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{
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set_face_based(true);
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V_uv = UV_V.block(0,0,UV_V.rows(),2);
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F_uv = UV_F;
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dirty |= MeshGL::DIRTY_UV;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
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{
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texture_R = R;
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texture_G = G;
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texture_B = B;
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texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
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dirty |= MeshGL::DIRTY_TEXTURE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
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{
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texture_R = R;
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texture_G = G;
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texture_B = B;
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texture_A = A;
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dirty |= MeshGL::DIRTY_TEXTURE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_points(
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const Eigen::MatrixXd& P,
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const Eigen::MatrixXd& C)
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{
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// clear existing points
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points.resize(0,0);
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add_points(P,C);
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}
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IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
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{
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Eigen::MatrixXd P_temp;
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// If P only has two columns, pad with a column of zeros
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if (P.cols() == 2)
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{
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P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
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P_temp.block(0,0,P.rows(),2) = P;
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}
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else
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P_temp = P;
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int lastid = points.rows();
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points.conservativeResize(points.rows() + P_temp.rows(),6);
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for (unsigned i=0; i<P_temp.rows(); ++i)
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points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_edges(
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const Eigen::MatrixXd& P,
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const Eigen::MatrixXi& E,
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const Eigen::MatrixXd& C)
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{
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using namespace Eigen;
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lines.resize(E.rows(),9);
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assert(C.cols() == 3);
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for(int e = 0;e<E.rows();e++)
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{
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RowVector3d color;
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if(C.size() == 3)
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{
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color<<C;
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}else if(C.rows() == E.rows())
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{
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color<<C.row(e);
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}
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lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
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}
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dirty |= MeshGL::DIRTY_OVERLAY_LINES;
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}
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IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
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{
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Eigen::MatrixXd P1_temp,P2_temp;
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// If P1 only has two columns, pad with a column of zeros
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if (P1.cols() == 2)
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{
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P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
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P1_temp.block(0,0,P1.rows(),2) = P1;
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P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
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P2_temp.block(0,0,P2.rows(),2) = P2;
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}
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else
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{
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P1_temp = P1;
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P2_temp = P2;
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}
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int lastid = lines.rows();
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lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
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for (unsigned i=0; i<P1_temp.rows(); ++i)
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lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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dirty |= MeshGL::DIRTY_OVERLAY_LINES;
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}
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IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
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{
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Eigen::RowVectorXd P_temp;
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// If P only has two columns, pad with a column of zeros
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if (P.size() == 2)
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{
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P_temp = Eigen::RowVectorXd::Zero(3);
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P_temp << P.transpose(), 0;
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}
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else
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P_temp = P;
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int lastid = labels_positions.rows();
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labels_positions.conservativeResize(lastid+1, 3);
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labels_positions.row(lastid) = P_temp;
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labels_strings.push_back(str);
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}
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IGL_INLINE void igl::opengl::ViewerData::clear_labels()
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{
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labels_positions.resize(0,3);
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labels_strings.clear();
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}
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IGL_INLINE void igl::opengl::ViewerData::clear()
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{
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V = Eigen::MatrixXd (0,3);
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F = Eigen::MatrixXi (0,3);
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F_material_ambient = Eigen::MatrixXd (0,4);
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F_material_diffuse = Eigen::MatrixXd (0,4);
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F_material_specular = Eigen::MatrixXd (0,4);
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V_material_ambient = Eigen::MatrixXd (0,4);
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V_material_diffuse = Eigen::MatrixXd (0,4);
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V_material_specular = Eigen::MatrixXd (0,4);
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F_normals = Eigen::MatrixXd (0,3);
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V_normals = Eigen::MatrixXd (0,3);
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V_uv = Eigen::MatrixXd (0,2);
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F_uv = Eigen::MatrixXi (0,3);
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lines = Eigen::MatrixXd (0,9);
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points = Eigen::MatrixXd (0,6);
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labels_positions = Eigen::MatrixXd (0,3);
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labels_strings.clear();
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face_based = false;
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}
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IGL_INLINE void igl::opengl::ViewerData::compute_normals()
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{
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igl::per_face_normals(V, F, F_normals);
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igl::per_vertex_normals(V, F, F_normals, V_normals);
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dirty |= MeshGL::DIRTY_NORMAL;
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}
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IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
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const Eigen::Vector3d& ambient,
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const Eigen::Vector3d& diffuse,
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const Eigen::Vector3d& specular)
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{
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Eigen::Vector4d ambient4;
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Eigen::Vector4d diffuse4;
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Eigen::Vector4d specular4;
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ambient4 << ambient, 1;
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diffuse4 << diffuse, 1;
|
||
|
specular4 << specular, 1;
|
||
|
|
||
|
uniform_colors(ambient4,diffuse4,specular4);
|
||
|
}
|
||
|
|
||
|
IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
|
||
|
const Eigen::Vector4d& ambient,
|
||
|
const Eigen::Vector4d& diffuse,
|
||
|
const Eigen::Vector4d& specular)
|
||
|
{
|
||
|
V_material_ambient.resize(V.rows(),4);
|
||
|
V_material_diffuse.resize(V.rows(),4);
|
||
|
V_material_specular.resize(V.rows(),4);
|
||
|
|
||
|
for (unsigned i=0; i<V.rows();++i)
|
||
|
{
|
||
|
V_material_ambient.row(i) = ambient;
|
||
|
V_material_diffuse.row(i) = diffuse;
|
||
|
V_material_specular.row(i) = specular;
|
||
|
}
|
||
|
|
||
|
F_material_ambient.resize(F.rows(),4);
|
||
|
F_material_diffuse.resize(F.rows(),4);
|
||
|
F_material_specular.resize(F.rows(),4);
|
||
|
|
||
|
for (unsigned i=0; i<F.rows();++i)
|
||
|
{
|
||
|
F_material_ambient.row(i) = ambient;
|
||
|
F_material_diffuse.row(i) = diffuse;
|
||
|
F_material_specular.row(i) = specular;
|
||
|
}
|
||
|
dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
|
||
|
}
|
||
|
|
||
|
IGL_INLINE void igl::opengl::ViewerData::grid_texture()
|
||
|
{
|
||
|
// Don't do anything for an empty mesh
|
||
|
if(V.rows() == 0)
|
||
|
{
|
||
|
V_uv.resize(V.rows(),2);
|
||
|
return;
|
||
|
}
|
||
|
if (V_uv.rows() == 0)
|
||
|
{
|
||
|
V_uv = V.block(0, 0, V.rows(), 2);
|
||
|
V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
|
||
|
V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
|
||
|
V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
|
||
|
V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
|
||
|
V_uv = V_uv.array() * 10;
|
||
|
dirty |= MeshGL::DIRTY_TEXTURE;
|
||
|
}
|
||
|
|
||
|
unsigned size = 128;
|
||
|
unsigned size2 = size/2;
|
||
|
texture_R.resize(size, size);
|
||
|
for (unsigned i=0; i<size; ++i)
|
||
|
{
|
||
|
for (unsigned j=0; j<size; ++j)
|
||
|
{
|
||
|
texture_R(i,j) = 0;
|
||
|
if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
|
||
|
texture_R(i,j) = 255;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
texture_G = texture_R;
|
||
|
texture_B = texture_R;
|
||
|
texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
|
||
|
dirty |= MeshGL::DIRTY_TEXTURE;
|
||
|
}
|
||
|
|
||
|
IGL_INLINE void igl::opengl::ViewerData::updateGL(
|
||
|
const igl::opengl::ViewerData& data,
|
||
|
const bool invert_normals,
|
||
|
igl::opengl::MeshGL& meshgl
|
||
|
)
|
||
|
{
|
||
|
if (!meshgl.is_initialized)
|
||
|
{
|
||
|
meshgl.init();
|
||
|
}
|
||
|
|
||
|
bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
|
||
|
bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
|
||
|
|
||
|
meshgl.dirty |= data.dirty;
|
||
|
|
||
|
// Input:
|
||
|
// X #F by dim quantity
|
||
|
// Output:
|
||
|
// X_vbo #F*3 by dim scattering per corner
|
||
|
const auto per_face = [&data](
|
||
|
const Eigen::MatrixXd & X,
|
||
|
MeshGL::RowMatrixXf & X_vbo)
|
||
|
{
|
||
|
assert(X.cols() == 4);
|
||
|
X_vbo.resize(data.F.rows()*3,4);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
X_vbo.row(i*3+j) = X.row(i).cast<float>();
|
||
|
};
|
||
|
|
||
|
// Input:
|
||
|
// X #V by dim quantity
|
||
|
// Output:
|
||
|
// X_vbo #F*3 by dim scattering per corner
|
||
|
const auto per_corner = [&data](
|
||
|
const Eigen::MatrixXd & X,
|
||
|
MeshGL::RowMatrixXf & X_vbo)
|
||
|
{
|
||
|
X_vbo.resize(data.F.rows()*3,X.cols());
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
|
||
|
};
|
||
|
|
||
|
if (!data.face_based)
|
||
|
{
|
||
|
if (!(per_corner_uv || per_corner_normals))
|
||
|
{
|
||
|
// Vertex positions
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
||
|
meshgl.V_vbo = data.V.cast<float>();
|
||
|
|
||
|
// Vertex normals
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
||
|
{
|
||
|
meshgl.V_normals_vbo = data.V_normals.cast<float>();
|
||
|
if (invert_normals)
|
||
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
||
|
}
|
||
|
|
||
|
// Per-vertex material settings
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
||
|
meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
||
|
meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
||
|
meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
|
||
|
|
||
|
// Face indices
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
||
|
meshgl.F_vbo = data.F.cast<unsigned>();
|
||
|
|
||
|
// Texture coordinates
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_UV)
|
||
|
{
|
||
|
meshgl.V_uv_vbo = data.V_uv.cast<float>();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
// Per vertex properties with per corner UVs
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
||
|
{
|
||
|
per_corner(data.V,meshgl.V_vbo);
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
||
|
{
|
||
|
meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>();
|
||
|
}
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
||
|
{
|
||
|
meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>();
|
||
|
}
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
||
|
{
|
||
|
meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>();
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
||
|
{
|
||
|
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_normals_vbo.row(i*3+j) =
|
||
|
per_corner_normals ?
|
||
|
data.F_normals.row(i*3+j).cast<float>() :
|
||
|
data.V_normals.row(data.F(i,j)).cast<float>();
|
||
|
|
||
|
|
||
|
if (invert_normals)
|
||
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
||
|
{
|
||
|
meshgl.F_vbo.resize(data.F.rows(),3);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_UV)
|
||
|
{
|
||
|
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_uv_vbo.row(i*3+j) =
|
||
|
data.V_uv.row(per_corner_uv ?
|
||
|
data.F_uv(i,j) : data.F(i,j)).cast<float>();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
||
|
{
|
||
|
per_corner(data.V,meshgl.V_vbo);
|
||
|
}
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
||
|
{
|
||
|
per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
|
||
|
}
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
||
|
{
|
||
|
per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
|
||
|
}
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
||
|
{
|
||
|
per_face(data.F_material_specular,meshgl.V_specular_vbo);
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
||
|
{
|
||
|
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_normals_vbo.row(i*3+j) =
|
||
|
per_corner_normals ?
|
||
|
data.F_normals.row(i*3+j).cast<float>() :
|
||
|
data.F_normals.row(i).cast<float>();
|
||
|
|
||
|
if (invert_normals)
|
||
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
||
|
{
|
||
|
meshgl.F_vbo.resize(data.F.rows(),3);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_UV)
|
||
|
{
|
||
|
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
|
||
|
for (unsigned i=0; i<data.F.rows();++i)
|
||
|
for (unsigned j=0;j<3;++j)
|
||
|
meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
|
||
|
{
|
||
|
meshgl.tex_u = data.texture_R.rows();
|
||
|
meshgl.tex_v = data.texture_R.cols();
|
||
|
meshgl.tex.resize(data.texture_R.size()*4);
|
||
|
for (unsigned i=0;i<data.texture_R.size();++i)
|
||
|
{
|
||
|
meshgl.tex(i*4+0) = data.texture_R(i);
|
||
|
meshgl.tex(i*4+1) = data.texture_G(i);
|
||
|
meshgl.tex(i*4+2) = data.texture_B(i);
|
||
|
meshgl.tex(i*4+3) = data.texture_A(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
|
||
|
{
|
||
|
meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
|
||
|
meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
|
||
|
meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
|
||
|
for (unsigned i=0; i<data.lines.rows();++i)
|
||
|
{
|
||
|
meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
|
||
|
meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
|
||
|
meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
|
||
|
meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
|
||
|
meshgl.lines_F_vbo(2*i+0) = 2*i+0;
|
||
|
meshgl.lines_F_vbo(2*i+1) = 2*i+1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
|
||
|
{
|
||
|
meshgl.points_V_vbo.resize(data.points.rows(),3);
|
||
|
meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
|
||
|
meshgl.points_F_vbo.resize(data.points.rows(),1);
|
||
|
for (unsigned i=0; i<data.points.rows();++i)
|
||
|
{
|
||
|
meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
|
||
|
meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
|
||
|
meshgl.points_F_vbo(i) = i;
|
||
|
}
|
||
|
}
|
||
|
}
|