dust3d/third_party/libigl/include/igl/opengl/MeshGL.h

134 lines
3.9 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@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/.
#ifndef IGL_OPENGL_MESHGL_H
#define IGL_OPENGL_MESHGL_H
// Coverts mesh data inside a igl::ViewerData class in an OpenGL
// compatible format The class includes a shader and the opengl calls to plot
// the data
#include <igl/igl_inline.h>
#include <Eigen/Core>
namespace igl
{
namespace opengl
{
class MeshGL
{
public:
typedef unsigned int GLuint;
enum DirtyFlags
{
DIRTY_NONE = 0x0000,
DIRTY_POSITION = 0x0001,
DIRTY_UV = 0x0002,
DIRTY_NORMAL = 0x0004,
DIRTY_AMBIENT = 0x0008,
DIRTY_DIFFUSE = 0x0010,
DIRTY_SPECULAR = 0x0020,
DIRTY_TEXTURE = 0x0040,
DIRTY_FACE = 0x0080,
DIRTY_MESH = 0x00FF,
DIRTY_OVERLAY_LINES = 0x0100,
DIRTY_OVERLAY_POINTS = 0x0200,
DIRTY_ALL = 0x03FF
};
bool is_initialized = false;
GLuint vao_mesh;
GLuint vao_overlay_lines;
GLuint vao_overlay_points;
GLuint shader_mesh;
GLuint shader_overlay_lines;
GLuint shader_overlay_points;
GLuint vbo_V; // Vertices of the current mesh (#V x 3)
GLuint vbo_V_uv; // UV coordinates for the current mesh (#V x 2)
GLuint vbo_V_normals; // Vertices of the current mesh (#V x 3)
GLuint vbo_V_ambient; // Ambient material (#V x 3)
GLuint vbo_V_diffuse; // Diffuse material (#V x 3)
GLuint vbo_V_specular; // Specular material (#V x 3)
GLuint vbo_F; // Faces of the mesh (#F x 3)
GLuint vbo_tex; // Texture
GLuint vbo_lines_F; // Indices of the line overlay
GLuint vbo_lines_V; // Vertices of the line overlay
GLuint vbo_lines_V_colors; // Color values of the line overlay
GLuint vbo_points_F; // Indices of the point overlay
GLuint vbo_points_V; // Vertices of the point overlay
GLuint vbo_points_V_colors; // Color values of the point overlay
// Temporary copy of the content of each VBO
typedef Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> RowMatrixXf;
RowMatrixXf V_vbo;
RowMatrixXf V_normals_vbo;
RowMatrixXf V_ambient_vbo;
RowMatrixXf V_diffuse_vbo;
RowMatrixXf V_specular_vbo;
RowMatrixXf V_uv_vbo;
RowMatrixXf lines_V_vbo;
RowMatrixXf lines_V_colors_vbo;
RowMatrixXf points_V_vbo;
RowMatrixXf points_V_colors_vbo;
int tex_u;
int tex_v;
Eigen::Matrix<char,Eigen::Dynamic,1> tex;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> F_vbo;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> lines_F_vbo;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> points_F_vbo;
// Marks dirty buffers that need to be uploaded to OpenGL
uint32_t dirty;
// Initialize shaders and buffers
IGL_INLINE void init();
// Release all resources
IGL_INLINE void free();
// Create a new set of OpenGL buffer objects
IGL_INLINE void init_buffers();
// Bind the underlying OpenGL buffer objects for subsequent mesh draw calls
IGL_INLINE void bind_mesh();
/// Draw the currently buffered mesh (either solid or wireframe)
IGL_INLINE void draw_mesh(bool solid);
// Bind the underlying OpenGL buffer objects for subsequent line overlay draw calls
IGL_INLINE void bind_overlay_lines();
/// Draw the currently buffered line overlay
IGL_INLINE void draw_overlay_lines();
// Bind the underlying OpenGL buffer objects for subsequent point overlay draw calls
IGL_INLINE void bind_overlay_points();
/// Draw the currently buffered point overlay
IGL_INLINE void draw_overlay_points();
// Release the OpenGL buffer objects
IGL_INLINE void free_buffers();
};
}
}
#ifndef IGL_STATIC_LIBRARY
# include "MeshGL.cpp"
#endif
#endif