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

62 lines
1.9 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/.
#ifndef IGL_OPENGL_CREATE_MESH_VBO_H
#define IGL_OPENGL_CREATE_MESH_VBO_H
#include "../igl_inline.h"
#include "gl.h"
#include <Eigen/Core>
// Create a VBO (Vertex Buffer Object) for a mesh. Actually two VBOs: one
// GL_ARRAY_BUFFER for the vertex positions (V) and one
// GL_ELEMENT_ARRAY_BUFFER for the triangle indices (F)
namespace igl
{
namespace opengl
{
// Inputs:
// V #V by 3 eigen Matrix of mesh vertex 3D positions
// F #F by 3 eigen Matrix of face (triangle) indices
// Outputs:
// V_vbo_id buffer id for vertex positions
// F_vbo_id buffer id for face indices
//
// NOTE: when using glDrawElements VBOs for V and F using MatrixXd and
// MatrixXi will have types GL_DOUBLE and GL_UNSIGNED_INT respectively
//
IGL_INLINE void create_mesh_vbo(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
GLuint & V_vbo_id,
GLuint & F_vbo_id);
// Inputs:
// V #V by 3 eigen Matrix of mesh vertex 3D positions
// F #F by 3 eigen Matrix of face (triangle) indices
// N #V by 3 eigen Matrix of mesh vertex 3D normals
// Outputs:
// V_vbo_id buffer id for vertex positions
// F_vbo_id buffer id for face indices
// N_vbo_id buffer id for vertex positions
IGL_INLINE void create_mesh_vbo(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXd & N,
GLuint & V_vbo_id,
GLuint & F_vbo_id,
GLuint & N_vbo_id);
}
}
#ifndef IGL_STATIC_LIBRARY
# include "create_mesh_vbo.cpp"
#endif
#endif