dust3d/third_party/libigl/include/igl/opengl/glfw/map_texture.h

64 lines
1.8 KiB
C++

#ifndef IGL_OPENGL_GLFW_MAP_TEXTURE_H
#define IGL_OPENGL_GLFW_MAP_TEXTURE_H
#ifdef IGL_OPENGL_4
#include "../../igl_inline.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace opengl
{
namespace glfw
{
// Given a mesh (V,F) in [0,1]² and new positions (U) and a texture image
// (in_data), _render_ a new image (out_data) of the same size.
// Inputs:
// V #V by 2 list of undeformed mesh vertex positions (matching texture)
// F #F by 3 list of mesh triangle indices into V
// U #U by 2 list of deformed vertex positions
// in_data w*h*nc array of color values, channels, then columns, then
// rows (e.g., what stbi_image returns and expects)
// w width
// h height
// nc number of channels
// Outputs:
// out_data h*w*nc list of output colors in same order as input
//
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool map_texture(
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
const Eigen::MatrixBase<DerivedU> & U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data);
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool map_texture(
const Eigen::MatrixBase<DerivedV> & _V,
const Eigen::MatrixBase<DerivedF> & _F,
const Eigen::MatrixBase<DerivedU> & _U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data,
int & out_w,
int & out_h,
int & out_nc);
}
}
}
#ifndef IGL_STATIC_LIBRARY
# include "map_texture.cpp"
#endif
#endif // IGL_OPENGL_4
#endif