Datasets:

Modalities:
Image
Text
Formats:
text
Size:
< 1K
Libraries:
Datasets
License:
File size: 4,982 Bytes
5b89cb9
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
// 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;
  typedef unsigned int GLint;

  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_VERTEX_LABELS  = 0x0400,
    DIRTY_FACE_LABELS    = 0x0800,
    DIRTY_CUSTOM_LABELS  = 0x1000,
    DIRTY_ALL            = 0xFFFF
  };

  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 shader_text;

  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;

  // Text Rendering
  struct TextGL
  { 
    uint32_t dirty_flag;
    GLuint vao_labels;
    GLuint vbo_labels_pos;
    GLuint vbo_labels_characters;
    GLuint vbo_labels_offset; 
    GLuint vbo_labels_indices;
    RowMatrixXf label_pos_vbo;
    RowMatrixXf label_char_vbo;
    RowMatrixXf label_offset_vbo;
    Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> label_indices_vbo;
    void init_buffers();
    void free_buffers();
  };
  TextGL vertex_labels;
  TextGL face_labels;  
  TextGL custom_labels;
  GLuint font_atlas;

  int tex_u;
  int tex_v;
  GLint tex_filter;
  GLint tex_wrap;
  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;

  IGL_INLINE MeshGL();

  // 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();

  // Text Binding and Draw functions
  IGL_INLINE void init_text_rendering();
  IGL_INLINE void bind_labels(const TextGL& labels);
  IGL_INLINE void draw_labels(const TextGL& labels);

  // Release the OpenGL buffer objects
  IGL_INLINE void free_buffers();

};

}
}

#ifndef IGL_STATIC_LIBRARY
#  include "MeshGL.cpp"
#endif

#endif