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4.98 kB
| // 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/. | |
| // 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 | |
| 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(); | |
| }; | |
| } | |
| } | |