123 lines
4.7 KiB
C++
123 lines
4.7 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_OPENGL2_DRAW_MESH_H
|
|
#define IGL_OPENGL2_DRAW_MESH_H
|
|
#include "../igl_inline.h"
|
|
#include "gl.h"
|
|
#include <Eigen/Dense>
|
|
|
|
|
|
namespace igl
|
|
{
|
|
namespace opengl2
|
|
{
|
|
|
|
// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals
|
|
//
|
|
// Inputs:
|
|
// V #V by 3 eigen Matrix of mesh vertex 3D positions
|
|
// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
|
|
// N #V|#F by 3 eigen Matrix of 3D normals
|
|
IGL_INLINE void draw_mesh(
|
|
const Eigen::MatrixXd & V,
|
|
const Eigen::MatrixXi & F,
|
|
const Eigen::MatrixXd & N);
|
|
|
|
// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals and per-vertex
|
|
// colors
|
|
//
|
|
// Inputs:
|
|
// V #V by 3 eigen Matrix of mesh vertex 3D positions
|
|
// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
|
|
// N #V|#F by 3 eigen Matrix of 3D normals
|
|
// C #V|#F|1 by 3 eigen Matrix of RGB colors
|
|
IGL_INLINE void draw_mesh(
|
|
const Eigen::MatrixXd & V,
|
|
const Eigen::MatrixXi & F,
|
|
const Eigen::MatrixXd & N,
|
|
const Eigen::MatrixXd & C);
|
|
// Inputs:
|
|
// V #V by 3 eigen Matrix of mesh vertex 3D positions
|
|
// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
|
|
// N #V|#F by 3 eigen Matrix of 3D normals
|
|
// C #V|#F|1 by 3 eigen Matrix of RGB colors
|
|
// TC #V|#F|1 by 3 eigen Matrix of Texture Coordinates
|
|
IGL_INLINE void draw_mesh(
|
|
const Eigen::MatrixXd & V,
|
|
const Eigen::MatrixXi & F,
|
|
const Eigen::MatrixXd & N,
|
|
const Eigen::MatrixXd & C,
|
|
const Eigen::MatrixXd & TC);
|
|
|
|
// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex
|
|
// colors and LBS weights
|
|
//
|
|
// Inputs:
|
|
// V #V by 3 eigen Matrix of mesh vertex 3D positions
|
|
// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
|
|
// N #V by 3 eigen Matrix of mesh vertex 3D normals
|
|
// C #V by 3 eigen Matrix of mesh vertex RGB colors
|
|
// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
|
|
// W #V by #H eigen Matrix of per mesh vertex, per handle weights
|
|
// W_index Specifies the index of the "weight" vertex attribute: see
|
|
// glBindAttribLocation, if W_index is 0 then weights are ignored
|
|
// WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids
|
|
// WI_index Specifies the index of the "weight" vertex attribute: see
|
|
// glBindAttribLocation, if WI_index is 0 then weight indices are ignored
|
|
IGL_INLINE void draw_mesh(
|
|
const Eigen::MatrixXd & V,
|
|
const Eigen::MatrixXi & F,
|
|
const Eigen::MatrixXd & N,
|
|
const Eigen::MatrixXd & C,
|
|
const Eigen::MatrixXd & TC,
|
|
const Eigen::MatrixXd & W,
|
|
const GLuint W_index,
|
|
const Eigen::MatrixXi & WI,
|
|
const GLuint WI_index);
|
|
|
|
// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex
|
|
// colors and LBS weights
|
|
//
|
|
// Inputs:
|
|
// V #V by 3 eigen Matrix of mesh vertex 3D positions
|
|
// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
|
|
// N #V by 3 eigen Matrix of mesh vertex 3D normals
|
|
// NF #F by 3 eigen Matrix of face (triangle/quad) normal indices, <0
|
|
// means no normal
|
|
// C #V by 3 eigen Matrix of mesh vertex RGB colors
|
|
// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
|
|
// TF #F by 3 eigen Matrix of face (triangle/quad) texture indices, <0
|
|
// means no texture
|
|
// W #V by #H eigen Matrix of per mesh vertex, per handle weights
|
|
// W_index Specifies the index of the "weight" vertex attribute: see
|
|
// glBindAttribLocation, if W_index is 0 then weights are ignored
|
|
// WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids
|
|
// WI_index Specifies the index of the "weight" vertex attribute: see
|
|
// glBindAttribLocation, if WI_index is 0 then weight indices are ignored
|
|
IGL_INLINE void draw_mesh(
|
|
const Eigen::MatrixXd & V,
|
|
const Eigen::MatrixXi & F,
|
|
const Eigen::MatrixXd & N,
|
|
const Eigen::MatrixXi & NF,
|
|
const Eigen::MatrixXd & C,
|
|
const Eigen::MatrixXd & TC,
|
|
const Eigen::MatrixXi & TF,
|
|
const Eigen::MatrixXd & W,
|
|
const GLuint W_index,
|
|
const Eigen::MatrixXi & WI,
|
|
const GLuint WI_index);
|
|
|
|
}
|
|
}
|
|
|
|
#ifndef IGL_STATIC_LIBRARY
|
|
# include "draw_mesh.cpp"
|
|
#endif
|
|
|
|
#endif
|