BambuStudio/libigl/igl/opengl2/draw_mesh.h

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