ViewerData.cpp 21 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <[email protected]>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "ViewerData.h"
  9. #include "ViewerCore.h"
  10. #include "../per_face_normals.h"
  11. #include "../material_colors.h"
  12. #include "../parula.h"
  13. #include "../per_vertex_normals.h"
  14. #include <iostream>
  15. IGL_INLINE igl::opengl::ViewerData::ViewerData()
  16. : dirty(MeshGL::DIRTY_ALL),
  17. // UINT_MAX sets all bits to 1 so these defaults get applied to all view cores
  18. show_faces (UINT_MAX),
  19. show_lines (UINT_MAX),
  20. invert_normals (false),
  21. show_overlay (UINT_MAX),
  22. show_overlay_depth(UINT_MAX),
  23. show_vertid (false),
  24. show_faceid (false),
  25. show_labels (false),
  26. show_texture (false),
  27. point_size(30),
  28. line_width(0.5f),
  29. line_color(0,0,0,1),
  30. label_color(0,0,0.04,1),
  31. shininess(35.0f),
  32. id(-1),
  33. is_visible (UINT_MAX)
  34. {
  35. clear();
  36. };
  37. IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
  38. {
  39. if (face_based != newvalue)
  40. {
  41. face_based = newvalue;
  42. dirty = MeshGL::DIRTY_ALL;
  43. }
  44. }
  45. // Helpers that draws the most common meshes
  46. IGL_INLINE void igl::opengl::ViewerData::set_mesh(
  47. const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  48. {
  49. using namespace std;
  50. Eigen::MatrixXd V_temp;
  51. // If V only has two columns, pad with a column of zeros
  52. if (_V.cols() == 2)
  53. {
  54. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  55. V_temp.block(0,0,_V.rows(),2) = _V;
  56. }
  57. else
  58. V_temp = _V;
  59. if (V.rows() == 0 && F.rows() == 0)
  60. {
  61. V = V_temp;
  62. F = _F;
  63. compute_normals();
  64. uniform_colors(
  65. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  66. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  67. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  68. grid_texture();
  69. }
  70. else
  71. {
  72. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  73. {
  74. V = V_temp;
  75. F = _F;
  76. }
  77. else
  78. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  79. }
  80. dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
  81. }
  82. IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  83. {
  84. V = _V;
  85. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  86. dirty |= MeshGL::DIRTY_POSITION;
  87. }
  88. IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
  89. {
  90. using namespace std;
  91. if (N.rows() == V.rows())
  92. {
  93. set_face_based(false);
  94. V_normals = N;
  95. }
  96. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  97. {
  98. set_face_based(true);
  99. F_normals = N;
  100. }
  101. else
  102. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  103. dirty |= MeshGL::DIRTY_NORMAL;
  104. }
  105. IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/)
  106. {
  107. if (value)
  108. is_visible |= core_id;
  109. else
  110. is_visible &= ~core_id;
  111. }
  112. IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to)
  113. {
  114. to.set(show_overlay , from.is_set(show_overlay) );
  115. to.set(show_overlay_depth, from.is_set(show_overlay_depth));
  116. to.set(show_texture , from.is_set(show_texture) );
  117. to.set(show_faces , from.is_set(show_faces) );
  118. to.set(show_lines , from.is_set(show_lines) );
  119. }
  120. IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
  121. {
  122. using namespace std;
  123. using namespace Eigen;
  124. if(C.rows()>0 && C.cols() == 1)
  125. {
  126. Eigen::MatrixXd C3;
  127. igl::parula(C,true,C3);
  128. return set_colors(C3);
  129. }
  130. // Ambient color should be darker color
  131. const auto ambient = [](const MatrixXd & C)->MatrixXd
  132. {
  133. MatrixXd T = 0.1*C;
  134. T.col(3) = C.col(3);
  135. return T;
  136. };
  137. // Specular color should be a less saturated and darker color: dampened
  138. // highlights
  139. const auto specular = [](const MatrixXd & C)->MatrixXd
  140. {
  141. const double grey = 0.3;
  142. MatrixXd T = grey+0.1*(C.array()-grey);
  143. T.col(3) = C.col(3);
  144. return T;
  145. };
  146. if (C.rows() == 1)
  147. {
  148. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  149. {
  150. if (C.cols() == 3)
  151. V_material_diffuse.row(i) << C.row(0),1;
  152. else if (C.cols() == 4)
  153. V_material_diffuse.row(i) << C.row(0);
  154. }
  155. V_material_ambient = ambient(V_material_diffuse);
  156. V_material_specular = specular(V_material_diffuse);
  157. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  158. {
  159. if (C.cols() == 3)
  160. F_material_diffuse.row(i) << C.row(0),1;
  161. else if (C.cols() == 4)
  162. F_material_diffuse.row(i) << C.row(0);
  163. }
  164. F_material_ambient = ambient(F_material_diffuse);
  165. F_material_specular = specular(F_material_diffuse);
  166. }
  167. else if (C.rows() == V.rows())
  168. {
  169. set_face_based(false);
  170. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  171. {
  172. if (C.cols() == 3)
  173. V_material_diffuse.row(i) << C.row(i), 1;
  174. else if (C.cols() == 4)
  175. V_material_diffuse.row(i) << C.row(i);
  176. }
  177. V_material_ambient = ambient(V_material_diffuse);
  178. V_material_specular = specular(V_material_diffuse);
  179. }
  180. else if (C.rows() == F.rows())
  181. {
  182. set_face_based(true);
  183. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  184. {
  185. if (C.cols() == 3)
  186. F_material_diffuse.row(i) << C.row(i), 1;
  187. else if (C.cols() == 4)
  188. F_material_diffuse.row(i) << C.row(i);
  189. }
  190. F_material_ambient = ambient(F_material_diffuse);
  191. F_material_specular = specular(F_material_diffuse);
  192. }
  193. else
  194. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
  195. dirty |= MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_AMBIENT;
  196. }
  197. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  198. {
  199. using namespace std;
  200. if (UV.rows() == V.rows())
  201. {
  202. set_face_based(false);
  203. V_uv = UV;
  204. }
  205. else
  206. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  207. dirty |= MeshGL::DIRTY_UV;
  208. }
  209. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  210. {
  211. set_face_based(true);
  212. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  213. F_uv = UV_F;
  214. dirty |= MeshGL::DIRTY_UV;
  215. }
  216. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  217. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  218. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  219. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  220. {
  221. texture_R = R;
  222. texture_G = G;
  223. texture_B = B;
  224. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  225. dirty |= MeshGL::DIRTY_TEXTURE;
  226. }
  227. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  228. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  229. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  230. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  231. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  232. {
  233. texture_R = R;
  234. texture_G = G;
  235. texture_B = B;
  236. texture_A = A;
  237. dirty |= MeshGL::DIRTY_TEXTURE;
  238. }
  239. IGL_INLINE void igl::opengl::ViewerData::set_points(
  240. const Eigen::MatrixXd& P,
  241. const Eigen::MatrixXd& C)
  242. {
  243. // clear existing points
  244. points.resize(0,0);
  245. add_points(P,C);
  246. }
  247. IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  248. {
  249. Eigen::MatrixXd P_temp;
  250. // If P only has two columns, pad with a column of zeros
  251. if (P.cols() == 2)
  252. {
  253. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  254. P_temp.block(0,0,P.rows(),2) = P;
  255. }
  256. else
  257. P_temp = P;
  258. int lastid = points.rows();
  259. points.conservativeResize(points.rows() + P_temp.rows(),6);
  260. for (unsigned i=0; i<P_temp.rows(); ++i)
  261. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  262. dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
  263. }
  264. IGL_INLINE void igl::opengl::ViewerData::clear_points()
  265. {
  266. points.resize(0, 6);
  267. }
  268. IGL_INLINE void igl::opengl::ViewerData::set_edges(
  269. const Eigen::MatrixXd& P,
  270. const Eigen::MatrixXi& E,
  271. const Eigen::MatrixXd& C)
  272. {
  273. using namespace Eigen;
  274. lines.resize(E.rows(),9);
  275. assert(C.cols() == 3);
  276. for(int e = 0;e<E.rows();e++)
  277. {
  278. RowVector3d color;
  279. if(C.size() == 3)
  280. {
  281. color<<C;
  282. }else if(C.rows() == E.rows())
  283. {
  284. color<<C.row(e);
  285. }
  286. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  287. }
  288. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  289. }
  290. IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  291. {
  292. Eigen::MatrixXd P1_temp,P2_temp;
  293. // If P1 only has two columns, pad with a column of zeros
  294. if (P1.cols() == 2)
  295. {
  296. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  297. P1_temp.block(0,0,P1.rows(),2) = P1;
  298. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  299. P2_temp.block(0,0,P2.rows(),2) = P2;
  300. }
  301. else
  302. {
  303. P1_temp = P1;
  304. P2_temp = P2;
  305. }
  306. int lastid = lines.rows();
  307. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  308. for (unsigned i=0; i<P1_temp.rows(); ++i)
  309. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  310. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  311. }
  312. IGL_INLINE void igl::opengl::ViewerData::clear_edges()
  313. {
  314. lines.resize(0, 9);
  315. }
  316. IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  317. {
  318. Eigen::RowVectorXd P_temp;
  319. // If P only has two columns, pad with a column of zeros
  320. if (P.size() == 2)
  321. {
  322. P_temp = Eigen::RowVectorXd::Zero(3);
  323. P_temp << P.transpose(), 0;
  324. }
  325. else
  326. P_temp = P;
  327. int lastid = labels_positions.rows();
  328. labels_positions.conservativeResize(lastid+1, 3);
  329. labels_positions.row(lastid) = P_temp;
  330. labels_strings.push_back(str);
  331. }
  332. IGL_INLINE void igl::opengl::ViewerData::set_labels(const Eigen::MatrixXd& P, const std::vector<std::string>& str)
  333. {
  334. assert(P.rows() == str.size() && "position # and label # do not match!");
  335. assert(P.cols() == 3 && "dimension of label positions incorrect!");
  336. labels_positions = P;
  337. labels_strings = str;
  338. }
  339. IGL_INLINE void igl::opengl::ViewerData::clear_labels()
  340. {
  341. labels_positions.resize(0,3);
  342. labels_strings.clear();
  343. }
  344. IGL_INLINE void igl::opengl::ViewerData::clear()
  345. {
  346. V = Eigen::MatrixXd (0,3);
  347. F = Eigen::MatrixXi (0,3);
  348. F_material_ambient = Eigen::MatrixXd (0,4);
  349. F_material_diffuse = Eigen::MatrixXd (0,4);
  350. F_material_specular = Eigen::MatrixXd (0,4);
  351. V_material_ambient = Eigen::MatrixXd (0,4);
  352. V_material_diffuse = Eigen::MatrixXd (0,4);
  353. V_material_specular = Eigen::MatrixXd (0,4);
  354. F_normals = Eigen::MatrixXd (0,3);
  355. V_normals = Eigen::MatrixXd (0,3);
  356. V_uv = Eigen::MatrixXd (0,2);
  357. F_uv = Eigen::MatrixXi (0,3);
  358. lines = Eigen::MatrixXd (0,9);
  359. points = Eigen::MatrixXd (0,6);
  360. labels_positions = Eigen::MatrixXd (0,3);
  361. labels_strings.clear();
  362. face_based = false;
  363. }
  364. IGL_INLINE void igl::opengl::ViewerData::compute_normals()
  365. {
  366. igl::per_face_normals(V, F, F_normals);
  367. igl::per_vertex_normals(V, F, F_normals, V_normals);
  368. dirty |= MeshGL::DIRTY_NORMAL;
  369. }
  370. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  371. const Eigen::Vector3d& ambient,
  372. const Eigen::Vector3d& diffuse,
  373. const Eigen::Vector3d& specular)
  374. {
  375. Eigen::Vector4d ambient4;
  376. Eigen::Vector4d diffuse4;
  377. Eigen::Vector4d specular4;
  378. ambient4 << ambient, 1;
  379. diffuse4 << diffuse, 1;
  380. specular4 << specular, 1;
  381. uniform_colors(ambient4,diffuse4,specular4);
  382. }
  383. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  384. const Eigen::Vector4d& ambient,
  385. const Eigen::Vector4d& diffuse,
  386. const Eigen::Vector4d& specular)
  387. {
  388. V_material_ambient.resize(V.rows(),4);
  389. V_material_diffuse.resize(V.rows(),4);
  390. V_material_specular.resize(V.rows(),4);
  391. for (unsigned i=0; i<V.rows();++i)
  392. {
  393. V_material_ambient.row(i) = ambient;
  394. V_material_diffuse.row(i) = diffuse;
  395. V_material_specular.row(i) = specular;
  396. }
  397. F_material_ambient.resize(F.rows(),4);
  398. F_material_diffuse.resize(F.rows(),4);
  399. F_material_specular.resize(F.rows(),4);
  400. for (unsigned i=0; i<F.rows();++i)
  401. {
  402. F_material_ambient.row(i) = ambient;
  403. F_material_diffuse.row(i) = diffuse;
  404. F_material_specular.row(i) = specular;
  405. }
  406. dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
  407. }
  408. IGL_INLINE void igl::opengl::ViewerData::grid_texture()
  409. {
  410. // Don't do anything for an empty mesh
  411. if(V.rows() == 0)
  412. {
  413. V_uv.resize(V.rows(),2);
  414. return;
  415. }
  416. if (V_uv.rows() == 0)
  417. {
  418. V_uv = V.block(0, 0, V.rows(), 2);
  419. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  420. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  421. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  422. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  423. V_uv = V_uv.array() * 10;
  424. dirty |= MeshGL::DIRTY_TEXTURE;
  425. }
  426. unsigned size = 128;
  427. unsigned size2 = size/2;
  428. texture_R.resize(size, size);
  429. for (unsigned i=0; i<size; ++i)
  430. {
  431. for (unsigned j=0; j<size; ++j)
  432. {
  433. texture_R(i,j) = 0;
  434. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  435. texture_R(i,j) = 255;
  436. }
  437. }
  438. texture_G = texture_R;
  439. texture_B = texture_R;
  440. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  441. dirty |= MeshGL::DIRTY_TEXTURE;
  442. }
  443. IGL_INLINE void igl::opengl::ViewerData::updateGL(
  444. const igl::opengl::ViewerData& data,
  445. const bool invert_normals,
  446. igl::opengl::MeshGL& meshgl
  447. )
  448. {
  449. if (!meshgl.is_initialized)
  450. {
  451. meshgl.init();
  452. }
  453. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  454. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  455. meshgl.dirty |= data.dirty;
  456. // Input:
  457. // X #F by dim quantity
  458. // Output:
  459. // X_vbo #F*3 by dim scattering per corner
  460. const auto per_face = [&data](
  461. const Eigen::MatrixXd & X,
  462. MeshGL::RowMatrixXf & X_vbo)
  463. {
  464. assert(X.cols() == 4);
  465. X_vbo.resize(data.F.rows()*3,4);
  466. for (unsigned i=0; i<data.F.rows();++i)
  467. for (unsigned j=0;j<3;++j)
  468. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  469. };
  470. // Input:
  471. // X #V by dim quantity
  472. // Output:
  473. // X_vbo #F*3 by dim scattering per corner
  474. const auto per_corner = [&data](
  475. const Eigen::MatrixXd & X,
  476. MeshGL::RowMatrixXf & X_vbo)
  477. {
  478. X_vbo.resize(data.F.rows()*3,X.cols());
  479. for (unsigned i=0; i<data.F.rows();++i)
  480. for (unsigned j=0;j<3;++j)
  481. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  482. };
  483. if (!data.face_based)
  484. {
  485. if (!(per_corner_uv || per_corner_normals))
  486. {
  487. // Vertex positions
  488. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  489. meshgl.V_vbo = data.V.cast<float>();
  490. // Vertex normals
  491. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  492. {
  493. meshgl.V_normals_vbo = data.V_normals.cast<float>();
  494. if (invert_normals)
  495. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  496. }
  497. // Per-vertex material settings
  498. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  499. meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
  500. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  501. meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  502. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  503. meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
  504. // Face indices
  505. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  506. meshgl.F_vbo = data.F.cast<unsigned>();
  507. // Texture coordinates
  508. if (meshgl.dirty & MeshGL::DIRTY_UV)
  509. {
  510. meshgl.V_uv_vbo = data.V_uv.cast<float>();
  511. }
  512. }
  513. else
  514. {
  515. // Per vertex properties with per corner UVs
  516. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  517. {
  518. per_corner(data.V,meshgl.V_vbo);
  519. }
  520. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  521. {
  522. meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
  523. for (unsigned i=0; i<data.F.rows();++i)
  524. for (unsigned j=0;j<3;++j)
  525. meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>();
  526. }
  527. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  528. {
  529. meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
  530. for (unsigned i=0; i<data.F.rows();++i)
  531. for (unsigned j=0;j<3;++j)
  532. meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>();
  533. }
  534. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  535. {
  536. meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
  537. for (unsigned i=0; i<data.F.rows();++i)
  538. for (unsigned j=0;j<3;++j)
  539. meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>();
  540. }
  541. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  542. {
  543. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  544. for (unsigned i=0; i<data.F.rows();++i)
  545. for (unsigned j=0;j<3;++j)
  546. meshgl.V_normals_vbo.row(i*3+j) =
  547. per_corner_normals ?
  548. data.F_normals.row(i*3+j).cast<float>() :
  549. data.V_normals.row(data.F(i,j)).cast<float>();
  550. if (invert_normals)
  551. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  552. }
  553. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  554. {
  555. meshgl.F_vbo.resize(data.F.rows(),3);
  556. for (unsigned i=0; i<data.F.rows();++i)
  557. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  558. }
  559. if (meshgl.dirty & MeshGL::DIRTY_UV)
  560. {
  561. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  562. for (unsigned i=0; i<data.F.rows();++i)
  563. for (unsigned j=0;j<3;++j)
  564. meshgl.V_uv_vbo.row(i*3+j) =
  565. data.V_uv.row(per_corner_uv ?
  566. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  567. }
  568. }
  569. }
  570. else
  571. {
  572. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  573. {
  574. per_corner(data.V,meshgl.V_vbo);
  575. }
  576. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  577. {
  578. per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
  579. }
  580. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  581. {
  582. per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
  583. }
  584. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  585. {
  586. per_face(data.F_material_specular,meshgl.V_specular_vbo);
  587. }
  588. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  589. {
  590. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  591. for (unsigned i=0; i<data.F.rows();++i)
  592. for (unsigned j=0;j<3;++j)
  593. meshgl.V_normals_vbo.row(i*3+j) =
  594. per_corner_normals ?
  595. data.F_normals.row(i*3+j).cast<float>() :
  596. data.F_normals.row(i).cast<float>();
  597. if (invert_normals)
  598. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  599. }
  600. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  601. {
  602. meshgl.F_vbo.resize(data.F.rows(),3);
  603. for (unsigned i=0; i<data.F.rows();++i)
  604. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  605. }
  606. if (meshgl.dirty & MeshGL::DIRTY_UV)
  607. {
  608. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  609. for (unsigned i=0; i<data.F.rows();++i)
  610. for (unsigned j=0;j<3;++j)
  611. meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
  612. }
  613. }
  614. if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
  615. {
  616. meshgl.tex_u = data.texture_R.rows();
  617. meshgl.tex_v = data.texture_R.cols();
  618. meshgl.tex.resize(data.texture_R.size()*4);
  619. for (unsigned i=0;i<data.texture_R.size();++i)
  620. {
  621. meshgl.tex(i*4+0) = data.texture_R(i);
  622. meshgl.tex(i*4+1) = data.texture_G(i);
  623. meshgl.tex(i*4+2) = data.texture_B(i);
  624. meshgl.tex(i*4+3) = data.texture_A(i);
  625. }
  626. }
  627. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
  628. {
  629. meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
  630. meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  631. meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
  632. for (unsigned i=0; i<data.lines.rows();++i)
  633. {
  634. meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  635. meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  636. meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  637. meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  638. meshgl.lines_F_vbo(2*i+0) = 2*i+0;
  639. meshgl.lines_F_vbo(2*i+1) = 2*i+1;
  640. }
  641. }
  642. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
  643. {
  644. meshgl.points_V_vbo.resize(data.points.rows(),3);
  645. meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
  646. meshgl.points_F_vbo.resize(data.points.rows(),1);
  647. for (unsigned i=0; i<data.points.rows();++i)
  648. {
  649. meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  650. meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  651. meshgl.points_F_vbo(i) = i;
  652. }
  653. }
  654. }