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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <[email protected]>
- //
- // 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
- #include "../igl_inline.h"
- #include <Eigen/Core>
- #include <cstdint>
- namespace igl
- {
- namespace opengl
- {
- /// 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
- class MeshGL
- {
- public:
- typedef unsigned int GLuint;
- typedef unsigned int GLint;
- /// Bitmask flags for keeping track of what needs to be (re)-uploaded to the
- /// GPU
- 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;
- /// Vertices of the current mesh (#V x 3)
- GLuint vbo_V;
- /// UV coordinates for the current mesh (#V x 2)
- GLuint vbo_V_uv;
- /// Vertices of the current mesh (#V x 3)
- GLuint vbo_V_normals;
- /// Ambient material (#V x 3)
- GLuint vbo_V_ambient;
- /// Diffuse material (#V x 3)
- GLuint vbo_V_diffuse;
- /// Specular material (#V x 3)
- GLuint vbo_V_specular;
- /// Faces of the mesh (#F x 3)
- GLuint vbo_F;
- /// Texture
- GLuint vbo_tex;
- /// Indices of the line overlay
- GLuint vbo_lines_F;
- /// Vertices of the line overlay
- GLuint vbo_lines_V;
- /// Color values of the line overlay
- GLuint vbo_lines_V_colors;
- /// Indices of the point overlay
- GLuint vbo_points_F;
- /// Vertices of the point overlay
- GLuint vbo_points_V;
- /// Color values of the point overlay
- GLuint vbo_points_V_colors;
- // 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
- {
- std::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
- std::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)
- ///
- /// @param[in] solid Whether to draw the mesh as a 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();
- /// Bind the underlying OpenGL buffer objects for subsequent text draw calls
- IGL_INLINE void bind_labels(const TextGL& labels);
- /// Draw the currently buffered text
- 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
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