diff options
author | Lukas Matena <lukasmatena@seznam.cz> | 2018-10-26 16:45:52 +0300 |
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committer | Lukas Matena <lukasmatena@seznam.cz> | 2018-10-26 16:45:52 +0300 |
commit | 7681d00ee50c58a06b0ab61f776a08a693a6e510 (patch) | |
tree | f9bb0a57375af93113e52e31d05bc4f86f1a3907 /src/igl/opengl/ViewerData.cpp | |
parent | c1e6eda554813763378f959435df766a600b896c (diff) | |
parent | f65118210124d460d9cb6478a84976bb98160595 (diff) |
Merged branch 'dev_native' into lm_sla_supports_auto
Added igl library files
Diffstat (limited to 'src/igl/opengl/ViewerData.cpp')
-rw-r--r-- | src/igl/opengl/ViewerData.cpp | 691 |
1 files changed, 691 insertions, 0 deletions
diff --git a/src/igl/opengl/ViewerData.cpp b/src/igl/opengl/ViewerData.cpp new file mode 100644 index 000000000..0a7f2c44b --- /dev/null +++ b/src/igl/opengl/ViewerData.cpp @@ -0,0 +1,691 @@ +// 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/. + +#include "ViewerData.h" + +#include "../per_face_normals.h" +#include "../material_colors.h" +#include "../parula.h" +#include "../per_vertex_normals.h" + +#include <iostream> + + +IGL_INLINE igl::opengl::ViewerData::ViewerData() +: dirty(MeshGL::DIRTY_ALL), + show_faces(true), + show_lines(true), + invert_normals(false), + show_overlay(true), + show_overlay_depth(true), + show_vertid(false), + show_faceid(false), + show_texture(false), + point_size(30), + line_width(0.5f), + line_color(0,0,0,1), + shininess(35.0f), + id(-1) +{ + clear(); +}; + +IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue) +{ + if (face_based != newvalue) + { + face_based = newvalue; + dirty = MeshGL::DIRTY_ALL; + } +} + +// Helpers that draws the most common meshes +IGL_INLINE void igl::opengl::ViewerData::set_mesh( + const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F) +{ + using namespace std; + + Eigen::MatrixXd V_temp; + + // If V only has two columns, pad with a column of zeros + if (_V.cols() == 2) + { + V_temp = Eigen::MatrixXd::Zero(_V.rows(),3); + V_temp.block(0,0,_V.rows(),2) = _V; + } + else + V_temp = _V; + + if (V.rows() == 0 && F.rows() == 0) + { + V = V_temp; + F = _F; + + compute_normals(); + uniform_colors( + Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]), + Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]), + Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2])); + + grid_texture(); + } + else + { + if (_V.rows() == V.rows() && _F.rows() == F.rows()) + { + V = V_temp; + F = _F; + } + else + cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl; + } + dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION; +} + +IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V) +{ + V = _V; + assert(F.size() == 0 || F.maxCoeff() < V.rows()); + dirty |= MeshGL::DIRTY_POSITION; +} + +IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N) +{ + using namespace std; + if (N.rows() == V.rows()) + { + set_face_based(false); + V_normals = N; + } + else if (N.rows() == F.rows() || N.rows() == F.rows()*3) + { + set_face_based(true); + F_normals = N; + } + else + cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl; + dirty |= MeshGL::DIRTY_NORMAL; +} + +IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C) +{ + using namespace std; + using namespace Eigen; + if(C.rows()>0 && C.cols() == 1) + { + Eigen::MatrixXd C3; + igl::parula(C,true,C3); + return set_colors(C3); + } + // Ambient color should be darker color + const auto ambient = [](const MatrixXd & C)->MatrixXd + { + MatrixXd T = 0.1*C; + T.col(3) = C.col(3); + return T; + }; + // Specular color should be a less saturated and darker color: dampened + // highlights + const auto specular = [](const MatrixXd & C)->MatrixXd + { + const double grey = 0.3; + MatrixXd T = grey+0.1*(C.array()-grey); + T.col(3) = C.col(3); + return T; + }; + if (C.rows() == 1) + { + for (unsigned i=0;i<V_material_diffuse.rows();++i) + { + if (C.cols() == 3) + V_material_diffuse.row(i) << C.row(0),1; + else if (C.cols() == 4) + V_material_diffuse.row(i) << C.row(0); + } + V_material_ambient = ambient(V_material_diffuse); + V_material_specular = specular(V_material_diffuse); + + for (unsigned i=0;i<F_material_diffuse.rows();++i) + { + if (C.cols() == 3) + F_material_diffuse.row(i) << C.row(0),1; + else if (C.cols() == 4) + F_material_diffuse.row(i) << C.row(0); + } + F_material_ambient = ambient(F_material_diffuse); + F_material_specular = specular(F_material_diffuse); + } + else if (C.rows() == V.rows()) + { + set_face_based(false); + for (unsigned i=0;i<V_material_diffuse.rows();++i) + { + if (C.cols() == 3) + V_material_diffuse.row(i) << C.row(i), 1; + else if (C.cols() == 4) + V_material_diffuse.row(i) << C.row(i); + } + V_material_ambient = ambient(V_material_diffuse); + V_material_specular = specular(V_material_diffuse); + } + else if (C.rows() == F.rows()) + { + set_face_based(true); + for (unsigned i=0;i<F_material_diffuse.rows();++i) + { + if (C.cols() == 3) + F_material_diffuse.row(i) << C.row(i), 1; + else if (C.cols() == 4) + F_material_diffuse.row(i) << C.row(i); + } + F_material_ambient = ambient(F_material_diffuse); + F_material_specular = specular(F_material_diffuse); + } + else + cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl; + dirty |= MeshGL::DIRTY_DIFFUSE; + +} + +IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV) +{ + using namespace std; + if (UV.rows() == V.rows()) + { + set_face_based(false); + V_uv = UV; + } + else + cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;; + dirty |= MeshGL::DIRTY_UV; +} + +IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F) +{ + set_face_based(true); + V_uv = UV_V.block(0,0,UV_V.rows(),2); + F_uv = UV_F; + dirty |= MeshGL::DIRTY_UV; +} + + +IGL_INLINE void igl::opengl::ViewerData::set_texture( + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B) +{ + texture_R = R; + texture_G = G; + texture_B = B; + texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255); + dirty |= MeshGL::DIRTY_TEXTURE; +} + +IGL_INLINE void igl::opengl::ViewerData::set_texture( + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B, + const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A) +{ + texture_R = R; + texture_G = G; + texture_B = B; + texture_A = A; + dirty |= MeshGL::DIRTY_TEXTURE; +} + +IGL_INLINE void igl::opengl::ViewerData::set_points( + const Eigen::MatrixXd& P, + const Eigen::MatrixXd& C) +{ + // clear existing points + points.resize(0,0); + add_points(P,C); +} + +IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C) +{ + Eigen::MatrixXd P_temp; + + // If P only has two columns, pad with a column of zeros + if (P.cols() == 2) + { + P_temp = Eigen::MatrixXd::Zero(P.rows(),3); + P_temp.block(0,0,P.rows(),2) = P; + } + else + P_temp = P; + + int lastid = points.rows(); + points.conservativeResize(points.rows() + P_temp.rows(),6); + for (unsigned i=0; i<P_temp.rows(); ++i) + points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); + + dirty |= MeshGL::DIRTY_OVERLAY_POINTS; +} + +IGL_INLINE void igl::opengl::ViewerData::set_edges( + const Eigen::MatrixXd& P, + const Eigen::MatrixXi& E, + const Eigen::MatrixXd& C) +{ + using namespace Eigen; + lines.resize(E.rows(),9); + assert(C.cols() == 3); + for(int e = 0;e<E.rows();e++) + { + RowVector3d color; + if(C.size() == 3) + { + color<<C; + }else if(C.rows() == E.rows()) + { + color<<C.row(e); + } + lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color; + } + dirty |= MeshGL::DIRTY_OVERLAY_LINES; +} + +IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C) +{ + Eigen::MatrixXd P1_temp,P2_temp; + + // If P1 only has two columns, pad with a column of zeros + if (P1.cols() == 2) + { + P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3); + P1_temp.block(0,0,P1.rows(),2) = P1; + P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3); + P2_temp.block(0,0,P2.rows(),2) = P2; + } + else + { + P1_temp = P1; + P2_temp = P2; + } + + int lastid = lines.rows(); + lines.conservativeResize(lines.rows() + P1_temp.rows(),9); + for (unsigned i=0; i<P1_temp.rows(); ++i) + lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); + + dirty |= MeshGL::DIRTY_OVERLAY_LINES; +} + +IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str) +{ + Eigen::RowVectorXd P_temp; + + // If P only has two columns, pad with a column of zeros + if (P.size() == 2) + { + P_temp = Eigen::RowVectorXd::Zero(3); + P_temp << P.transpose(), 0; + } + else + P_temp = P; + + int lastid = labels_positions.rows(); + labels_positions.conservativeResize(lastid+1, 3); + labels_positions.row(lastid) = P_temp; + labels_strings.push_back(str); +} + +IGL_INLINE void igl::opengl::ViewerData::clear() +{ + V = Eigen::MatrixXd (0,3); + F = Eigen::MatrixXi (0,3); + + F_material_ambient = Eigen::MatrixXd (0,4); + F_material_diffuse = Eigen::MatrixXd (0,4); + F_material_specular = Eigen::MatrixXd (0,4); + + V_material_ambient = Eigen::MatrixXd (0,4); + V_material_diffuse = Eigen::MatrixXd (0,4); + V_material_specular = Eigen::MatrixXd (0,4); + + F_normals = Eigen::MatrixXd (0,3); + V_normals = Eigen::MatrixXd (0,3); + + V_uv = Eigen::MatrixXd (0,2); + F_uv = Eigen::MatrixXi (0,3); + + lines = Eigen::MatrixXd (0,9); + points = Eigen::MatrixXd (0,6); + labels_positions = Eigen::MatrixXd (0,3); + labels_strings.clear(); + + face_based = false; +} + +IGL_INLINE void igl::opengl::ViewerData::compute_normals() +{ + igl::per_face_normals(V, F, F_normals); + igl::per_vertex_normals(V, F, F_normals, V_normals); + dirty |= MeshGL::DIRTY_NORMAL; +} + +IGL_INLINE void igl::opengl::ViewerData::uniform_colors( + const Eigen::Vector3d& ambient, + const Eigen::Vector3d& diffuse, + const Eigen::Vector3d& specular) +{ + Eigen::Vector4d ambient4; + Eigen::Vector4d diffuse4; + Eigen::Vector4d specular4; + + ambient4 << ambient, 1; + diffuse4 << diffuse, 1; + specular4 << specular, 1; + + uniform_colors(ambient4,diffuse4,specular4); +} + +IGL_INLINE void igl::opengl::ViewerData::uniform_colors( + const Eigen::Vector4d& ambient, + const Eigen::Vector4d& diffuse, + const Eigen::Vector4d& specular) +{ + V_material_ambient.resize(V.rows(),4); + V_material_diffuse.resize(V.rows(),4); + V_material_specular.resize(V.rows(),4); + + for (unsigned i=0; i<V.rows();++i) + { + V_material_ambient.row(i) = ambient; + V_material_diffuse.row(i) = diffuse; + V_material_specular.row(i) = specular; + } + + F_material_ambient.resize(F.rows(),4); + F_material_diffuse.resize(F.rows(),4); + F_material_specular.resize(F.rows(),4); + + for (unsigned i=0; i<F.rows();++i) + { + F_material_ambient.row(i) = ambient; + F_material_diffuse.row(i) = diffuse; + F_material_specular.row(i) = specular; + } + dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT; +} + +IGL_INLINE void igl::opengl::ViewerData::grid_texture() +{ + // Don't do anything for an empty mesh + if(V.rows() == 0) + { + V_uv.resize(V.rows(),2); + return; + } + if (V_uv.rows() == 0) + { + V_uv = V.block(0, 0, V.rows(), 2); + V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff(); + V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff(); + V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff(); + V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff(); + V_uv = V_uv.array() * 10; + dirty |= MeshGL::DIRTY_TEXTURE; + } + + unsigned size = 128; + unsigned size2 = size/2; + texture_R.resize(size, size); + for (unsigned i=0; i<size; ++i) + { + for (unsigned j=0; j<size; ++j) + { + texture_R(i,j) = 0; + if ((i<size2 && j<size2) || (i>=size2 && j>=size2)) + texture_R(i,j) = 255; + } + } + + texture_G = texture_R; + texture_B = texture_R; + texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255); + dirty |= MeshGL::DIRTY_TEXTURE; +} + +IGL_INLINE void igl::opengl::ViewerData::updateGL( + const igl::opengl::ViewerData& data, + const bool invert_normals, + igl::opengl::MeshGL& meshgl + ) +{ + if (!meshgl.is_initialized) + { + meshgl.init(); + } + + bool per_corner_uv = (data.F_uv.rows() == data.F.rows()); + bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows()); + + meshgl.dirty |= data.dirty; + + // Input: + // X #F by dim quantity + // Output: + // X_vbo #F*3 by dim scattering per corner + const auto per_face = [&data]( + const Eigen::MatrixXd & X, + MeshGL::RowMatrixXf & X_vbo) + { + assert(X.cols() == 4); + X_vbo.resize(data.F.rows()*3,4); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + X_vbo.row(i*3+j) = X.row(i).cast<float>(); + }; + + // Input: + // X #V by dim quantity + // Output: + // X_vbo #F*3 by dim scattering per corner + const auto per_corner = [&data]( + const Eigen::MatrixXd & X, + MeshGL::RowMatrixXf & X_vbo) + { + X_vbo.resize(data.F.rows()*3,X.cols()); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>(); + }; + + if (!data.face_based) + { + if (!(per_corner_uv || per_corner_normals)) + { + // Vertex positions + if (meshgl.dirty & MeshGL::DIRTY_POSITION) + meshgl.V_vbo = data.V.cast<float>(); + + // Vertex normals + if (meshgl.dirty & MeshGL::DIRTY_NORMAL) + { + meshgl.V_normals_vbo = data.V_normals.cast<float>(); + if (invert_normals) + meshgl.V_normals_vbo = -meshgl.V_normals_vbo; + } + + // Per-vertex material settings + if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) + meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>(); + if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) + meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>(); + if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) + meshgl.V_specular_vbo = data.V_material_specular.cast<float>(); + + // Face indices + if (meshgl.dirty & MeshGL::DIRTY_FACE) + meshgl.F_vbo = data.F.cast<unsigned>(); + + // Texture coordinates + if (meshgl.dirty & MeshGL::DIRTY_UV) + { + meshgl.V_uv_vbo = data.V_uv.cast<float>(); + } + } + else + { + + // Per vertex properties with per corner UVs + if (meshgl.dirty & MeshGL::DIRTY_POSITION) + { + per_corner(data.V,meshgl.V_vbo); + } + + if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) + { + meshgl.V_ambient_vbo.resize(data.F.rows()*3,4); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>(); + } + if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) + { + meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>(); + } + if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) + { + meshgl.V_specular_vbo.resize(data.F.rows()*3,4); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>(); + } + + if (meshgl.dirty & MeshGL::DIRTY_NORMAL) + { + meshgl.V_normals_vbo.resize(data.F.rows()*3,3); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + meshgl.V_normals_vbo.row(i*3+j) = + per_corner_normals ? + data.F_normals.row(i*3+j).cast<float>() : + data.V_normals.row(data.F(i,j)).cast<float>(); + + + if (invert_normals) + meshgl.V_normals_vbo = -meshgl.V_normals_vbo; + } + + if (meshgl.dirty & MeshGL::DIRTY_FACE) + { + meshgl.F_vbo.resize(data.F.rows(),3); + for (unsigned i=0; i<data.F.rows();++i) + meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; + } + + if (meshgl.dirty & MeshGL::DIRTY_UV) + { + meshgl.V_uv_vbo.resize(data.F.rows()*3,2); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + 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>(); + } + } + } + else + { + if (meshgl.dirty & MeshGL::DIRTY_POSITION) + { + per_corner(data.V,meshgl.V_vbo); + } + if (meshgl.dirty & MeshGL::DIRTY_AMBIENT) + { + per_face(data.F_material_ambient,meshgl.V_ambient_vbo); + } + if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) + { + per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo); + } + if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) + { + per_face(data.F_material_specular,meshgl.V_specular_vbo); + } + + if (meshgl.dirty & MeshGL::DIRTY_NORMAL) + { + meshgl.V_normals_vbo.resize(data.F.rows()*3,3); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + meshgl.V_normals_vbo.row(i*3+j) = + per_corner_normals ? + data.F_normals.row(i*3+j).cast<float>() : + data.F_normals.row(i).cast<float>(); + + if (invert_normals) + meshgl.V_normals_vbo = -meshgl.V_normals_vbo; + } + + if (meshgl.dirty & MeshGL::DIRTY_FACE) + { + meshgl.F_vbo.resize(data.F.rows(),3); + for (unsigned i=0; i<data.F.rows();++i) + meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2; + } + + if (meshgl.dirty & MeshGL::DIRTY_UV) + { + meshgl.V_uv_vbo.resize(data.F.rows()*3,2); + for (unsigned i=0; i<data.F.rows();++i) + for (unsigned j=0;j<3;++j) + 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>(); + } + } + + if (meshgl.dirty & MeshGL::DIRTY_TEXTURE) + { + meshgl.tex_u = data.texture_R.rows(); + meshgl.tex_v = data.texture_R.cols(); + meshgl.tex.resize(data.texture_R.size()*4); + for (unsigned i=0;i<data.texture_R.size();++i) + { + meshgl.tex(i*4+0) = data.texture_R(i); + meshgl.tex(i*4+1) = data.texture_G(i); + meshgl.tex(i*4+2) = data.texture_B(i); + meshgl.tex(i*4+3) = data.texture_A(i); + } + } + + if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES) + { + meshgl.lines_V_vbo.resize(data.lines.rows()*2,3); + meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3); + meshgl.lines_F_vbo.resize(data.lines.rows()*2,1); + for (unsigned i=0; i<data.lines.rows();++i) + { + meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>(); + meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>(); + meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>(); + meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>(); + meshgl.lines_F_vbo(2*i+0) = 2*i+0; + meshgl.lines_F_vbo(2*i+1) = 2*i+1; + } + } + + if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS) + { + meshgl.points_V_vbo.resize(data.points.rows(),3); + meshgl.points_V_colors_vbo.resize(data.points.rows(),3); + meshgl.points_F_vbo.resize(data.points.rows(),1); + for (unsigned i=0; i<data.points.rows();++i) + { + meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>(); + meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>(); + meshgl.points_F_vbo(i) = i; + } + } +} |