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authorLukas Matena <lukasmatena@seznam.cz>2018-10-26 16:45:52 +0300
committerLukas Matena <lukasmatena@seznam.cz>2018-10-26 16:45:52 +0300
commit7681d00ee50c58a06b0ab61f776a08a693a6e510 (patch)
treef9bb0a57375af93113e52e31d05bc4f86f1a3907 /src/igl/opengl/ViewerData.cpp
parentc1e6eda554813763378f959435df766a600b896c (diff)
parentf65118210124d460d9cb6478a84976bb98160595 (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.cpp691
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;
+ }
+ }
+}