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Diffstat (limited to 'xs/src/igl/opengl/ViewerData.cpp')
-rw-r--r--xs/src/igl/opengl/ViewerData.cpp691
1 files changed, 0 insertions, 691 deletions
diff --git a/xs/src/igl/opengl/ViewerData.cpp b/xs/src/igl/opengl/ViewerData.cpp
deleted file mode 100644
index 0a7f2c44b..000000000
--- a/xs/src/igl/opengl/ViewerData.cpp
+++ /dev/null
@@ -1,691 +0,0 @@
-// 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;
- }
- }
-}