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// 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/.
#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