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#ifndef IGL_OPENGL_GLFW_MAP_TEXTURE_H
#define IGL_OPENGL_GLFW_MAP_TEXTURE_H
#include "../../igl_inline.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace opengl
{
namespace glfw
{
/// Given a mesh (V,F) in [0,1]² and new positions (U) and a texture image
/// (in_data), _render_ a new image (out_data) of the same size.
/// @param[in] V #V by 2 list of undeformed mesh vertex positions ∈ [0,1]²
/// @param[in] F #F by 3 list of mesh triangle indices into V
/// @param[in] U #U by 2 list of deformed vertex positions ∈ [0,1]²
/// @param[in] in_data w*h*nc array of color values, channels, then columns, then
/// rows (e.g., what stbi_image returns and expects)
/// @param[in] w width
/// @param[in] h height
/// @param[in] nc number of channels
/// @param[out] out_data h*w*nc list of output colors in same order as input
/// @param[out] out_w width of output image
/// @param[out] out_h height of output image
/// @param[out] out_nc number of channels of output image
///
/// \pre Seems like w,h should be equal.
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool map_texture(
const Eigen::MatrixBase<DerivedV> & _V,
const Eigen::MatrixBase<DerivedF> & _F,
const Eigen::MatrixBase<DerivedU> & _U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data,
int & out_w,
int & out_h,
int & out_nc);
/// \overload
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE bool map_texture(
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
const Eigen::MatrixBase<DerivedU> & U,
const unsigned char * in_data,
const int w,
const int h,
const int nc,
std::vector<unsigned char> & out_data);
}
}
}
#ifndef IGL_STATIC_LIBRARY
# include "map_texture.cpp"
#endif
#endif