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textured mesh example and loading from any file type (via convert on apple only)'

Former-commit-id: f11d25b5c2c7e5d4aa8f60d482e3f0fa829bced0
Alec Jacobson (jalec 11 years ago
parent
commit
cd7774d356

+ 1 - 0
examples/shared/animal.obj.REMOVED.git-id

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+789bbc2fb0c1aa0a474342563f5bf6aa829b28be

+ 1 - 0
examples/shared/animal.png.REMOVED.git-id

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+47cc437efff22673613854f4bea12ef745839618

+ 41 - 0
examples/textured-mesh/Makefile

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+
+.PHONY: all
+
+# Shared flags etc.
+include ../../Makefile.conf
+
+all: example
+
+.PHONY: example
+
+LIBIGL=../../
+LIBIGL_INC=-I$(LIBIGL)/include
+LIBIGL_LIB=-L$(LIBIGL)/lib -ligl -liglpng
+
+EIGEN3_INC=-I/opt/local/include/eigen3 -I/opt/local/include/eigen3/unsupported
+
+#EMBREE=$(LIBIGL)/external/embree
+#EMBREE_INC=-I$(EMBREE)/rtcore -I$(EMBREE)/common
+#EMBREE_LIB=-L$(EMBREE)/bin -lrtcore -lsys
+EMBREE=$(LIBIGL)/external/embree
+EMBREE_INC=-I$(EMBREE)/ -I$(EMBREE)/embree
+EMBREE_LIB=-L$(EMBREE)/bin -lembree -lsys
+
+# YIMAGE Library
+YIMG=$(LIBIGL)/external/yimg/
+YIMG_LIB=-L$(YIMG) -lyimg -lz -L/usr/X11/lib -lpng -bind_at_load
+YIMG_INC=-I/usr/X11/include -I$(YIMG) 
+
+ANTTWEAKBAR_INC=-I$(LIBIGL)/external/AntTweakBar/include
+ANTTWEAKBAR_LIB=-L$(LIBIGL)/external/AntTweakBar/lib -lAntTweakBar -framework AppKit
+INC=$(LIBIGL_INC) $(ANTTWEAKBAR_INC) $(EIGEN3_INC) $(YIMG_INC)
+LIB=$(OPENGL_LIB) $(GLUT_LIB) $(ANTTWEAKBAR_LIB) $(LIBIGL_LIB) $(YIMG_LIB)
+
+example: example.o
+	g++ $(OPENMP) $(AFLAGS) $(CFLAGS) $(LIB) -o example example.o 
+
+example.o: example.cpp
+	g++ $(OPENMP) $(AFLAGS) $(CFLAGS) -c example.cpp -o example.o $(INC)
+clean:
+	rm -f example.o
+	rm -f example

+ 614 - 0
examples/textured-mesh/example.cpp

@@ -0,0 +1,614 @@
+#include <igl/OpenGL_convenience.h>
+#include <igl/per_face_normals.h>
+#include <igl/per_vertex_normals.h>
+#include <igl/two_axis_valuator_fixed_up.h>
+#include <igl/normalize_row_lengths.h>
+#include <igl/draw_mesh.h>
+#include <igl/draw_floor.h>
+#include <igl/quat_to_mat.h>
+#include <igl/report_gl_error.h>
+#include <igl/readOBJ.h>
+#include <igl/readDMAT.h>
+#include <igl/readOFF.h>
+#include <igl/readMESH.h>
+#include <igl/jet.h>
+#include <igl/readWRL.h>
+#include <igl/trackball.h>
+#include <igl/list_to_matrix.h>
+#include <igl/snap_to_canonical_view_quat.h>
+#include <igl/snap_to_fixed_up.h>
+#include <igl/triangulate.h>
+#include <igl/material_colors.h>
+#include <igl/barycenter.h>
+#include <igl/matlab_format.h>
+#include <igl/ReAntTweakBar.h>
+#include <igl/pathinfo.h>
+#include <igl/Camera.h>
+#include <igl/get_seconds.h>
+#include <igl/texture_from_tga.h>
+#include <igl/png/texture_from_file.h>
+#include <igl/png/texture_from_png.h>
+#include <igl/STR.h>
+#include <YImage.hpp>
+
+#ifdef __APPLE__
+#  include <GLUT/glut.h>
+#else
+#  include <GL/glut.h>
+#endif
+
+#include <Eigen/Core>
+
+#include <vector>
+#include <iostream>
+#include <algorithm>
+
+struct State
+{
+  igl::Camera camera;
+} s;
+enum RotationType
+{
+  ROTATION_TYPE_IGL_TRACKBALL = 0,
+  ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
+  NUM_ROTATION_TYPES = 2,
+} rotation_type;
+bool is_rotating = false;
+int down_x,down_y;
+igl::Camera down_camera;
+bool is_animating = false;
+double animation_start_time = 0;
+double ANIMATION_DURATION = 0.5;
+Eigen::Quaterniond animation_from_quat;
+Eigen::Quaterniond animation_to_quat;
+// Use vector for range-based `for`
+std::vector<State> undo_stack;
+std::vector<State> redo_stack;
+
+void push_undo()
+{
+  undo_stack.push_back(s);
+  // Clear
+  redo_stack = std::vector<State>();
+}
+
+void undo()
+{
+  using namespace std;
+  if(!undo_stack.empty())
+  {
+    redo_stack.push_back(s);
+    s = undo_stack.front();
+    undo_stack.pop_back();
+  }
+}
+
+void redo()
+{
+  using namespace std;
+  if(!redo_stack.empty())
+  {
+    undo_stack.push_back(s);
+    s = redo_stack.front();
+    redo_stack.pop_back();
+  }
+}
+
+void TW_CALL set_rotation_type(const void * value, void * clientData)
+{
+  using namespace Eigen;
+  using namespace std;
+  using namespace igl;
+  const RotationType old_rotation_type = rotation_type;
+  rotation_type = *(const RotationType *)(value);
+  if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP && 
+    old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
+  {
+    push_undo();
+    animation_from_quat = s.camera.m_rotation_conj;
+    snap_to_fixed_up(animation_from_quat,animation_to_quat);
+    // start animation
+    animation_start_time = get_seconds();
+    is_animating = true;
+  }
+}
+
+void TW_CALL get_rotation_type(void * value, void *clientData)
+{
+  RotationType * rt = (RotationType *)(value);
+  *rt = rotation_type;
+}
+
+// Width and height of window
+int width,height;
+// Position of light
+float light_pos[4] = {0.1,0.1,-0.9,0};
+// Vertex positions, normals, colors and centroid
+Eigen::MatrixXd V,N,TC,mid;
+Eigen::MatrixXi F,TF;
+GLuint tex_id = 0;
+int selected_col = 0;
+// Faces
+// Bounding box diagonal length
+double bbd;
+// Running ambient occlusion
+Eigen::VectorXd S;
+int tot_num_samples = 0;
+#define REBAR_NAME "temp.rbr"
+igl::ReTwBar rebar; // Pointer to the tweak bar
+bool flip_y = false;
+
+void reshape(int width,int height)
+{
+  using namespace std;
+  // Save width and height
+  ::width = width;
+  ::height = height;
+  glMatrixMode(GL_PROJECTION);
+  glLoadIdentity();
+  glViewport(0,0,width,height);
+  // Send the new window size to AntTweakBar
+  TwWindowSize(width, height);
+  // Set aspect for all cameras
+  s.camera.m_aspect = (double)width/(double)height;
+  for(auto & s : undo_stack)
+  {
+    s.camera.m_aspect = (double)width/(double)height;
+  }
+  for(auto & s : redo_stack)
+  {
+    s.camera.m_aspect = (double)width/(double)height;
+  }
+}
+
+void push_scene()
+{
+  using namespace igl;
+  using namespace std;
+  glMatrixMode(GL_PROJECTION);
+  glPushMatrix();
+  glLoadIdentity();
+  auto & camera = s.camera;
+  gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far);
+  glMatrixMode(GL_MODELVIEW);
+  glPushMatrix();
+  glLoadIdentity();
+  gluLookAt(
+    camera.eye()(0), camera.eye()(1), camera.eye()(2),
+    camera.at()(0), camera.at()(1), camera.at()(2),
+    camera.up()(0), camera.up()(1), camera.up()(2));
+}
+
+void pop_scene()
+{
+  glMatrixMode(GL_PROJECTION);
+  glPopMatrix();
+  glMatrixMode(GL_MODELVIEW);
+  glPopMatrix();
+}
+
+void pop_object()
+{
+  glPopMatrix();
+}
+
+// Scale and shift for object
+void push_object()
+{
+  glPushMatrix();
+  glScaled(2./bbd,2./bbd,2./bbd);
+  glTranslated(-mid(0,0),-mid(0,1),-mid(0,2));
+}
+
+// Set up double-sided lights
+void lights()
+{
+  using namespace std;
+  glEnable(GL_LIGHTING);
+  glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
+  glEnable(GL_LIGHT0);
+  glEnable(GL_LIGHT1);
+  float amb[4];
+  amb[0] = amb[1] = amb[2] = 0;
+  amb[3] = 1.0;
+  float diff[4] = {0.0,0.0,0.0,0.0};
+  diff[0] = diff[1] = diff[2] = (1.0 - 0/0.4);;
+  diff[3] = 1.0;
+  float zeros[4] = {0.0,0.0,0.0,0.0};
+  float pos[4];
+  copy(light_pos,light_pos+4,pos);
+  glLightfv(GL_LIGHT0,GL_AMBIENT,amb);
+  glLightfv(GL_LIGHT0,GL_DIFFUSE,diff);
+  glLightfv(GL_LIGHT0,GL_SPECULAR,zeros);
+  glLightfv(GL_LIGHT0,GL_POSITION,pos);
+  pos[0] *= -1;
+  pos[1] *= -1;
+  pos[2] *= -1;
+  glLightfv(GL_LIGHT1,GL_AMBIENT,amb);
+  glLightfv(GL_LIGHT1,GL_DIFFUSE,diff);
+  glLightfv(GL_LIGHT1,GL_SPECULAR,zeros);
+  glLightfv(GL_LIGHT1,GL_POSITION,pos);
+}
+
+const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
+void display()
+{
+  using namespace Eigen;
+  using namespace igl;
+  using namespace std;
+
+  glClearColor(back[0],back[1],back[2],0);
+  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+  if(is_animating)
+  {
+    double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
+    if(t > 1)
+    {
+      t = 1;
+      is_animating = false;
+    }
+    const Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
+    s.camera.orbit(q.conjugate());
+  }
+
+  glDisable(GL_LIGHTING);
+  lights();
+  push_scene();
+  glEnable(GL_DEPTH_TEST);
+  glDepthFunc(GL_LESS);
+  glEnable(GL_NORMALIZE);
+  glEnable(GL_COLOR_MATERIAL);
+  glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
+  push_object();
+
+  // Draw the model
+  // Set material properties
+  glEnable(GL_COLOR_MATERIAL);
+  glColor3f(1,1,1);
+  glEnable(GL_TEXTURE_2D);
+  glBindTexture(GL_TEXTURE_2D,tex_id);
+  MatrixXd _d;
+  MatrixXi _i;
+
+  glMatrixMode(GL_TEXTURE);
+  glPushMatrix();
+  glLoadIdentity();
+  if(flip_y)
+  {
+    glTranslated(0,1,0);
+    glScaled(1,-1,1);
+  }
+  glMatrixMode(GL_MODELVIEW);
+
+  draw_mesh(V,F,N,MatrixXi(),MatrixXd(),TC,TF,MatrixXd(),0,MatrixXi(),0);
+
+  glMatrixMode(GL_TEXTURE);
+  glPopMatrix();
+  glMatrixMode(GL_MODELVIEW);
+
+  pop_object();
+
+
+  // Draw a nice floor
+  glPushMatrix();
+  const double floor_offset =
+    -2./bbd*(V.col(1).maxCoeff()-mid(1));
+  glTranslated(0,floor_offset,0);
+  const float GREY[4] = {0.5,0.5,0.6,1.0};
+  const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
+
+  glEnable(GL_POLYGON_OFFSET_FILL);
+  glPolygonOffset(-1,1);
+  glBegin(GL_QUADS);
+  glNormal3d(0,1,0);
+  glTexCoord2d(0,1);
+  glVertex3d(-1,0,1);
+  glTexCoord2d(1,1);
+  glVertex3d(1,0,1);
+  glTexCoord2d(1,0);
+  glVertex3d(1,0,-1);
+  glTexCoord2d(0,0);
+  glVertex3d(-1,0,-1);
+  glEnd();
+  glDisable(GL_POLYGON_OFFSET_FILL);
+  glDisable(GL_TEXTURE_2D);
+
+  draw_floor(GREY,DARK_GREY);
+  glPopMatrix();
+
+  pop_scene();
+
+  report_gl_error();
+
+  TwDraw();
+  glutSwapBuffers();
+  if(is_animating)
+  {
+    glutPostRedisplay();
+  }
+}
+
+void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
+{
+  using namespace std;
+  using namespace igl;
+  using namespace Eigen;
+  GLint viewport[4];
+  glGetIntegerv(GL_VIEWPORT,viewport);
+  if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y))
+  {
+    static double mouse_scroll_y = 0;
+    const double delta_y = 0.125*direction;
+    mouse_scroll_y += delta_y;
+    TwMouseWheel(mouse_scroll_y);
+    return;
+  }
+  push_undo();
+  auto & camera = s.camera;
+  if(wheel==0)
+  {
+    // factor of zoom change
+    double s = (1.-0.01*direction);
+    //// FOV zoom: just widen angle. This is hardly ever appropriate.
+    //camera.m_angle *= s;
+    //camera.m_angle = min(max(camera.m_angle,1),89);
+    camera.push_away(s);
+  }else
+  {
+    // Dolly zoom:
+    camera.dolly_zoom((double)direction*1.0);
+  }
+}
+
+void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
+{
+  using namespace std;
+  using namespace Eigen;
+  using namespace igl;
+  bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y);
+  switch(glutButton)
+  {
+    case GLUT_RIGHT_BUTTON:
+    case GLUT_LEFT_BUTTON:
+    {
+      switch(glutState)
+      {
+        case 1:
+          // up
+          glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
+          is_rotating = false;
+          break;
+        case 0:
+          // down
+          if(!tw_using)
+          {
+            glutSetCursor(GLUT_CURSOR_CYCLE);
+            // collect information for trackball
+            is_rotating = true;
+            down_camera = s.camera;
+            down_x = mouse_x;
+            down_y = mouse_y;
+          }
+        break;
+      }
+    }
+    // Scroll down
+    case 3:
+    {
+      mouse_wheel(0,-1,mouse_x,mouse_y);
+      break;
+    }
+    // Scroll up
+    case 4:
+    {
+      mouse_wheel(0,1,mouse_x,mouse_y);
+      break;
+    }
+    // Scroll left
+    case 5:
+    {
+      mouse_wheel(1,-1,mouse_x,mouse_y);
+      break;
+    }
+    // Scroll right
+    case 6:
+    {
+      mouse_wheel(1,1,mouse_x,mouse_y);
+      break;
+    }
+  }
+  glutPostRedisplay();
+}
+
+void mouse_drag(int mouse_x, int mouse_y)
+{
+  using namespace igl;
+  using namespace Eigen;
+
+  if(is_rotating)
+  {
+    glutSetCursor(GLUT_CURSOR_CYCLE);
+    Quaterniond q;
+    auto & camera = s.camera;
+    switch(rotation_type)
+    {
+      case ROTATION_TYPE_IGL_TRACKBALL:
+      {
+        // Rotate according to trackball
+        igl::trackball<double>(
+          width,
+          height,
+          2.0,
+          down_camera.m_rotation_conj.coeffs().data(),
+          down_x,
+          down_y,
+          mouse_x,
+          mouse_y,
+          q.coeffs().data());
+          break;
+      }
+      case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
+      {
+        // Rotate according to two axis valuator with fixed up vector 
+        two_axis_valuator_fixed_up(
+          width, height,
+          2.0,
+          down_camera.m_rotation_conj,
+          down_x, down_y, mouse_x, mouse_y,
+          q);
+        break;
+      }
+      default:
+        break;
+    }
+    camera.orbit(q.conjugate());
+  }else
+  {
+    TwEventMouseMotionGLUT(mouse_x, mouse_y);
+  }
+  glutPostRedisplay();
+}
+
+void key(unsigned char key, int mouse_x, int mouse_y)
+{
+  using namespace std;
+  switch(key)
+  {
+    // ESC
+    case char(27):
+      rebar.save(REBAR_NAME);
+    // ^C
+    case char(3):
+      exit(0);
+    default:
+      if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
+      {
+        cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
+      }
+  }
+  
+  glutPostRedisplay();
+}
+
+int main(int argc, char * argv[])
+{
+  using namespace Eigen;
+  using namespace igl;
+  using namespace std;
+
+  // init mesh
+  string filename = "../shared/animal.obj";
+  string tfilename = "../shared/animal.png";
+  if(argc < 3)
+  {
+    cerr<<"Usage:"<<endl<<"    ./example input.obj texture.png"<<endl;
+    cout<<endl<<"Opening default mesh..."<<endl;
+  }else
+  {
+    // Read and prepare mesh
+    filename = argv[1];
+    tfilename = argv[2];
+  }
+
+  vector<vector<double > > vV,vN,vTC;
+  vector<vector<int > > vF,vTF,vFN;
+  // Convert extension to lower case
+  if(!igl::readOBJ(filename,vV,vTC,vN,vF,vTF,vFN))
+  {
+    return 1;
+  }
+  if(vV.size() > 0)
+  {
+    if(!list_to_matrix(vV,V))
+    {
+      return 1;
+    }
+    triangulate(vF,F);
+  }
+  if(vTC.size() > 0)
+  {
+    if(!list_to_matrix(vTC,TC))
+    {
+      return 1;
+    }
+  }
+  if(vTF.size() > 0)
+  {
+    if(!list_to_matrix(vTF,TF))
+    {
+      return 1;
+    }
+  }
+
+  //if(vN.size() > 0)
+  //{
+  //  if(!list_to_matrix(vN,N))
+  //  {
+  //    return 1;
+  //  }
+  //}else
+  //{
+    per_vertex_normals(V,F,N);
+  //}
+
+  // Compute normals, centroid, colors, bounding box diagonal
+  mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
+  bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();
+
+  // Init glut
+  glutInit(&argc,argv);
+
+  if( !TwInit(TW_OPENGL, NULL) )
+  {
+    // A fatal error occured
+    fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
+    return 1;
+  }
+  // Create a tweak bar
+  rebar.TwNewBar("TweakBar");
+  rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D, 
+    s.camera.m_rotation_conj.coeffs().data(), "open readonly=true");
+  s.camera.push_away(3);
+  s.camera.dolly_zoom(25-s.camera.m_angle);
+  TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType",
+    "igl_trackball,two-a...-fixed-up");
+  rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
+    set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
+  rebar.TwAddVarRW("flip_y", TW_TYPE_BOOLCPP, &flip_y,"key=f");
+  rebar.load(REBAR_NAME);
+
+  glutInitDisplayString( "rgba depth double samples>=8 ");
+  glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
+  glutCreateWindow("colored-mesh");
+  glutDisplayFunc(display);
+  glutReshapeFunc(reshape);
+  glutKeyboardFunc(key);
+  glutMouseFunc(mouse);
+  glutMotionFunc(mouse_drag);
+  glutPassiveMotionFunc(
+    [](int x, int y)
+    {
+      TwEventMouseMotionGLUT(x,y);
+      glutPostRedisplay();
+    });
+  static std::function<void(int)> timer_bounce;
+  auto timer = [] (int ms) {
+    timer_bounce(ms);
+  };
+  timer_bounce = [&] (int ms) {
+    glutTimerFunc(ms, timer, ms);
+    glutPostRedisplay();
+  };
+  glutTimerFunc(500, timer, 500);
+
+
+  // Must be called after opengl context is initialized
+  if(!texture_from_file(tfilename,tex_id))
+  {
+    return 1;
+  }
+
+  glutMainLoop();
+  return 0;
+}

+ 12 - 9
include/igl/draw_mesh.cpp

@@ -235,16 +235,19 @@ IGL_INLINE void igl::draw_mesh(
         {
           glTexCoord2d(TC(tc,0),TC(tc,1));
         }
-        switch(cC)
+        if(rC>0)
         {
-          case 3:
-            glColor3dv(color.data());
-            break;
-          case 4:
-            glColor4dv(color.data());
-            break;
-          default:
-            break;
+          switch(cC)
+          {
+            case 3:
+              glColor3dv(color.data());
+              break;
+            case 4:
+              glColor4dv(color.data());
+              break;
+            default:
+              break;
+          }
         }
         if(n != -1)
         {

+ 57 - 0
include/igl/png/texture_from_file.cpp

@@ -0,0 +1,57 @@
+#include "texture_from_file.h"
+#ifndef IGL_NO_OPENGL
+
+#include "texture_from_png.h"
+#include <igl/report_gl_error.h>
+#include <igl/STR.h>
+#include <igl/pathinfo.h>
+#include <igl/texture_from_tga.h>
+#include <YImage.hpp>
+#include <string>
+#include <algorithm>
+#include <iostream>
+
+IGL_INLINE bool igl::texture_from_file(const std::string filename, GLuint & id)
+{
+  using namespace igl;
+  using namespace std;
+  // dirname, basename, extension and filename
+  string d,b,ext,f;
+  pathinfo(filename,d,b,ext,f);
+  // Convert extension to lower case
+  transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
+  if(ext == "tga")
+  {
+    return texture_from_tga(filename,id);
+  }else if(ext == "png")
+  {
+    return texture_from_png(filename,id);
+  }else
+  {
+#ifdef __APPLE__
+    // Convert to a temporary png file
+    string tmp = "/var/tmp/.texture_from_file.png";
+    string command = STR("/opt/local/bin/convert "<<filename<<" "<<tmp);
+    try
+    {
+      if(system(command.c_str())==0)
+      {
+        return texture_from_file(tmp.c_str(),id);
+      }else
+      {
+        cerr<<"texture_from_file: calling to convert ('"<<command<<"') failed..."<<endl;
+        return false;
+      }
+    }catch(int e)
+    {
+      cerr<<"^"<<__FUNCTION__<<": Calling to convert crashed..."<<endl;
+      return false;
+    }
+#else
+    return false;
+#endif
+  }
+}
+#endif
+
+

+ 30 - 0
include/igl/png/texture_from_file.h

@@ -0,0 +1,30 @@
+#ifndef IGL_TEXTURE_FROM_FILE_H
+#define IGL_TEXTURE_FROM_FILE_H
+#ifndef IGL_NO_OPENGL
+#include "../igl_inline.h"
+
+#include "../OpenGL_convenience.h"
+
+#include <string>
+
+namespace igl
+{
+  // Read an image from an image  ile and use it as a texture
+  //
+  // Input:
+  //  filename  path to image file
+  // Output:
+  //  id  of generated openGL texture
+  // Returns true on success, false on failure
+  IGL_INLINE bool texture_from_file(const std::string filename, GLuint & id);
+}
+
+#ifdef IGL_HEADER_ONLY
+#  include "texture_from_file.cpp"
+#endif
+
+#endif
+#endif
+
+
+

+ 30 - 0
include/igl/png/texture_from_png.cpp

@@ -0,0 +1,30 @@
+#include "texture_from_png.h"
+#ifndef IGL_NO_OPENGL
+
+#include <YImage.hpp>
+#include <igl/report_gl_error.h>
+
+IGL_INLINE bool igl::texture_from_png(const std::string png_file, GLuint & id)
+{
+  YImage yimg;
+  if(!yimg.load(png_file.c_str()))
+  {
+    return false;
+  }
+  // Why do I need to flip?
+  //yimg.flip();
+  glGenTextures(1, &id);
+  glBindTexture(GL_TEXTURE_2D, id);
+  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+  glTexImage2D(
+    GL_TEXTURE_2D, 0, GL_RGB, 
+    yimg.width(), yimg.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, yimg.data());
+  glBindTexture(GL_TEXTURE_2D, 0);
+  return true;
+}
+
+#endif
+

+ 28 - 0
include/igl/png/texture_from_png.h

@@ -0,0 +1,28 @@
+#ifndef IGL_TEXTURE_FROM_PNG_H
+#define IGL_TEXTURE_FROM_PNG_H
+#ifndef IGL_NO_OPENGL
+#include "../igl_inline.h"
+
+#include "../OpenGL_convenience.h"
+
+#include <string>
+
+namespace igl
+{
+  // Read an image from a .png file and use it as a texture
+  //
+  // Input:
+  //  png_file  path to .png file
+  // Output:
+  //  id  of generated openGL texture
+  // Returns true on success, false on failure
+  IGL_INLINE bool texture_from_png(const std::string png_file, GLuint & id);
+}
+
+#ifdef IGL_HEADER_ONLY
+#  include "texture_from_png.cpp"
+#endif
+
+#endif
+#endif
+