#ifndef IGL_CREATE_MESH_VBO #define IGL_CREATE_MESH_VBO // NOTE: It wouldn't be so hard to template this using Eigen's templates #include #if __APPLE__ # include #else # ifdef _WIN32 # define NOMINMAX # include # undef NOMINMAX # endif # include #endif // Create a VBO (Vertex Buffer Object) for a mesh. Actually two VBOs: one // GL_ARRAY_BUFFER for the vertex positions (V) and one // GL_ELEMENT_ARRAY_BUFFER for the triangle indices (F) namespace igl { // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3 eigne Matrix of face (triangle) indices // Outputs: // V_vbo_id buffer id for vertex positions // F_vbo_id buffer id for face indices // // NOTE: when using glDrawElements VBOs for V and F using MatrixXd and // MatrixXi will have types GL_DOUBLE and GL_UNSIGNED_INT respectively // inline void create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, GLuint & V_vbo_id, GLuint & F_vbo_id); // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3 eigne Matrix of face (triangle) indices // N #V by 3 eigen Matrix of mesh vertex 3D normals // Outputs: // V_vbo_id buffer id for vertex positions // F_vbo_id buffer id for face indices // N_vbo_id buffer id for vertex positions inline void create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, GLuint & V_vbo_id, GLuint & F_vbo_id, GLuint & N_vbo_id); } // Implementation #include "create_vector_vbo.h" #include "create_index_vbo.h" // http://www.songho.ca/opengl/gl_vbo.html#create inline void igl::create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, GLuint & V_vbo_id, GLuint & F_vbo_id) { // Create VBO for vertex position vectors create_vector_vbo(V,V_vbo_id); // Create VBO for face index lists create_index_vbo(F,F_vbo_id); } // http://www.songho.ca/opengl/gl_vbo.html#create inline void igl::create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, GLuint & V_vbo_id, GLuint & F_vbo_id, GLuint & N_vbo_id) { // Create VBOs for faces and vertices create_mesh_vbo(V,F,V_vbo_id,F_vbo_id); // Create VBO for normal vectors create_vector_vbo(N,N_vbo_id); } #endif