ViewerData.cpp 19 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "ViewerData.h"
  9. #include "../per_face_normals.h"
  10. #include "../material_colors.h"
  11. #include "../parula.h"
  12. #include "../per_vertex_normals.h"
  13. #include <iostream>
  14. IGL_INLINE igl::opengl::ViewerData::ViewerData()
  15. : dirty(MeshGL::DIRTY_ALL),
  16. show_faces(true),
  17. show_lines(true),
  18. invert_normals(false),
  19. show_overlay(true),
  20. show_overlay_depth(true),
  21. show_vertid(false),
  22. show_faceid(false),
  23. show_texture(false),
  24. point_size(30),
  25. line_width(0.5f),
  26. line_color(0,0,0,1),
  27. shininess(35.0f)
  28. {
  29. clear();
  30. };
  31. IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
  32. {
  33. if (face_based != newvalue)
  34. {
  35. face_based = newvalue;
  36. dirty = MeshGL::DIRTY_ALL;
  37. }
  38. }
  39. // Helpers that draws the most common meshes
  40. IGL_INLINE void igl::opengl::ViewerData::set_mesh(
  41. const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  42. {
  43. using namespace std;
  44. Eigen::MatrixXd V_temp;
  45. // If V only has two columns, pad with a column of zeros
  46. if (_V.cols() == 2)
  47. {
  48. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  49. V_temp.block(0,0,_V.rows(),2) = _V;
  50. }
  51. else
  52. V_temp = _V;
  53. if (V.rows() == 0 && F.rows() == 0)
  54. {
  55. V = V_temp;
  56. F = _F;
  57. compute_normals();
  58. uniform_colors(
  59. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  60. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  61. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  62. grid_texture();
  63. }
  64. else
  65. {
  66. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  67. {
  68. V = V_temp;
  69. F = _F;
  70. }
  71. else
  72. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  73. }
  74. dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
  75. }
  76. IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  77. {
  78. V = _V;
  79. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  80. dirty |= MeshGL::DIRTY_POSITION;
  81. }
  82. IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
  83. {
  84. using namespace std;
  85. if (N.rows() == V.rows())
  86. {
  87. set_face_based(false);
  88. V_normals = N;
  89. }
  90. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  91. {
  92. set_face_based(true);
  93. F_normals = N;
  94. }
  95. else
  96. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  97. dirty |= MeshGL::DIRTY_NORMAL;
  98. }
  99. IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
  100. {
  101. using namespace std;
  102. using namespace Eigen;
  103. if(C.rows()>0 && C.cols() == 1)
  104. {
  105. Eigen::MatrixXd C3;
  106. igl::parula(C,true,C3);
  107. return set_colors(C3);
  108. }
  109. // Ambient color should be darker color
  110. const auto ambient = [](const MatrixXd & C)->MatrixXd
  111. {
  112. MatrixXd T = 0.1*C;
  113. T.col(3) = C.col(3);
  114. return T;
  115. };
  116. // Specular color should be a less saturated and darker color: dampened
  117. // highlights
  118. const auto specular = [](const MatrixXd & C)->MatrixXd
  119. {
  120. const double grey = 0.3;
  121. MatrixXd T = grey+0.1*(C.array()-grey);
  122. T.col(3) = C.col(3);
  123. return T;
  124. };
  125. if (C.rows() == 1)
  126. {
  127. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  128. {
  129. if (C.cols() == 3)
  130. V_material_diffuse.row(i) << C.row(0),1;
  131. else if (C.cols() == 4)
  132. V_material_diffuse.row(i) << C.row(0);
  133. }
  134. V_material_ambient = ambient(V_material_diffuse);
  135. V_material_specular = specular(V_material_diffuse);
  136. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  137. {
  138. if (C.cols() == 3)
  139. F_material_diffuse.row(i) << C.row(0),1;
  140. else if (C.cols() == 4)
  141. F_material_diffuse.row(i) << C.row(0);
  142. }
  143. F_material_ambient = ambient(F_material_diffuse);
  144. F_material_specular = specular(F_material_diffuse);
  145. }
  146. else if (C.rows() == V.rows())
  147. {
  148. set_face_based(false);
  149. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  150. {
  151. if (C.cols() == 3)
  152. V_material_diffuse.row(i) << C.row(i), 1;
  153. else if (C.cols() == 4)
  154. V_material_diffuse.row(i) << C.row(i);
  155. }
  156. V_material_ambient = ambient(V_material_diffuse);
  157. V_material_specular = specular(V_material_diffuse);
  158. }
  159. else if (C.rows() == F.rows())
  160. {
  161. set_face_based(true);
  162. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  163. {
  164. if (C.cols() == 3)
  165. F_material_diffuse.row(i) << C.row(i), 1;
  166. else if (C.cols() == 4)
  167. F_material_diffuse.row(i) << C.row(i);
  168. }
  169. F_material_ambient = ambient(F_material_diffuse);
  170. F_material_specular = specular(F_material_diffuse);
  171. }
  172. else
  173. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
  174. dirty |= MeshGL::DIRTY_DIFFUSE;
  175. }
  176. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  177. {
  178. using namespace std;
  179. if (UV.rows() == V.rows())
  180. {
  181. set_face_based(false);
  182. V_uv = UV;
  183. }
  184. else
  185. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  186. dirty |= MeshGL::DIRTY_UV;
  187. }
  188. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  189. {
  190. set_face_based(true);
  191. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  192. F_uv = UV_F;
  193. dirty |= MeshGL::DIRTY_UV;
  194. }
  195. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  196. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  197. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  198. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  199. {
  200. texture_R = R;
  201. texture_G = G;
  202. texture_B = B;
  203. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  204. dirty |= MeshGL::DIRTY_TEXTURE;
  205. }
  206. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  207. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  208. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  209. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  210. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  211. {
  212. texture_R = R;
  213. texture_G = G;
  214. texture_B = B;
  215. texture_A = A;
  216. dirty |= MeshGL::DIRTY_TEXTURE;
  217. }
  218. IGL_INLINE void igl::opengl::ViewerData::set_points(
  219. const Eigen::MatrixXd& P,
  220. const Eigen::MatrixXd& C)
  221. {
  222. // clear existing points
  223. points.resize(0,0);
  224. add_points(P,C);
  225. }
  226. IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  227. {
  228. Eigen::MatrixXd P_temp;
  229. // If P only has two columns, pad with a column of zeros
  230. if (P.cols() == 2)
  231. {
  232. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  233. P_temp.block(0,0,P.rows(),2) = P;
  234. }
  235. else
  236. P_temp = P;
  237. int lastid = points.rows();
  238. points.conservativeResize(points.rows() + P_temp.rows(),6);
  239. for (unsigned i=0; i<P_temp.rows(); ++i)
  240. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  241. dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
  242. }
  243. IGL_INLINE void igl::opengl::ViewerData::set_edges(
  244. const Eigen::MatrixXd& P,
  245. const Eigen::MatrixXi& E,
  246. const Eigen::MatrixXd& C)
  247. {
  248. using namespace Eigen;
  249. lines.resize(E.rows(),9);
  250. assert(C.cols() == 3);
  251. for(int e = 0;e<E.rows();e++)
  252. {
  253. RowVector3d color;
  254. if(C.size() == 3)
  255. {
  256. color<<C;
  257. }else if(C.rows() == E.rows())
  258. {
  259. color<<C.row(e);
  260. }
  261. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  262. }
  263. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  264. }
  265. IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  266. {
  267. Eigen::MatrixXd P1_temp,P2_temp;
  268. // If P1 only has two columns, pad with a column of zeros
  269. if (P1.cols() == 2)
  270. {
  271. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  272. P1_temp.block(0,0,P1.rows(),2) = P1;
  273. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  274. P2_temp.block(0,0,P2.rows(),2) = P2;
  275. }
  276. else
  277. {
  278. P1_temp = P1;
  279. P2_temp = P2;
  280. }
  281. int lastid = lines.rows();
  282. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  283. for (unsigned i=0; i<P1_temp.rows(); ++i)
  284. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  285. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  286. }
  287. IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  288. {
  289. Eigen::RowVectorXd P_temp;
  290. // If P only has two columns, pad with a column of zeros
  291. if (P.size() == 2)
  292. {
  293. P_temp = Eigen::RowVectorXd::Zero(3);
  294. P_temp << P.transpose(), 0;
  295. }
  296. else
  297. P_temp = P;
  298. int lastid = labels_positions.rows();
  299. labels_positions.conservativeResize(lastid+1, 3);
  300. labels_positions.row(lastid) = P_temp;
  301. labels_strings.push_back(str);
  302. }
  303. IGL_INLINE void igl::opengl::ViewerData::clear()
  304. {
  305. V = Eigen::MatrixXd (0,3);
  306. F = Eigen::MatrixXi (0,3);
  307. F_material_ambient = Eigen::MatrixXd (0,4);
  308. F_material_diffuse = Eigen::MatrixXd (0,4);
  309. F_material_specular = Eigen::MatrixXd (0,4);
  310. V_material_ambient = Eigen::MatrixXd (0,4);
  311. V_material_diffuse = Eigen::MatrixXd (0,4);
  312. V_material_specular = Eigen::MatrixXd (0,4);
  313. F_normals = Eigen::MatrixXd (0,3);
  314. V_normals = Eigen::MatrixXd (0,3);
  315. V_uv = Eigen::MatrixXd (0,2);
  316. F_uv = Eigen::MatrixXi (0,3);
  317. lines = Eigen::MatrixXd (0,9);
  318. points = Eigen::MatrixXd (0,6);
  319. labels_positions = Eigen::MatrixXd (0,3);
  320. labels_strings.clear();
  321. face_based = false;
  322. }
  323. IGL_INLINE void igl::opengl::ViewerData::compute_normals()
  324. {
  325. igl::per_face_normals(V, F, F_normals);
  326. igl::per_vertex_normals(V, F, F_normals, V_normals);
  327. dirty |= MeshGL::DIRTY_NORMAL;
  328. }
  329. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  330. const Eigen::Vector3d& ambient,
  331. const Eigen::Vector3d& diffuse,
  332. const Eigen::Vector3d& specular)
  333. {
  334. Eigen::Vector4d ambient4;
  335. Eigen::Vector4d diffuse4;
  336. Eigen::Vector4d specular4;
  337. ambient4 << ambient, 1;
  338. diffuse4 << diffuse, 1;
  339. specular4 << specular, 1;
  340. uniform_colors(ambient4,diffuse4,specular4);
  341. }
  342. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  343. const Eigen::Vector4d& ambient,
  344. const Eigen::Vector4d& diffuse,
  345. const Eigen::Vector4d& specular)
  346. {
  347. V_material_ambient.resize(V.rows(),4);
  348. V_material_diffuse.resize(V.rows(),4);
  349. V_material_specular.resize(V.rows(),4);
  350. for (unsigned i=0; i<V.rows();++i)
  351. {
  352. V_material_ambient.row(i) = ambient;
  353. V_material_diffuse.row(i) = diffuse;
  354. V_material_specular.row(i) = specular;
  355. }
  356. F_material_ambient.resize(F.rows(),4);
  357. F_material_diffuse.resize(F.rows(),4);
  358. F_material_specular.resize(F.rows(),4);
  359. for (unsigned i=0; i<F.rows();++i)
  360. {
  361. F_material_ambient.row(i) = ambient;
  362. F_material_diffuse.row(i) = diffuse;
  363. F_material_specular.row(i) = specular;
  364. }
  365. dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
  366. }
  367. IGL_INLINE void igl::opengl::ViewerData::grid_texture()
  368. {
  369. // Don't do anything for an empty mesh
  370. if(V.rows() == 0)
  371. {
  372. V_uv.resize(V.rows(),2);
  373. return;
  374. }
  375. if (V_uv.rows() == 0)
  376. {
  377. V_uv = V.block(0, 0, V.rows(), 2);
  378. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  379. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  380. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  381. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  382. V_uv = V_uv.array() * 10;
  383. dirty |= MeshGL::DIRTY_TEXTURE;
  384. }
  385. unsigned size = 128;
  386. unsigned size2 = size/2;
  387. texture_R.resize(size, size);
  388. for (unsigned i=0; i<size; ++i)
  389. {
  390. for (unsigned j=0; j<size; ++j)
  391. {
  392. texture_R(i,j) = 0;
  393. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  394. texture_R(i,j) = 255;
  395. }
  396. }
  397. texture_G = texture_R;
  398. texture_B = texture_R;
  399. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  400. dirty |= MeshGL::DIRTY_TEXTURE;
  401. }
  402. IGL_INLINE void igl::opengl::ViewerData::updateGL(
  403. const igl::opengl::ViewerData& data,
  404. const bool invert_normals,
  405. igl::opengl::MeshGL& meshgl
  406. )
  407. {
  408. if (!meshgl.is_initialized)
  409. {
  410. meshgl.init();
  411. }
  412. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  413. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  414. meshgl.dirty |= data.dirty;
  415. // Input:
  416. // X #F by dim quantity
  417. // Output:
  418. // X_vbo #F*3 by dim scattering per corner
  419. const auto per_face = [&data](
  420. const Eigen::MatrixXd & X,
  421. MeshGL::RowMatrixXf & X_vbo)
  422. {
  423. assert(X.cols() == 4);
  424. X_vbo.resize(data.F.rows()*3,4);
  425. for (unsigned i=0; i<data.F.rows();++i)
  426. for (unsigned j=0;j<3;++j)
  427. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  428. };
  429. // Input:
  430. // X #V by dim quantity
  431. // Output:
  432. // X_vbo #F*3 by dim scattering per corner
  433. const auto per_corner = [&data](
  434. const Eigen::MatrixXd & X,
  435. MeshGL::RowMatrixXf & X_vbo)
  436. {
  437. X_vbo.resize(data.F.rows()*3,X.cols());
  438. for (unsigned i=0; i<data.F.rows();++i)
  439. for (unsigned j=0;j<3;++j)
  440. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  441. };
  442. if (!data.face_based)
  443. {
  444. if (!(per_corner_uv || per_corner_normals))
  445. {
  446. // Vertex positions
  447. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  448. meshgl.V_vbo = data.V.cast<float>();
  449. // Vertex normals
  450. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  451. {
  452. meshgl.V_normals_vbo = data.V_normals.cast<float>();
  453. if (invert_normals)
  454. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  455. }
  456. // Per-vertex material settings
  457. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  458. meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
  459. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  460. meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  461. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  462. meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
  463. // Face indices
  464. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  465. meshgl.F_vbo = data.F.cast<unsigned>();
  466. // Texture coordinates
  467. if (meshgl.dirty & MeshGL::DIRTY_UV)
  468. {
  469. meshgl.V_uv_vbo = data.V_uv.cast<float>();
  470. }
  471. }
  472. else
  473. {
  474. // Per vertex properties with per corner UVs
  475. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  476. {
  477. per_corner(data.V,meshgl.V_vbo);
  478. }
  479. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  480. {
  481. meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
  482. for (unsigned i=0; i<data.F.rows();++i)
  483. for (unsigned j=0;j<3;++j)
  484. meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>();
  485. }
  486. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  487. {
  488. meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
  489. for (unsigned i=0; i<data.F.rows();++i)
  490. for (unsigned j=0;j<3;++j)
  491. meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>();
  492. }
  493. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  494. {
  495. meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
  496. for (unsigned i=0; i<data.F.rows();++i)
  497. for (unsigned j=0;j<3;++j)
  498. meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>();
  499. }
  500. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  501. {
  502. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  503. for (unsigned i=0; i<data.F.rows();++i)
  504. for (unsigned j=0;j<3;++j)
  505. meshgl.V_normals_vbo.row(i*3+j) =
  506. per_corner_normals ?
  507. data.F_normals.row(i*3+j).cast<float>() :
  508. data.V_normals.row(data.F(i,j)).cast<float>();
  509. if (invert_normals)
  510. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  511. }
  512. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  513. {
  514. meshgl.F_vbo.resize(data.F.rows(),3);
  515. for (unsigned i=0; i<data.F.rows();++i)
  516. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  517. }
  518. if (meshgl.dirty & MeshGL::DIRTY_UV)
  519. {
  520. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  521. for (unsigned i=0; i<data.F.rows();++i)
  522. for (unsigned j=0;j<3;++j)
  523. meshgl.V_uv_vbo.row(i*3+j) =
  524. data.V_uv.row(per_corner_uv ?
  525. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  526. }
  527. }
  528. }
  529. else
  530. {
  531. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  532. {
  533. per_corner(data.V,meshgl.V_vbo);
  534. }
  535. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  536. {
  537. per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
  538. }
  539. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  540. {
  541. per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
  542. }
  543. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  544. {
  545. per_face(data.F_material_specular,meshgl.V_specular_vbo);
  546. }
  547. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  548. {
  549. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  550. for (unsigned i=0; i<data.F.rows();++i)
  551. for (unsigned j=0;j<3;++j)
  552. meshgl.V_normals_vbo.row(i*3+j) =
  553. per_corner_normals ?
  554. data.F_normals.row(i*3+j).cast<float>() :
  555. data.F_normals.row(i).cast<float>();
  556. if (invert_normals)
  557. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  558. }
  559. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  560. {
  561. meshgl.F_vbo.resize(data.F.rows(),3);
  562. for (unsigned i=0; i<data.F.rows();++i)
  563. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  564. }
  565. if (meshgl.dirty & MeshGL::DIRTY_UV)
  566. {
  567. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  568. for (unsigned i=0; i<data.F.rows();++i)
  569. for (unsigned j=0;j<3;++j)
  570. 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>();
  571. }
  572. }
  573. if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
  574. {
  575. meshgl.tex_u = data.texture_R.rows();
  576. meshgl.tex_v = data.texture_R.cols();
  577. meshgl.tex.resize(data.texture_R.size()*4);
  578. for (unsigned i=0;i<data.texture_R.size();++i)
  579. {
  580. meshgl.tex(i*4+0) = data.texture_R(i);
  581. meshgl.tex(i*4+1) = data.texture_G(i);
  582. meshgl.tex(i*4+2) = data.texture_B(i);
  583. meshgl.tex(i*4+3) = data.texture_A(i);
  584. }
  585. }
  586. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
  587. {
  588. meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
  589. meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  590. meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
  591. for (unsigned i=0; i<data.lines.rows();++i)
  592. {
  593. meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  594. meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  595. meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  596. meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  597. meshgl.lines_F_vbo(2*i+0) = 2*i+0;
  598. meshgl.lines_F_vbo(2*i+1) = 2*i+1;
  599. }
  600. }
  601. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
  602. {
  603. meshgl.points_V_vbo.resize(data.points.rows(),3);
  604. meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
  605. meshgl.points_F_vbo.resize(data.points.rows(),1);
  606. for (unsigned i=0; i<data.points.rows();++i)
  607. {
  608. meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  609. meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  610. meshgl.points_F_vbo(i) = i;
  611. }
  612. }
  613. }