ViewerData.cpp 20 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. label_color(0,0,0.04,1),
  28. shininess(35.0f),
  29. id(-1)
  30. {
  31. clear();
  32. };
  33. IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
  34. {
  35. if (face_based != newvalue)
  36. {
  37. face_based = newvalue;
  38. dirty = MeshGL::DIRTY_ALL;
  39. }
  40. }
  41. // Helpers that draws the most common meshes
  42. IGL_INLINE void igl::opengl::ViewerData::set_mesh(
  43. const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  44. {
  45. using namespace std;
  46. Eigen::MatrixXd V_temp;
  47. // If V only has two columns, pad with a column of zeros
  48. if (_V.cols() == 2)
  49. {
  50. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  51. V_temp.block(0,0,_V.rows(),2) = _V;
  52. }
  53. else
  54. V_temp = _V;
  55. if (V.rows() == 0 && F.rows() == 0)
  56. {
  57. V = V_temp;
  58. F = _F;
  59. compute_normals();
  60. uniform_colors(
  61. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  62. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  63. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  64. grid_texture();
  65. }
  66. else
  67. {
  68. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  69. {
  70. V = V_temp;
  71. F = _F;
  72. }
  73. else
  74. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  75. }
  76. dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
  77. }
  78. IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  79. {
  80. V = _V;
  81. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  82. dirty |= MeshGL::DIRTY_POSITION;
  83. }
  84. IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
  85. {
  86. using namespace std;
  87. if (N.rows() == V.rows())
  88. {
  89. set_face_based(false);
  90. V_normals = N;
  91. }
  92. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  93. {
  94. set_face_based(true);
  95. F_normals = N;
  96. }
  97. else
  98. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  99. dirty |= MeshGL::DIRTY_NORMAL;
  100. }
  101. IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
  102. {
  103. using namespace std;
  104. using namespace Eigen;
  105. if(C.rows()>0 && C.cols() == 1)
  106. {
  107. Eigen::MatrixXd C3;
  108. igl::parula(C,true,C3);
  109. return set_colors(C3);
  110. }
  111. // Ambient color should be darker color
  112. const auto ambient = [](const MatrixXd & C)->MatrixXd
  113. {
  114. MatrixXd T = 0.1*C;
  115. T.col(3) = C.col(3);
  116. return T;
  117. };
  118. // Specular color should be a less saturated and darker color: dampened
  119. // highlights
  120. const auto specular = [](const MatrixXd & C)->MatrixXd
  121. {
  122. const double grey = 0.3;
  123. MatrixXd T = grey+0.1*(C.array()-grey);
  124. T.col(3) = C.col(3);
  125. return T;
  126. };
  127. if (C.rows() == 1)
  128. {
  129. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  130. {
  131. if (C.cols() == 3)
  132. V_material_diffuse.row(i) << C.row(0),1;
  133. else if (C.cols() == 4)
  134. V_material_diffuse.row(i) << C.row(0);
  135. }
  136. V_material_ambient = ambient(V_material_diffuse);
  137. V_material_specular = specular(V_material_diffuse);
  138. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  139. {
  140. if (C.cols() == 3)
  141. F_material_diffuse.row(i) << C.row(0),1;
  142. else if (C.cols() == 4)
  143. F_material_diffuse.row(i) << C.row(0);
  144. }
  145. F_material_ambient = ambient(F_material_diffuse);
  146. F_material_specular = specular(F_material_diffuse);
  147. }
  148. else if (C.rows() == V.rows())
  149. {
  150. set_face_based(false);
  151. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  152. {
  153. if (C.cols() == 3)
  154. V_material_diffuse.row(i) << C.row(i), 1;
  155. else if (C.cols() == 4)
  156. V_material_diffuse.row(i) << C.row(i);
  157. }
  158. V_material_ambient = ambient(V_material_diffuse);
  159. V_material_specular = specular(V_material_diffuse);
  160. }
  161. else if (C.rows() == F.rows())
  162. {
  163. set_face_based(true);
  164. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  165. {
  166. if (C.cols() == 3)
  167. F_material_diffuse.row(i) << C.row(i), 1;
  168. else if (C.cols() == 4)
  169. F_material_diffuse.row(i) << C.row(i);
  170. }
  171. F_material_ambient = ambient(F_material_diffuse);
  172. F_material_specular = specular(F_material_diffuse);
  173. }
  174. else
  175. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
  176. dirty |= MeshGL::DIRTY_DIFFUSE;
  177. }
  178. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  179. {
  180. using namespace std;
  181. if (UV.rows() == V.rows())
  182. {
  183. set_face_based(false);
  184. V_uv = UV;
  185. }
  186. else
  187. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  188. dirty |= MeshGL::DIRTY_UV;
  189. }
  190. IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  191. {
  192. set_face_based(true);
  193. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  194. F_uv = UV_F;
  195. dirty |= MeshGL::DIRTY_UV;
  196. }
  197. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  198. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  199. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  200. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  201. {
  202. texture_R = R;
  203. texture_G = G;
  204. texture_B = B;
  205. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  206. dirty |= MeshGL::DIRTY_TEXTURE;
  207. }
  208. IGL_INLINE void igl::opengl::ViewerData::set_texture(
  209. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  210. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  211. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  212. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  213. {
  214. texture_R = R;
  215. texture_G = G;
  216. texture_B = B;
  217. texture_A = A;
  218. dirty |= MeshGL::DIRTY_TEXTURE;
  219. }
  220. IGL_INLINE void igl::opengl::ViewerData::set_points(
  221. const Eigen::MatrixXd& P,
  222. const Eigen::MatrixXd& C)
  223. {
  224. // clear existing points
  225. points.resize(0,0);
  226. add_points(P,C);
  227. }
  228. IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  229. {
  230. Eigen::MatrixXd P_temp;
  231. // If P only has two columns, pad with a column of zeros
  232. if (P.cols() == 2)
  233. {
  234. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  235. P_temp.block(0,0,P.rows(),2) = P;
  236. }
  237. else
  238. P_temp = P;
  239. int lastid = points.rows();
  240. points.conservativeResize(points.rows() + P_temp.rows(),6);
  241. for (unsigned i=0; i<P_temp.rows(); ++i)
  242. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  243. dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
  244. }
  245. IGL_INLINE void igl::opengl::ViewerData::set_edges(
  246. const Eigen::MatrixXd& P,
  247. const Eigen::MatrixXi& E,
  248. const Eigen::MatrixXd& C)
  249. {
  250. using namespace Eigen;
  251. lines.resize(E.rows(),9);
  252. assert(C.cols() == 3);
  253. for(int e = 0;e<E.rows();e++)
  254. {
  255. RowVector3d color;
  256. if(C.size() == 3)
  257. {
  258. color<<C;
  259. }else if(C.rows() == E.rows())
  260. {
  261. color<<C.row(e);
  262. }
  263. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  264. }
  265. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  266. }
  267. IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  268. {
  269. Eigen::MatrixXd P1_temp,P2_temp;
  270. // If P1 only has two columns, pad with a column of zeros
  271. if (P1.cols() == 2)
  272. {
  273. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  274. P1_temp.block(0,0,P1.rows(),2) = P1;
  275. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  276. P2_temp.block(0,0,P2.rows(),2) = P2;
  277. }
  278. else
  279. {
  280. P1_temp = P1;
  281. P2_temp = P2;
  282. }
  283. int lastid = lines.rows();
  284. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  285. for (unsigned i=0; i<P1_temp.rows(); ++i)
  286. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  287. dirty |= MeshGL::DIRTY_OVERLAY_LINES;
  288. }
  289. IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  290. {
  291. Eigen::RowVectorXd P_temp;
  292. // If P only has two columns, pad with a column of zeros
  293. if (P.size() == 2)
  294. {
  295. P_temp = Eigen::RowVectorXd::Zero(3);
  296. P_temp << P.transpose(), 0;
  297. }
  298. else
  299. P_temp = P;
  300. int lastid = labels_positions.rows();
  301. labels_positions.conservativeResize(lastid+1, 3);
  302. labels_positions.row(lastid) = P_temp;
  303. labels_strings.push_back(str);
  304. }
  305. IGL_INLINE void igl::opengl::ViewerData::clear_labels()
  306. {
  307. labels_positions.resize(0,3);
  308. labels_strings.clear();
  309. }
  310. IGL_INLINE void igl::opengl::ViewerData::clear()
  311. {
  312. V = Eigen::MatrixXd (0,3);
  313. F = Eigen::MatrixXi (0,3);
  314. F_material_ambient = Eigen::MatrixXd (0,4);
  315. F_material_diffuse = Eigen::MatrixXd (0,4);
  316. F_material_specular = Eigen::MatrixXd (0,4);
  317. V_material_ambient = Eigen::MatrixXd (0,4);
  318. V_material_diffuse = Eigen::MatrixXd (0,4);
  319. V_material_specular = Eigen::MatrixXd (0,4);
  320. F_normals = Eigen::MatrixXd (0,3);
  321. V_normals = Eigen::MatrixXd (0,3);
  322. V_uv = Eigen::MatrixXd (0,2);
  323. F_uv = Eigen::MatrixXi (0,3);
  324. lines = Eigen::MatrixXd (0,9);
  325. points = Eigen::MatrixXd (0,6);
  326. labels_positions = Eigen::MatrixXd (0,3);
  327. labels_strings.clear();
  328. face_based = false;
  329. }
  330. IGL_INLINE void igl::opengl::ViewerData::compute_normals()
  331. {
  332. igl::per_face_normals(V, F, F_normals);
  333. igl::per_vertex_normals(V, F, F_normals, V_normals);
  334. dirty |= MeshGL::DIRTY_NORMAL;
  335. }
  336. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  337. const Eigen::Vector3d& ambient,
  338. const Eigen::Vector3d& diffuse,
  339. const Eigen::Vector3d& specular)
  340. {
  341. Eigen::Vector4d ambient4;
  342. Eigen::Vector4d diffuse4;
  343. Eigen::Vector4d specular4;
  344. ambient4 << ambient, 1;
  345. diffuse4 << diffuse, 1;
  346. specular4 << specular, 1;
  347. uniform_colors(ambient4,diffuse4,specular4);
  348. }
  349. IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
  350. const Eigen::Vector4d& ambient,
  351. const Eigen::Vector4d& diffuse,
  352. const Eigen::Vector4d& specular)
  353. {
  354. V_material_ambient.resize(V.rows(),4);
  355. V_material_diffuse.resize(V.rows(),4);
  356. V_material_specular.resize(V.rows(),4);
  357. for (unsigned i=0; i<V.rows();++i)
  358. {
  359. V_material_ambient.row(i) = ambient;
  360. V_material_diffuse.row(i) = diffuse;
  361. V_material_specular.row(i) = specular;
  362. }
  363. F_material_ambient.resize(F.rows(),4);
  364. F_material_diffuse.resize(F.rows(),4);
  365. F_material_specular.resize(F.rows(),4);
  366. for (unsigned i=0; i<F.rows();++i)
  367. {
  368. F_material_ambient.row(i) = ambient;
  369. F_material_diffuse.row(i) = diffuse;
  370. F_material_specular.row(i) = specular;
  371. }
  372. dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
  373. }
  374. IGL_INLINE void igl::opengl::ViewerData::grid_texture()
  375. {
  376. // Don't do anything for an empty mesh
  377. if(V.rows() == 0)
  378. {
  379. V_uv.resize(V.rows(),2);
  380. return;
  381. }
  382. if (V_uv.rows() == 0)
  383. {
  384. V_uv = V.block(0, 0, V.rows(), 2);
  385. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  386. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  387. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  388. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  389. V_uv = V_uv.array() * 10;
  390. dirty |= MeshGL::DIRTY_TEXTURE;
  391. }
  392. unsigned size = 128;
  393. unsigned size2 = size/2;
  394. texture_R.resize(size, size);
  395. for (unsigned i=0; i<size; ++i)
  396. {
  397. for (unsigned j=0; j<size; ++j)
  398. {
  399. texture_R(i,j) = 0;
  400. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  401. texture_R(i,j) = 255;
  402. }
  403. }
  404. texture_G = texture_R;
  405. texture_B = texture_R;
  406. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  407. dirty |= MeshGL::DIRTY_TEXTURE;
  408. }
  409. IGL_INLINE void igl::opengl::ViewerData::updateGL(
  410. const igl::opengl::ViewerData& data,
  411. const bool invert_normals,
  412. igl::opengl::MeshGL& meshgl
  413. )
  414. {
  415. if (!meshgl.is_initialized)
  416. {
  417. meshgl.init();
  418. }
  419. bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
  420. bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
  421. meshgl.dirty |= data.dirty;
  422. // Input:
  423. // X #F by dim quantity
  424. // Output:
  425. // X_vbo #F*3 by dim scattering per corner
  426. const auto per_face = [&data](
  427. const Eigen::MatrixXd & X,
  428. MeshGL::RowMatrixXf & X_vbo)
  429. {
  430. assert(X.cols() == 4);
  431. X_vbo.resize(data.F.rows()*3,4);
  432. for (unsigned i=0; i<data.F.rows();++i)
  433. for (unsigned j=0;j<3;++j)
  434. X_vbo.row(i*3+j) = X.row(i).cast<float>();
  435. };
  436. // Input:
  437. // X #V by dim quantity
  438. // Output:
  439. // X_vbo #F*3 by dim scattering per corner
  440. const auto per_corner = [&data](
  441. const Eigen::MatrixXd & X,
  442. MeshGL::RowMatrixXf & X_vbo)
  443. {
  444. X_vbo.resize(data.F.rows()*3,X.cols());
  445. for (unsigned i=0; i<data.F.rows();++i)
  446. for (unsigned j=0;j<3;++j)
  447. X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
  448. };
  449. if (!data.face_based)
  450. {
  451. if (!(per_corner_uv || per_corner_normals))
  452. {
  453. // Vertex positions
  454. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  455. meshgl.V_vbo = data.V.cast<float>();
  456. // Vertex normals
  457. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  458. {
  459. meshgl.V_normals_vbo = data.V_normals.cast<float>();
  460. if (invert_normals)
  461. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  462. }
  463. // Per-vertex material settings
  464. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  465. meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
  466. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  467. meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
  468. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  469. meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
  470. // Face indices
  471. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  472. meshgl.F_vbo = data.F.cast<unsigned>();
  473. // Texture coordinates
  474. if (meshgl.dirty & MeshGL::DIRTY_UV)
  475. {
  476. meshgl.V_uv_vbo = data.V_uv.cast<float>();
  477. }
  478. }
  479. else
  480. {
  481. // Per vertex properties with per corner UVs
  482. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  483. {
  484. per_corner(data.V,meshgl.V_vbo);
  485. }
  486. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  487. {
  488. meshgl.V_ambient_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_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>();
  492. }
  493. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  494. {
  495. meshgl.V_diffuse_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_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>();
  499. }
  500. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  501. {
  502. meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
  503. for (unsigned i=0; i<data.F.rows();++i)
  504. for (unsigned j=0;j<3;++j)
  505. meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>();
  506. }
  507. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  508. {
  509. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  510. for (unsigned i=0; i<data.F.rows();++i)
  511. for (unsigned j=0;j<3;++j)
  512. meshgl.V_normals_vbo.row(i*3+j) =
  513. per_corner_normals ?
  514. data.F_normals.row(i*3+j).cast<float>() :
  515. data.V_normals.row(data.F(i,j)).cast<float>();
  516. if (invert_normals)
  517. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  518. }
  519. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  520. {
  521. meshgl.F_vbo.resize(data.F.rows(),3);
  522. for (unsigned i=0; i<data.F.rows();++i)
  523. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  524. }
  525. if (meshgl.dirty & MeshGL::DIRTY_UV)
  526. {
  527. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  528. for (unsigned i=0; i<data.F.rows();++i)
  529. for (unsigned j=0;j<3;++j)
  530. meshgl.V_uv_vbo.row(i*3+j) =
  531. data.V_uv.row(per_corner_uv ?
  532. data.F_uv(i,j) : data.F(i,j)).cast<float>();
  533. }
  534. }
  535. }
  536. else
  537. {
  538. if (meshgl.dirty & MeshGL::DIRTY_POSITION)
  539. {
  540. per_corner(data.V,meshgl.V_vbo);
  541. }
  542. if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
  543. {
  544. per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
  545. }
  546. if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
  547. {
  548. per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
  549. }
  550. if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
  551. {
  552. per_face(data.F_material_specular,meshgl.V_specular_vbo);
  553. }
  554. if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
  555. {
  556. meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
  557. for (unsigned i=0; i<data.F.rows();++i)
  558. for (unsigned j=0;j<3;++j)
  559. meshgl.V_normals_vbo.row(i*3+j) =
  560. per_corner_normals ?
  561. data.F_normals.row(i*3+j).cast<float>() :
  562. data.F_normals.row(i).cast<float>();
  563. if (invert_normals)
  564. meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
  565. }
  566. if (meshgl.dirty & MeshGL::DIRTY_FACE)
  567. {
  568. meshgl.F_vbo.resize(data.F.rows(),3);
  569. for (unsigned i=0; i<data.F.rows();++i)
  570. meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
  571. }
  572. if (meshgl.dirty & MeshGL::DIRTY_UV)
  573. {
  574. meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
  575. for (unsigned i=0; i<data.F.rows();++i)
  576. for (unsigned j=0;j<3;++j)
  577. 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>();
  578. }
  579. }
  580. if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
  581. {
  582. meshgl.tex_u = data.texture_R.rows();
  583. meshgl.tex_v = data.texture_R.cols();
  584. meshgl.tex.resize(data.texture_R.size()*4);
  585. for (unsigned i=0;i<data.texture_R.size();++i)
  586. {
  587. meshgl.tex(i*4+0) = data.texture_R(i);
  588. meshgl.tex(i*4+1) = data.texture_G(i);
  589. meshgl.tex(i*4+2) = data.texture_B(i);
  590. meshgl.tex(i*4+3) = data.texture_A(i);
  591. }
  592. }
  593. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
  594. {
  595. meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
  596. meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
  597. meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
  598. for (unsigned i=0; i<data.lines.rows();++i)
  599. {
  600. meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
  601. meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
  602. meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
  603. meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
  604. meshgl.lines_F_vbo(2*i+0) = 2*i+0;
  605. meshgl.lines_F_vbo(2*i+1) = 2*i+1;
  606. }
  607. }
  608. if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
  609. {
  610. meshgl.points_V_vbo.resize(data.points.rows(),3);
  611. meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
  612. meshgl.points_F_vbo.resize(data.points.rows(),1);
  613. for (unsigned i=0; i<data.points.rows();++i)
  614. {
  615. meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
  616. meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
  617. meshgl.points_F_vbo(i) = i;
  618. }
  619. }
  620. }