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- #ifndef IGL_CREATE_VECTOR_VBO
- #define IGL_CREATE_VECTOR_VBO
- // NOTE: It wouldn't be so hard to template this using Eigen's templates
- #include <Eigen/Core>
- #if __APPLE__
- # include <OpenGL/gl.h>
- #else
- # include <GL/gl.h>
- #endif
- // Create a VBO (Vertex Buffer Object) for a list of vectors:
- // GL_ARRAY_BUFFER_ARB for the vectors (V)
- namespace igl
- {
- // Inputs:
- // V #V by 3 eigen Matrix of vertex 3D positions
- // Outputs:
- // V_vbo_id buffer id for vectors
- //
- void create_vector_vbo(
- const Eigen::MatrixXd & V,
- GLuint & V_vbo_id);
- }
- // Implementation
- // http://www.songho.ca/opengl/gl_vbo.html#create
- void igl::create_vector_vbo(
- const Eigen::MatrixXd & V,
- GLuint & V_vbo_id)
- {
- // Generate Buffers
- glGenBuffersARB(1,&V_vbo_id);
- // Bind Buffers
- glBindBufferARB(GL_ARRAY_BUFFER_ARB,V_vbo_id);
- // Copy data to buffers
- // We expect a matrix with each vertex position on a row, we then want to
- // pass this data to OpenGL reading across rows (row-major)
- if(V.Options & Eigen::RowMajor)
- {
- glBufferDataARB(
- GL_ARRAY_BUFFER_ARB,
- sizeof(double)*V.size(),
- V.data(),
- GL_STATIC_DRAW_ARB);
- }else
- {
- // Create temporary copy of transpose
- Eigen::MatrixXd VT = V.transpose();
- // If its column major then we need to temporarily store a transpose
- glBufferDataARB(
- GL_ARRAY_BUFFER_ARB,
- sizeof(double)*V.size(),
- VT.data(),
- GL_STATIC_DRAW_ARB);
- }
- // bind with 0, so, switch back to normal pointer operation
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- }
- #endif
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