create_mesh_vbo.h 1.7 KB

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  1. #ifndef IGL_CREATE_MESH_VBO_H
  2. #define IGL_CREATE_MESH_VBO_H
  3. #include "igl_inline.h"
  4. // NOTE: It wouldn't be so hard to template this using Eigen's templates
  5. #include <Eigen/Core>
  6. #if __APPLE__
  7. # include <OpenGL/gl.h>
  8. #else
  9. # ifdef _WIN32
  10. # define NOMINMAX
  11. # include <Windows.h>
  12. # undef NOMINMAX
  13. # endif
  14. # include <GL/gl.h>
  15. #endif
  16. // Create a VBO (Vertex Buffer Object) for a mesh. Actually two VBOs: one
  17. // GL_ARRAY_BUFFER for the vertex positions (V) and one
  18. // GL_ELEMENT_ARRAY_BUFFER for the triangle indices (F)
  19. namespace igl
  20. {
  21. // Inputs:
  22. // V #V by 3 eigen Matrix of mesh vertex 3D positions
  23. // F #F by 3 eigne Matrix of face (triangle) indices
  24. // Outputs:
  25. // V_vbo_id buffer id for vertex positions
  26. // F_vbo_id buffer id for face indices
  27. //
  28. // NOTE: when using glDrawElements VBOs for V and F using MatrixXd and
  29. // MatrixXi will have types GL_DOUBLE and GL_UNSIGNED_INT respectively
  30. //
  31. IGL_INLINE void create_mesh_vbo(
  32. const Eigen::MatrixXd & V,
  33. const Eigen::MatrixXi & F,
  34. GLuint & V_vbo_id,
  35. GLuint & F_vbo_id);
  36. // Inputs:
  37. // V #V by 3 eigen Matrix of mesh vertex 3D positions
  38. // F #F by 3 eigne Matrix of face (triangle) indices
  39. // N #V by 3 eigen Matrix of mesh vertex 3D normals
  40. // Outputs:
  41. // V_vbo_id buffer id for vertex positions
  42. // F_vbo_id buffer id for face indices
  43. // N_vbo_id buffer id for vertex positions
  44. IGL_INLINE void create_mesh_vbo(
  45. const Eigen::MatrixXd & V,
  46. const Eigen::MatrixXi & F,
  47. const Eigen::MatrixXd & N,
  48. GLuint & V_vbo_id,
  49. GLuint & F_vbo_id,
  50. GLuint & N_vbo_id);
  51. }
  52. #ifdef IGL_HEADER_ONLY
  53. # include "create_mesh_vbo.cpp"
  54. #endif
  55. #endif