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- #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 <Eigen/Core>
- #if __APPLE__
- # include <OpenGL/gl.h>
- #else
- # include <GL/gl.h>
- #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
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