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update bundled_deps
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63
bundled_deps/libigl/igl/opengl/glfw/map_texture.h
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63
bundled_deps/libigl/igl/opengl/glfw/map_texture.h
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#ifndef IGL_OPENGL_GLFW_MAP_TEXTURE_H
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#define IGL_OPENGL_GLFW_MAP_TEXTURE_H
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#ifdef IGL_OPENGL_4
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#include "../../igl_inline.h"
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#include <Eigen/Core>
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#include <vector>
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namespace igl
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{
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namespace opengl
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{
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namespace glfw
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{
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// Given a mesh (V,F) in [0,1]² and new positions (U) and a texture image
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// (in_data), _render_ a new image (out_data) of the same size.
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// Inputs:
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// V #V by 2 list of undeformed mesh vertex positions (matching texture)
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// F #F by 3 list of mesh triangle indices into V
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// U #U by 2 list of deformed vertex positions
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// in_data w*h*nc array of color values, channels, then columns, then
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// rows (e.g., what stbi_image returns and expects)
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// w width
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// h height
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// nc number of channels
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// Outputs:
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// out_data h*w*nc list of output colors in same order as input
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//
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template <typename DerivedV, typename DerivedF, typename DerivedU>
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IGL_INLINE bool map_texture(
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const Eigen::MatrixBase<DerivedV> & V,
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const Eigen::MatrixBase<DerivedF> & F,
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const Eigen::MatrixBase<DerivedU> & U,
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const unsigned char * in_data,
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const int w,
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const int h,
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const int nc,
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std::vector<unsigned char> & out_data);
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template <typename DerivedV, typename DerivedF, typename DerivedU>
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IGL_INLINE bool map_texture(
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const Eigen::MatrixBase<DerivedV> & _V,
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const Eigen::MatrixBase<DerivedF> & _F,
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const Eigen::MatrixBase<DerivedU> & _U,
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const unsigned char * in_data,
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const int w,
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const int h,
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const int nc,
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std::vector<unsigned char> & out_data,
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int & out_w,
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int & out_h,
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int & out_nc);
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}
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "map_texture.cpp"
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#endif
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#endif // IGL_OPENGL_4
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#endif
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