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update bundled_deps
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122
bundled_deps/libigl/igl/opengl2/draw_mesh.h
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122
bundled_deps/libigl/igl/opengl2/draw_mesh.h
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL2_DRAW_MESH_H
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#define IGL_OPENGL2_DRAW_MESH_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <Eigen/Dense>
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namespace igl
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{
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namespace opengl2
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{
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// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N);
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// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals and per-vertex
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// colors
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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// C #V|#F|1 by 3 eigen Matrix of RGB colors
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N,
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const Eigen::MatrixXd & C);
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V|#F by 3 eigen Matrix of 3D normals
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// C #V|#F|1 by 3 eigen Matrix of RGB colors
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// TC #V|#F|1 by 3 eigen Matrix of Texture Coordinates
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N,
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const Eigen::MatrixXd & C,
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const Eigen::MatrixXd & TC);
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// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex
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// colors and LBS weights
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V by 3 eigen Matrix of mesh vertex 3D normals
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// C #V by 3 eigen Matrix of mesh vertex RGB colors
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// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
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// W #V by #H eigen Matrix of per mesh vertex, per handle weights
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// W_index Specifies the index of the "weight" vertex attribute: see
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// glBindAttribLocation, if W_index is 0 then weights are ignored
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// WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids
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// WI_index Specifies the index of the "weight" vertex attribute: see
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// glBindAttribLocation, if WI_index is 0 then weight indices are ignored
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N,
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const Eigen::MatrixXd & C,
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const Eigen::MatrixXd & TC,
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const Eigen::MatrixXd & W,
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const GLuint W_index,
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const Eigen::MatrixXi & WI,
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const GLuint WI_index);
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// Draw ../opengl/OpenGL_ commands needed to display a mesh with normals, per-vertex
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// colors and LBS weights
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//
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3|4 eigen Matrix of face (triangle/quad) indices
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// N #V by 3 eigen Matrix of mesh vertex 3D normals
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// NF #F by 3 eigen Matrix of face (triangle/quad) normal indices, <0
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// means no normal
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// C #V by 3 eigen Matrix of mesh vertex RGB colors
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// TC #V by 3 eigen Matrix of mesh vertex UC coorindates between 0 and 1
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// TF #F by 3 eigen Matrix of face (triangle/quad) texture indices, <0
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// means no texture
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// W #V by #H eigen Matrix of per mesh vertex, per handle weights
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// W_index Specifies the index of the "weight" vertex attribute: see
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// glBindAttribLocation, if W_index is 0 then weights are ignored
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// WI #V by #H eigen Matrix of per mesh vertex, per handle weight ids
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// WI_index Specifies the index of the "weight" vertex attribute: see
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// glBindAttribLocation, if WI_index is 0 then weight indices are ignored
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IGL_INLINE void draw_mesh(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N,
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const Eigen::MatrixXi & NF,
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const Eigen::MatrixXd & C,
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const Eigen::MatrixXd & TC,
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const Eigen::MatrixXi & TF,
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const Eigen::MatrixXd & W,
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const GLuint W_index,
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const Eigen::MatrixXi & WI,
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const GLuint WI_index);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "draw_mesh.cpp"
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#endif
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#endif
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