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TextureSimpleShader.h
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26 
27 #pragma once
28 
29 #include <Eigen/Core>
30 #include <vector>
31 
33 
34 namespace open3d {
35 namespace visualization {
36 
37 namespace glsl {
38 
40 public:
41  ~TextureSimpleShader() override { Release(); }
42 
43 protected:
44  TextureSimpleShader(const std::string &name) : ShaderWrapper(name) {
45  Compile();
46  }
47 
48 protected:
49  bool Compile() final;
50  void Release() final;
51  bool BindGeometry(const geometry::Geometry &geometry,
52  const RenderOption &option,
53  const ViewControl &view) final;
54  bool RenderGeometry(const geometry::Geometry &geometry,
55  const RenderOption &option,
56  const ViewControl &view) final;
57  void UnbindGeometry() final;
58 
59 protected:
60  virtual bool PrepareRendering(const geometry::Geometry &geometry,
61  const RenderOption &option,
62  const ViewControl &view) = 0;
63  virtual bool PrepareBinding(const geometry::Geometry &geometry,
64  const RenderOption &option,
65  const ViewControl &view,
66  std::vector<Eigen::Vector3f> &points,
67  std::vector<Eigen::Vector2f> &uvs) = 0;
68 
69 protected:
72  GLuint vertex_uv_;
74  GLuint texture_;
76  GLuint MVP_;
77 };
78 
80 public:
82  : TextureSimpleShader("TextureSimpleShaderForTriangleMesh") {}
83 
84 protected:
85  bool PrepareRendering(const geometry::Geometry &geometry,
86  const RenderOption &option,
87  const ViewControl &view) final;
88  bool PrepareBinding(const geometry::Geometry &geometry,
89  const RenderOption &option,
90  const ViewControl &view,
91  std::vector<Eigen::Vector3f> &points,
92  std::vector<Eigen::Vector2f> &uvs) final;
93 };
94 
95 } // namespace glsl
96 
97 } // namespace visualization
98 } // namespace open3d
GLuint MVP_
Definition: TextureSimpleShader.h:76
The base geometry class.
Definition: Geometry.h:35
virtual bool PrepareRendering(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view)=0
TextureSimpleShaderForTriangleMesh()
Definition: TextureSimpleShader.h:81
GLuint vertex_uv_
Definition: TextureSimpleShader.h:72
virtual bool PrepareBinding(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector< Eigen::Vector3f > &points, std::vector< Eigen::Vector2f > &uvs)=0
void UnbindGeometry() final
Definition: TextureSimpleShader.cpp:115
Definition: ViewControl.h:38
GLuint vertex_uv_buffer_
Definition: TextureSimpleShader.h:73
bool BindGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final
Definition: TextureSimpleShader.cpp:55
bool RenderGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final
Definition: TextureSimpleShader.cpp:87
Definition: RenderOption.h:36
GLuint texture_buffer_
Definition: TextureSimpleShader.h:75
Definition: TextureSimpleShader.h:39
~TextureSimpleShader() override
Definition: TextureSimpleShader.h:41
int points
Definition: FilePCD.cpp:70
Definition: PinholeCameraIntrinsic.cpp:34
std::string name
Definition: FilePCD.cpp:55
Definition: ShaderWrapper.h:40
TextureSimpleShader(const std::string &name)
Definition: TextureSimpleShader.h:44
GLuint vertex_position_
Definition: TextureSimpleShader.h:70
GLuint texture_
Definition: TextureSimpleShader.h:74
void Release() final
Definition: TextureSimpleShader.cpp:50
bool Compile() final
Definition: TextureSimpleShader.cpp:37
GLuint vertex_position_buffer_
Definition: TextureSimpleShader.h:71