Building igl statically and moving to the dep scripts

Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
This commit is contained in:
tamasmeszaros 2019-06-19 14:52:55 +02:00
parent 89e39e3895
commit 2ae2672ee9
1095 changed files with 181 additions and 5 deletions

View file

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_OPENGL2_LENS_FLARE_H
#define IGL_OPENGL2_LENS_FLARE_H
#include "../igl_inline.h"
#include "gl.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace opengl2
{
struct Flare{
int type; /* flare texture index, 0..5 */
float scale;
float loc; /* position on axis */
float color[3];
Flare():
type(-1),
scale(0),
loc(0)
{}
Flare(int type, float location, float scale, const float color[3], float colorScale) :
type(type),
scale(scale),
loc(location)
{
this->color[0] = color[0] * colorScale;
this->color[1] = color[1] * colorScale;
this->color[2] = color[2] * colorScale;
}
};
// Initialize shared data for lens flates
//
// Inputs:
// start_id starting texture id location (should have at least id:id+16 free)
// Outputs:
// shine list of texture ids for shines
// flare list of texture ids for flares
IGL_INLINE void lens_flare_load_textures(
std::vector<GLuint> & shine_ids,
std::vector<GLuint> & flare_ids);
// Create a set of lens flares
//
// Inputs:
// A primary color
// B secondary color
// C secondary color
// Outputs:
// flares list of flare objects
IGL_INLINE void lens_flare_create(
const float * A,
const float * B,
const float * C,
std::vector<Flare> & flares);
// Draw lens flares
//
// Inputs:
// flares list of Flare objects
// shine_ids list of shine textures
// flare_ids list of flare texture ids
// light position of light
// near_clip near clipping plane
// shine_tic current "tic" in shine textures
// Outputs:
// shine_tic current "tic" in shine textures
IGL_INLINE void lens_flare_draw(
const std::vector<Flare> & flares,
const std::vector<GLuint> & shine_ids,
const std::vector<GLuint> & flare_ids,
const Eigen::Vector3f & light,
const float near_clip,
int & shine_tic);
}
};
#ifndef IGL_STATIC_LIBRARY
# include "lens_flare.cpp"
#endif
#endif