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Donovan Baarda dc5897d7b5 Update eigen to v5.0.1 and libigl to v2.6.0. (#11311)
* Update eigen from v3.3.7 to v5.0.1.

This updates eigen from v3.3.7 released on  December 11, 2018-12-11 to v5.0.1
released on 2025-11-11. There have be a large number of bug-fixes,
optimizations, and improvements between these releases. See the details at;

https://gitlab.com/libeigen/eigen/-/releases

It retains the previous custom minimal `CMakeLists.txt`, and adds a
README-OrcaSlicer.md that explains what version and parts of the upstream
eigen release have been included, and where the full release can be found.

* Update libigl from v2.0.0 (or older) to v2.6.0.

This updates libigl from what was probably v2.0.0 released on 2018-10-16 to
v2.6.0 released on 2025-05-15. It's possible the old version was even older
than that but there is no version indicators in the code and I ran out of
patience identifying missing changes and only went back as far as v2.0.0.

There have been a large number of bug-fixes, optimizations, and improvements
between these versions. See the following for details;

https://github.com/libigl/libigl/releases

I retained the minimal custom `CMakeLists.txt`, added `README.md` from the
libigl distribution which identifies the version, and added a
README-OrcaSlicer.md that details the version and parts that have been
included.

* Update libslic3r for libigl v2.6.0 changes.

This updates libslic3r for all changes moving to eigen v5.0.1 and libigl
v2.6.0. Despite the large number of updates to both dependencies, no changes
were required for the eigen update, and only one change was required for the
libigl update.

For libigl, `igl::Hit` was changed to a template taking the Scalar type to
use. Previously it was hard-coded to `float`, so to minimize possible impact
I've updated all places it is used from `igl::Hit` to `igl::Hit<float>`.

* Add compiler option `-DNOMINMAX` for libigl with MSVC.

MSVC by default defines `min(()` and `max()` macros that break
`std::numeric_limits<>::max()`. The upstream cmake that we don't include
adds `-DNOMINMAX` for the libigl module when compiling with MSVC, so we need
to add the same thing here.

* Fix src/libslic3r/TriangleMeshDeal.cpp for the unmodified upstream libigl.

This fixes `TriangleMeshDeal.cpp` to work with the unmodified upstream
libigl v2.6.0. loop.{h,cpp} implementation.

This file and feature was added in PR "BBS Port: Mesh Subdivision" (#12150)
which included changes to `loop.{h,cpp}` in the old version of libigl. This PR
avoids modifying the included dependencies, and uses the updated upstream
versions of those files without any modifications, which requires fixing
TriangleMeshDeal.cpp to work with them.

In particular, the modifications made to `loop.{h,cpp}` included changing the
return type from void to bool, adding additional validation checking of the
input meshes, and returning false if they failed validation. These added
checks looked unnecessary and would only have caught problems if the input
mesh was very corrupt.

To make `TriangleMeshDeal.cpp` work without this built-in checking
functionality, I removed checking/handling of any `false` return value.

There was also a hell of a lot of redundant copying and casting back and forth
between float and double, so I cleaned that up. The input and output meshs use
floats for the vertexes, and there would be no accuracy benefits from casting
to and from doubles for the simple weighted average operations done by
igl::loop(). So this just uses `Eigen:Map` to use the original input mesh
vertex data directly without requiring any copy or casting.

* Move eigen from included `deps_src` to externaly fetched `deps`.

This copys what PrusaSlicer did and moved it from an included dependency under
`deps_src` to an externaly fetched dependency under `deps`. This requires
updating some `CMakeList.txt` configs and removing the old and obsolete
`cmake/modules/FindEigen3.cmake`. The details of when this was done in
PrusaSlicer and the followup fixes are at;

* 21116995d7
* https://github.com/prusa3d/PrusaSlicer/issues/13608
* https://github.com/prusa3d/PrusaSlicer/pull/13609
* e3c277b9ee

For some reason I don't fully understand this also required fixing
`src/slic3r/GUI/GUI_App.cpp` by adding `#include <boost/nowide/cstdio.hpp>` to
fix an `error: ‘remove’ is not a member of ‘boost::nowide'`. The main thing I
don't understand is how it worked before. Note that this include is in the
PrusaSlicer version of this file, but it also significantly deviates from what
is currently in OrcaSlicer in many other ways.

* Whups... I missed adding the deps/Eigen/Eigen.cmake file...

* Tidy some whitespace indenting in CMakeLists.txt.

* Ugh... tabs indenting needing fixes.

* Change the include order of deps/Eigen.

It turns out that although Boost includes some references to Eigen, Eigen also
includes some references to Boost for supporting some of it's additional
numeric types.

I don't think it matters much since we are not using these features, but I
think technically its more correct to say Eigen depends on Boost than the
other way around, so I've re-ordered them.

* Add source for Eigen 5.0.1 download to flatpak yml config.

* Add explicit `DEPENDS dep_Boost to deps/Eigen.

I missed this before. This ensures we don't rely on include orders to make
sure Boost is installed before we configure Eigen.

* Add `DEPENDS dep_Boost dep_GMP dep_MPFR` to deps/Eigen.

It turns out Eigen can also use GMP and MPFR for multi-precision and
multi-precision-rounded numeric types if they are available.

Again, I don't think we are using these so it doesn't really matter, but it is
technically correct and ensures they are there if we ever do need them.

* Fix deps DEPENDENCY ordering for GMP, MPFR, Eigen, and CGAL.

I think this is finally correct. Apparently CGAL also optionally depends on
Eigen, so the correct dependency order from lowest to highest is GMP, MPFR, Eigen, and CGAL.

---------

Co-authored-by: Donovan Baarda <dbaarda@google.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
2026-05-12 15:09:13 +08:00

189 lines
5.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@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_OPENGL_MESHGL_H
#define IGL_OPENGL_MESHGL_H
#include "../igl_inline.h"
#include <Eigen/Core>
#include <cstdint>
namespace igl
{
namespace opengl
{
/// Coverts mesh data inside a igl::ViewerData class in an OpenGL compatible
/// format The class includes a shader and the opengl calls to plot the data
class MeshGL
{
public:
typedef unsigned int GLuint;
typedef unsigned int GLint;
/// Bitmask flags for keeping track of what needs to be (re)-uploaded to the
/// GPU
enum DirtyFlags
{
DIRTY_NONE = 0x0000,
DIRTY_POSITION = 0x0001,
DIRTY_UV = 0x0002,
DIRTY_NORMAL = 0x0004,
DIRTY_AMBIENT = 0x0008,
DIRTY_DIFFUSE = 0x0010,
DIRTY_SPECULAR = 0x0020,
DIRTY_TEXTURE = 0x0040,
DIRTY_FACE = 0x0080,
DIRTY_MESH = 0x00FF,
DIRTY_OVERLAY_LINES = 0x0100,
DIRTY_OVERLAY_POINTS = 0x0200,
DIRTY_VERTEX_LABELS = 0x0400,
DIRTY_FACE_LABELS = 0x0800,
DIRTY_CUSTOM_LABELS = 0x1000,
DIRTY_ALL = 0xFFFF
};
bool is_initialized = false;
GLuint vao_mesh;
GLuint vao_overlay_lines;
GLuint vao_overlay_points;
GLuint shader_mesh;
GLuint shader_overlay_lines;
GLuint shader_overlay_points;
GLuint shader_text;
/// Vertices of the current mesh (#V x 3)
GLuint vbo_V;
/// UV coordinates for the current mesh (#V x 2)
GLuint vbo_V_uv;
/// Vertices of the current mesh (#V x 3)
GLuint vbo_V_normals;
/// Ambient material (#V x 3)
GLuint vbo_V_ambient;
/// Diffuse material (#V x 3)
GLuint vbo_V_diffuse;
/// Specular material (#V x 3)
GLuint vbo_V_specular;
/// Faces of the mesh (#F x 3)
GLuint vbo_F;
/// Texture
GLuint vbo_tex;
/// Indices of the line overlay
GLuint vbo_lines_F;
/// Vertices of the line overlay
GLuint vbo_lines_V;
/// Color values of the line overlay
GLuint vbo_lines_V_colors;
/// Indices of the point overlay
GLuint vbo_points_F;
/// Vertices of the point overlay
GLuint vbo_points_V;
/// Color values of the point overlay
GLuint vbo_points_V_colors;
// Temporary copy of the content of each VBO
typedef Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> RowMatrixXf;
RowMatrixXf V_vbo;
RowMatrixXf V_normals_vbo;
RowMatrixXf V_ambient_vbo;
RowMatrixXf V_diffuse_vbo;
RowMatrixXf V_specular_vbo;
RowMatrixXf V_uv_vbo;
RowMatrixXf lines_V_vbo;
RowMatrixXf lines_V_colors_vbo;
RowMatrixXf points_V_vbo;
RowMatrixXf points_V_colors_vbo;
// Text Rendering
struct TextGL
{
std::uint32_t dirty_flag;
GLuint vao_labels;
GLuint vbo_labels_pos;
GLuint vbo_labels_characters;
GLuint vbo_labels_offset;
GLuint vbo_labels_indices;
RowMatrixXf label_pos_vbo;
RowMatrixXf label_char_vbo;
RowMatrixXf label_offset_vbo;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> label_indices_vbo;
void init_buffers();
void free_buffers();
};
TextGL vertex_labels;
TextGL face_labels;
TextGL custom_labels;
GLuint font_atlas;
int tex_u;
int tex_v;
GLint tex_filter;
GLint tex_wrap;
Eigen::Matrix<char,Eigen::Dynamic,1> tex;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> F_vbo;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> lines_F_vbo;
Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> points_F_vbo;
/// Marks dirty buffers that need to be uploaded to OpenGL
std::uint32_t dirty;
IGL_INLINE MeshGL();
/// Initialize shaders and buffers
IGL_INLINE void init();
/// Release all resources
IGL_INLINE void free();
/// Create a new set of OpenGL buffer objects
IGL_INLINE void init_buffers();
/// Bind the underlying OpenGL buffer objects for subsequent mesh draw calls
IGL_INLINE void bind_mesh();
/// Draw the currently buffered mesh (either solid or wireframe)
///
/// @param[in] solid Whether to draw the mesh as a solid or wireframe
IGL_INLINE void draw_mesh(bool solid);
/// Bind the underlying OpenGL buffer objects for subsequent line overlay draw calls
IGL_INLINE void bind_overlay_lines();
/// Draw the currently buffered line overlay
IGL_INLINE void draw_overlay_lines();
/// Bind the underlying OpenGL buffer objects for subsequent point overlay draw calls
IGL_INLINE void bind_overlay_points();
/// Draw the currently buffered point overlay
IGL_INLINE void draw_overlay_points();
/// Text Binding and Draw functions
IGL_INLINE void init_text_rendering();
/// Bind the underlying OpenGL buffer objects for subsequent text draw calls
IGL_INLINE void bind_labels(const TextGL& labels);
/// Draw the currently buffered text
IGL_INLINE void draw_labels(const TextGL& labels);
/// Release the OpenGL buffer objects
IGL_INLINE void free_buffers();
};
}
}
#ifndef IGL_STATIC_LIBRARY
# include "MeshGL.cpp"
#endif
#endif