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32 lines
1.1 KiB
32 lines
1.1 KiB
#ifndef IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
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#define IGL_OPENGL_BIND_VERTEX_ATTRIB_ARRAY_H
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#include "gl.h"
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#include "../igl_inline.h"
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#include <Eigen/Core>
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#include <string>
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namespace igl
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{
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namespace opengl
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{
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/// Bind a per-vertex array attribute and refresh its contents from an Eigen
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/// matrix
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///
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/// @param[in] program_shader id of shader program
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/// @param[in] name name of attribute in vertex shader
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/// @param[in] bufferID id of buffer to bind to
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/// @param[in] M #V by dim matrix of per-vertex data
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/// @param[in] refresh whether to actually call glBufferData or just bind the buffer
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/// @return id of named attribute in shader
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template <typename Scalar, int RowsAtCompileTime, int ColsAtCompileTime>
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IGL_INLINE GLint bind_vertex_attrib_array(
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const GLuint program_shader,
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const std::string &name,
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GLuint bufferID,
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const Eigen::Matrix<Scalar,RowsAtCompileTime,ColsAtCompileTime,Eigen::RowMajor> &M,
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const bool refresh);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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#include "bind_vertex_attrib_array.cpp"
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#endif
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#endif
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