mirror of
https://gitlab.kitware.com/vtk/vtk-m
synced 2024-09-19 18:45:43 +00:00
my changes
This commit is contained in:
parent
be643811d6
commit
9659f35509
@ -33,6 +33,8 @@
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#include <iostream>
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#include <fstream>
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using namespace std;
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namespace vtkm {
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namespace rendering {
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@ -92,7 +94,108 @@ public:
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glFinish();
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glFlush();
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}
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const char* GL_type_to_string (GLenum type)
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{
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switch (type) {
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case GL_BOOL: return "bool";
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case GL_INT: return "int";
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case GL_FLOAT: return "float";
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case GL_FLOAT_VEC2: return "vec2";
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case GL_FLOAT_VEC3: return "vec3";
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case GL_FLOAT_VEC4: return "vec4";
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case GL_FLOAT_MAT2: return "mat2";
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case GL_FLOAT_MAT3: return "mat3";
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case GL_FLOAT_MAT4: return "mat4";
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case GL_SAMPLER_2D: return "sampler2D";
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case GL_SAMPLER_3D: return "sampler3D";
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case GL_SAMPLER_CUBE: return "samplerCube";
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case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow";
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default: break;
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}
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return "other";
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}
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void _print_programme_info_log (GLuint programme) {
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int max_length = 2048;
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int actual_length = 0;
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char log[2048];
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glGetProgramInfoLog (programme, max_length, &actual_length, log);
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printf ("program info log for GL index %u:\n%s", programme, log);
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}
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void print_all (GLuint programme) {
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printf ("--------------------\nshader programme %i info:\n", programme);
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int params = -1;
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glGetProgramiv (programme, GL_LINK_STATUS, ¶ms);
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printf ("GL_LINK_STATUS = %i\n", params);
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glGetProgramiv (programme, GL_ATTACHED_SHADERS, ¶ms);
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printf ("GL_ATTACHED_SHADERS = %i\n", params);
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glGetProgramiv (programme, GL_ACTIVE_ATTRIBUTES, ¶ms);
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printf ("GL_ACTIVE_ATTRIBUTES = %i\n", params);
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for (int i = 0; i < params; i++) {
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char name[64];
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int max_length = 64;
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int actual_length = 0;
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int size = 0;
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GLenum type;
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glGetActiveAttrib (
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programme,
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i,
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max_length,
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&actual_length,
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&size,
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&type,
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name
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);
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if (size > 1) {
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for (int j = 0; j < size; j++) {
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char long_name[64];
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sprintf (long_name, "%s[%i]", name, j);
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int location = glGetAttribLocation (programme, long_name);
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printf (" %i) type:%s name:%s location:%i\n",
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i, GL_type_to_string (type), long_name, location);
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}
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} else {
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int location = glGetAttribLocation (programme, name);
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printf (" %i) type:%s name:%s location:%i\n",
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i, GL_type_to_string (type), name, location);
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}
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}
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glGetProgramiv (programme, GL_ACTIVE_UNIFORMS, ¶ms);
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printf ("GL_ACTIVE_UNIFORMS = %i\n", params);
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for (int i = 0; i < params; i++) {
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char name[64];
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int max_length = 64;
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int actual_length = 0;
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int size = 0;
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GLenum type;
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glGetActiveUniform (
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programme,
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i,
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max_length,
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&actual_length,
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&size,
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&type,
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name
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);
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if (size > 1) {
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for (int j = 0; j < size; j++) {
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char long_name[64];
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sprintf (long_name, "%s[%i]", name, j);
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int location = glGetUniformLocation (programme, long_name);
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printf (" %i) type:%s name:%s location:%i\n",
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i, GL_type_to_string (type), long_name, location);
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}
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} else {
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int location = glGetUniformLocation (programme, name);
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printf (" %i) type:%s name:%s location:%i\n",
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i, GL_type_to_string (type), name, location);
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}
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}
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_print_programme_info_log (programme);
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}
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template <typename PtType>
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VTKM_CONT_EXPORT
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void RenderTriangles(vtkm::Id numTri, const PtType &verts,
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@ -101,11 +204,14 @@ public:
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const vtkm::rendering::ColorTable &ct,
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const vtkm::Range &scalarRange)
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{
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glewExperimental = GL_TRUE;
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glewInit();
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vtkm::Float32 sMin = vtkm::Float32(scalarRange.Min);
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vtkm::Float32 sMax = vtkm::Float32(scalarRange.Max);
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vtkm::Float32 sDiff = sMax-sMin;
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glBegin(GL_TRIANGLES);
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vector<float> data, colors;
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int method = 2;
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for (int i = 0; i < numTri; i++)
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{
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vtkm::Vec<vtkm::Id, 4> idx = indices.GetPortalConstControl().Get(i);
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@ -117,27 +223,259 @@ public:
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vtkm::Vec<vtkm::Float32, 3> p2 = verts.GetPortalConstControl().Get(idx[2]);
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vtkm::Vec<vtkm::Float32, 3> p3 = verts.GetPortalConstControl().Get(idx[3]);
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vtkm::Float32 s = scalar.GetPortalConstControl().Get(i1);
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s = (s-sMin)/sDiff;
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vtkm::Float32 s;
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Color color;
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Color color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p1[0],p1[1],p1[2]);
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s = scalar.GetPortalConstControl().Get(i1);
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s = (s-sMin)/sDiff;
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color = ct.MapRGB(s);
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data.push_back(p1[0]);
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data.push_back(p1[1]);
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data.push_back(p1[2]);
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if (method==0)
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{
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data.push_back(color.Components[0]);
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data.push_back(color.Components[1]);
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data.push_back(color.Components[2]);
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}
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else if (method == 2)
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{
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colors.push_back(color.Components[0]);
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colors.push_back(color.Components[1]);
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colors.push_back(color.Components[2]);
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}
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s = scalar.GetPortalConstControl().Get(i2);
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s = (s-sMin)/sDiff;
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color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p2[0],p2[1],p2[2]);
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data.push_back(p2[0]);
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data.push_back(p2[1]);
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data.push_back(p2[2]);
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if (method==0)
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{
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data.push_back(color.Components[0]);
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data.push_back(color.Components[1]);
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data.push_back(color.Components[2]);
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}
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else if (method == 2)
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{
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colors.push_back(color.Components[0]);
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colors.push_back(color.Components[1]);
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colors.push_back(color.Components[2]);
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}
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s = scalar.GetPortalConstControl().Get(i3);
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s = (s-sMin)/sDiff;
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color = ct.MapRGB(s);
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glColor3f(color.Components[0], color.Components[1], color.Components[2]);
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glVertex3f(p3[0],p3[1],p3[2]);
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data.push_back(p3[0]);
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data.push_back(p3[1]);
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data.push_back(p3[2]);
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if (method==0)
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{
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data.push_back(color.Components[0]);
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data.push_back(color.Components[1]);
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data.push_back(color.Components[2]);
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}
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else if (method == 2)
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{
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colors.push_back(color.Components[0]);
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colors.push_back(color.Components[1]);
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colors.push_back(color.Components[2]);
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}
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}
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cout<<"data.size()= "<<data.size()<<endl;
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if (method == 0)
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{
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glBegin(GL_TRIANGLES);
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for (int i = 0; i < data.size(); i+=6)
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{
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glColor3f(data[i+3], data[i+4], data[i+5]);
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glVertex3f(data[i+0], data[i+1], data[i+2]);
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}
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glEnd();
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}
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else if (method == 1)
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{
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cout<<"Enter method 1\n";
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GLuint vbo = 0;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
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cout<<"Bind buffer\n";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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cout<<"Bind buffer1\n";
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glBindVertexArray(vao);
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cout<<"Bind buffer 1.5\n";
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glEnableVertexAttribArray(0);
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cout<<"Bind buffer 2\n";
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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cout<<"Vertex pointer \n";
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GLfloat mvMat[16], pMat[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
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const char* vertex_shader =
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"#version 400\n"
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"uniform mat4 mv_matrix;"
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"uniform mat4 p_matrix;"
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"in vec4 a_vertex;"
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"uniform mat4 mvp;"
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"void main() {"
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// " gl_Position = p_matrix * mv_matrix * gl_Vertex;"
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// " gl_Position = p_matrix * mv_matrix * vec4(a_vertex, 1);" //vec4(position, 1);"
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" gl_Position = gl_Vertex;" //gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;"
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"}\0";
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const char* fragment_shader =
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"#version 400\n"
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"out vec4 frag_colour;"
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"void main () {"
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" frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
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"}\0";
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cout<<"Compiling \n";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertex_shader, NULL);
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glCompileShader(vs);
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GLint isCompiled = 0;
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glGetShaderiv(vs, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE)
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{
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GLint maxLength = 0;
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glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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GLchar* strInfoLog = new GLchar[maxLength + 1];
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glGetShaderInfoLog(vs, maxLength, &maxLength, strInfoLog);
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fprintf(stderr, "Compilation error in shader : %s\n", strInfoLog);
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delete[] strInfoLog;
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}
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fragment_shader, NULL);
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glCompileShader(fs);
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GLuint shader_programme = glCreateProgram();
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GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
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glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
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GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
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glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
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cout<<"Shaders Compiled\n";
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glAttachShader(shader_programme, fs);
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glAttachShader(shader_programme, vs);
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glLinkProgram(shader_programme);
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GLint success;
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glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
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if (!success)
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{
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cout<<"**********************************************LINK FAILED"<<endl;
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}
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char log[2048];
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GLsizei len;
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glGetProgramInfoLog(shader_programme, 2048, &len, log);
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cout<<"program info: "<<log<<endl;
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glUseProgram(shader_programme);
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print_all(shader_programme);
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glBindVertexArray(vao);
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glDrawArrays (GL_TRIANGLES, 0, numTri*3);
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glUseProgram(0);
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}
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else if (method == 2)
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{
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for (int i = 0; i < data.size(); i+= 3)
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cout<<i%3<<": ("<<data[i]<<","<<data[i+1]<<","<<data[i+2]<<") ["<<colors[i]<<","<<colors[i+1]<<","<<colors[i+2]<<"]"<<endl;
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GLuint points_vbo = 0;
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glGenBuffers(1, &points_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
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GLuint colours_vbo = 0;
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glGenBuffers(1, &colours_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
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glBufferData(GL_ARRAY_BUFFER, colors.size()*sizeof(float), &colors[0], GL_STATIC_DRAW);
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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GLfloat mvMat[16], pMat[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
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for(int i = 0; i < 16;++i)
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{
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if(i % 4 == 0 && i != 0) cout<<"\n";
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cout<<mvMat[i]<<" ";
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}
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cout<<"\n";
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const char *vertex_shader =
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"#version 400 core\n"
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"layout(location = 1) in vec3 vertex_position;"
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"layout(location = 0) in vec3 vertex_color;"
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"out vec3 ourColor;"
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"uniform mat4 mv_matrix;"
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"uniform mat4 p_matrix;"
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"void main() {"
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" gl_Position = p_matrix*mv_matrix * vec4(vertex_position, 1.0);"
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// " gl_Position = vec4(vertex_color, 1.0);"
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// " gl_Position = vec4(vertex_position, 1.0);"
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" ourColor = vertex_color;"
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"}";
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const char *fragment_shader =
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"#version 400 core\n"
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"in vec3 ourColor;"
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"out vec4 color;"
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"void main() {"
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// " color = vec4 (0.5, 0.0, 0.5, 1.0);"
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" color = vec4 (ourColor, 1.0);"
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"}";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertex_shader, NULL);
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glCompileShader(vs);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fragment_shader, NULL);
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glCompileShader(fs);
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GLuint shader_programme = glCreateProgram();
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glAttachShader(shader_programme, fs);
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glAttachShader(shader_programme, vs);
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// insert location binding code here
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glBindAttribLocation (shader_programme, 0, "vertex_position");
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glBindAttribLocation (shader_programme, 1, "vertex_color");
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glLinkProgram (shader_programme);
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GLint success;
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glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
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if (!success) cout<<"**********************************************LINK FAILED"<<endl;
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char log[2048];
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GLsizei len;
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glGetProgramInfoLog(shader_programme, 2048, &len, log);
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cout<<"program info: "<<log<<endl;
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glUseProgram(shader_programme);
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GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
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glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
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GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
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glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
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print_all(shader_programme);
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glBindVertexArray(vao);
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glDrawArrays (GL_TRIANGLES, 0, numTri*3);
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glUseProgram(0);
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}
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}
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};
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}} //namespace vtkm::rendering
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|
@ -22,8 +22,11 @@
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#define vtk_m_rendering_internal_OpenGLHeaders_h
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#if defined(__APPLE__)
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#include <GL/glew.h>
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# include <OpenGL/gl.h>
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#else
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#include <GL/glew.h>
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# include <GL/gl.h>
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#endif
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|
@ -36,7 +36,8 @@ if (OPENGL_FOUND)
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)
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list(APPEND libs ${EGL_LIBRARIES})
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endif()
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#apple needs thes linker flags
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#-framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
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if (GLFW_FOUND)
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set(unit_tests ${unit_tests}
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UnitTestMapperGLFW.cxx
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|
@ -58,6 +58,10 @@ void RenderTests()
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vtkm::rendering::ColorTable colorTable("thermal");
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glfwInit();
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "GLFW Test", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetKeyCallback(window, keyCallback);
|
||||
|
Loading…
Reference in New Issue
Block a user