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include/mesh_to_vao.h
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include/mesh_to_vao.h
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#ifndef MESH_TO_VAO_H
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#define MESH_TO_VAO_H
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#include <Eigen/Core>
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// Send a triangle mesh to the GPU using a vertex array object.
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//
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// Inputs:
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// V #V by 3 list of 3D mesh vertex positions
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// F #F by 3 list of triangle indices into V
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// Outputs:
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// VAO identifier of compiled vertex array object.
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inline void mesh_to_vao(
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const Eigen::Matrix< float,Eigen::Dynamic,3,Eigen::RowMajor> & V,
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const Eigen::Matrix<GLuint,Eigen::Dynamic,3,Eigen::RowMajor> & F,
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GLuint & VAO);
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// Implementation
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inline void mesh_to_vao(
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const Eigen::Matrix< float,Eigen::Dynamic,3,Eigen::RowMajor> & V,
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const Eigen::Matrix<GLuint,Eigen::Dynamic,3,Eigen::RowMajor> & F,
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GLuint & VAO)
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{
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// Generate and attach buffers to vertex array
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glGenVertexArrays(1, &VAO);
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GLuint VBO, EBO;
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*V.size(), V.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*F.size(), F.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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#endif
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