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Refactor folder (#10475)
Move many third-party components' source codes from the src folder to a new folder called deps_src. The goal is to make the code structure clearer and easier to navigate.
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24
deps_src/libigl/igl/opengl/bind_vertex_attrib_array.cpp
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24
deps_src/libigl/igl/opengl/bind_vertex_attrib_array.cpp
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#include "bind_vertex_attrib_array.h"
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IGL_INLINE GLint igl::opengl::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<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> &M,
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bool refresh)
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{
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GLint id = glGetAttribLocation(program_shader, name.c_str());
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if (id < 0)
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return id;
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if (M.size() == 0)
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{
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glDisableVertexAttribArray(id);
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return id;
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}
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glBindBuffer(GL_ARRAY_BUFFER, bufferID);
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if (refresh)
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*M.size(), M.data(), GL_DYNAMIC_DRAW);
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glVertexAttribPointer(id, M.cols(), GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(id);
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return id;
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}
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