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* 1. Remove all global include_directories. * 2. Move 3d party dependencies from src to budled deps if possible. * Unify and enforce one way of including headers: e.g. #include "libslic3r/GCode.hpp" vs #include "GCode.hpp" (always use the "libslic3r/GCode.hpp" option). * Make all dependencies (also header only) a cmake target.
33 lines
974 B
C++
33 lines
974 B
C++
#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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// Inputs:
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// program_shader id of shader program
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// name name of attribute in vertex shader
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// bufferID id of buffer to bind to
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// M #V by dim matrix of per-vertex data
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// refresh whether to actually call glBufferData or just bind the buffer
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// Returns id of named attribute in shader
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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<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> &M,
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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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