mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
Merge newer shaders into memo
# Conflicts: # vis/include/geometry.hpp # vis/src/main.cpp
This commit is contained in:
5
.idea/misc.xml
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5
.idea/misc.xml
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@@ -12,4 +12,7 @@
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<file path="$PROJECT_DIR$/vendor" />
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</libraryRoots>
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</component>
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</project>
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<component name="JavaScriptSettings">
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<option name="languageLevel" value="ES6" />
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</component>
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</project>
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9
README.md
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9
README.md
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@@ -0,0 +1,9 @@
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# toddcox-visualize
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A new (basic) implementation of the Todd-Coxeter algorithm for Coxeter groups in C++ that beats GAP.
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---
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Example output with group F4.
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BIN
screen.png
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BIN
screen.png
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Binary file not shown.
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After Width: | Height: | Size: 219 KiB |
@@ -11,18 +11,21 @@
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class gl_error : public std::domain_error {
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public:
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explicit gl_error(const std::string &arg) : domain_error(arg) {}
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explicit gl_error(const char *string) : domain_error(string) {}
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};
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class shader_error : public gl_error {
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public:
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explicit shader_error(const std::string &arg) : gl_error(arg) {}
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explicit shader_error(const char *string) : gl_error(string) {}
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};
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class program_error : public gl_error {
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public:
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explicit program_error(const std::string &arg) : gl_error(arg) {}
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explicit program_error(const char *string) : gl_error(string) {}
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};
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@@ -102,4 +105,4 @@ GLuint utilLinkProgram(const std::vector<GLuint> &shaders) {
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if (success)return program;
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throw program_error(utilProgramInfoLog(program));
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}
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}
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25
vis/shaders/stereo-proper.gm.glsl
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25
vis/shaders/stereo-proper.gm.glsl
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#version 430
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#define SUBS 20
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layout(lines) in;
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layout(line_strip, max_vertices = SUBS) out;
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layout(location=0) uniform mat4 proj;
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in vec4 gpos[];
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out vec4 vpos;
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vec4 stereo(vec4 v) {
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return vec4(v.xyz / (1 - v.w), 1);
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}
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void main() {
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for (int i = 0; i < SUBS; i++) {
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vpos = mix(gpos[0], gpos[1], i * 1.0f / (SUBS - 1));
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vpos = normalize(vpos);
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gl_Position = proj * stereo(vpos);
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EmitVertex();
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}
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EndPrimitive();
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}
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12
vis/shaders/stereo-proper.vs.glsl
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12
vis/shaders/stereo-proper.vs.glsl
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@@ -0,0 +1,12 @@
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#version 430
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layout(location=1) uniform mat4 view;
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layout(location=0) in vec4 pos;
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out vec4 gpos;
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void main() {
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gpos = view * pos;
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gl_PointSize = 5;
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}
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@@ -11,5 +11,5 @@ void main() {
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int i = gl_VertexID;
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vpos = view * pos;
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gl_Position = proj * vec4(vpos.xyz / (1 - vpos.w), 1);
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gl_PointSize = 5;
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gl_PointSize = 5 * smoothstep(-2, 2, gl_Position.z);
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}
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@@ -17,6 +17,27 @@ __attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x000000
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}
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#endif
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std::vector<int> edge_inds(const tc::Group &group, const tc::Cosets &map, const int gen) {
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const tc::SubGroup &eg = group.subgroup({gen});
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const tc::Cosets &root = eg.solve({});
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size_t N = root.size();
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auto edges = root.path.walk<int, int>(0, eg.gen_map, [map](int a, int gen) {
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return map.get(a, gen);
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});
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const tc::Cosets &tile = group.solve({gen});
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edges.resize(N * tile.size());
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for (size_t i = 0; i < tile.size(); ++i) {
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auto act = tile.path.get(i);
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for (size_t j = 0; j < N; ++j) {
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edges[i * N + j] = map.get(edges[act.from_idx * N + j], act.gen);
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}
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}
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return edges;
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}
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int main(int argc, char *argv[]) {
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//region init window
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@@ -47,22 +68,34 @@ int main(int argc, char *argv[]) {
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GLuint pgm;
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try {
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GLuint vs = utilCompileFiles(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
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GLuint fs = utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/w-axis-hue.fs.glsl"});
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// GLuint vs = utilCompileFiles(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
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// GLuint vs = utilCompileFiles(GL_VERTEX_SHADER, {"shaders/stereo.vs.glsl"});
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// GLuint fs = utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/one-color.fs.glsl"});
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// GLuint fs = utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/w-axis-hue.fs.glsl"});
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pgm = utilLinkProgram({vs, fs});
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// pgm = utilLinkProgram({vs, fs});
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pgm = utilLinkProgram({
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utilCompileFiles(GL_VERTEX_SHADER, {"shaders/stereo-proper.vs.glsl"}),
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utilCompileFiles(GL_GEOMETRY_SHADER, {"shaders/stereo-proper.gm.glsl"}),
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utilCompileFiles(GL_FRAGMENT_SHADER, {"shaders/one-color.fs.glsl"}),
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});
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} catch (const gl_error &e) {
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std::cerr << e.what() << std::endl;
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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auto group = tc::group::H(4);
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auto group = tc::group::F4();
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// auto group = tc::group::D(4);
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// auto group = tc::group::H(4);
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auto res = group.solve();
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auto mirrors = mirror(group);
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auto corners = plane_intersections(mirrors);
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auto start = barycentric(corners, {1.00, 1.00, 1.00, 1.00});
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// auto start = barycentric(corners, {1.00f, 1.00f, 1.00f, 1.00f});
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auto start = barycentric(corners, {0.05, 0.05, 1.00, 3.00});
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// auto start = barycentric(corners, {0, 0, 0, 1});
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auto points = res.path.walk<glm::vec4, glm::vec4>(start, mirrors, reflect);
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GLuint vbo;
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@@ -73,6 +106,21 @@ int main(int argc, char *argv[]) {
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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std::vector<int> edge_count;
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std::vector<GLuint> edge_ibo;
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for (int i = 0; i < group.ngens; ++i) {
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const auto data = edge_inds(group, res, i);
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edge_count.push_back(data.size());
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GLuint ibo;
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glGenBuffers(1, &ibo);
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glBindBuffer(GL_ARRAY_BUFFER, ibo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(int) * data.size(), &data[0], GL_STATIC_DRAW);
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edge_ibo.push_back(ibo);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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@@ -89,10 +137,11 @@ int main(int argc, char *argv[]) {
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auto aspect = (float) width / (float) height;
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auto pheight = 1.4f;
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auto pwidth = aspect * pheight;
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glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -100.0f, 100.0f);
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glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -2.0f, 2.0f);
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// glm::mat4 proj = glm::ortho(-pwidth, pwidth, -pheight, pheight, -100.0f, 100.0f);
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glUniformMatrix4fv(0, 1, false, glm::value_ptr(proj));
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auto t = (float) glfwGetTime() / 5;
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auto t = (float) glfwGetTime() / 10;
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auto view = glm::identity<glm::mat4>();
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view *= utilRotate(0, 1, t * 0.7f);
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view *= utilRotate(0, 2, t * 0.8f);
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@@ -106,6 +155,15 @@ int main(int argc, char *argv[]) {
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glUniform3f(2, 1.0f, 1.0f, 1.0f);
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glDrawArrays(GL_POINTS, 0, points.size());
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glUniform3f(2, 1.0f, 1.0f, 1.0f);
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for (int i = 0; i < group.ngens; ++i) {
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auto ibo = edge_ibo[i];
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auto count = edge_count[i];
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, nullptr);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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