mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
slices working; broken orientation
This commit is contained in:
163
vis/src/main.cpp
163
vis/src/main.cpp
@@ -18,6 +18,31 @@ __attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x000000
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}
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#endif
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struct Matrices {
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glm::mat4 proj;
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glm::mat4 view;
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};
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Matrices build(GLFWwindow *window, float st) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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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, -10.0f, 10.0f);
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auto view = glm::identity<glm::mat4>();
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view *= utilRotate(0, 1, st * .40f);
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view *= utilRotate(0, 2, st * .20f);
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view *= utilRotate(0, 3, st * 1.30f);
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view *= utilRotate(1, 2, st * .50f);
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view *= utilRotate(1, 3, st * .25f);
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view *= utilRotate(2, 3, st * 1.42f);
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return {proj, view};
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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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if (!glfwInit()) {
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@@ -43,80 +68,80 @@ int main(int argc, char *argv[]) {
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std::cout << utilInfo();
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glEnable(GL_PROGRAM_POINT_SIZE);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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// glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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//region shaders
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GLuint pipe;
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glCreateProgramPipelines(1, &pipe);
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GLuint vs, fs;
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GLuint vs, gm, fs;
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try {
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vs = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/ortho.vs.glsl"});
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vs = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/4d/4d.vs.glsl"});
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gm = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/4d/4d.gm.glsl"});
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fs = utilCreateShaderProgramFile(GL_FRAGMENT_SHADER, {"shaders/one-color.fs.glsl"});
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gm);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
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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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//endregion
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auto group = tc::group::H(3);
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//region points
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auto group = tc::group::H(4);
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GeomGen gg(group);
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auto res = gg.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, {1.00f, 0.1f, 0.01f, 0.005f});
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auto start = barycentric(corners, {1.00f, 0.1f, 0.01f, 0.05f});
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auto points = res.path.walk<glm::vec4, glm::vec4>(start, mirrors, reflect);
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auto g_gens = gg.group_gens();
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std::vector<int> sg_gens = {0, 1, 2};
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const std::vector<int> simps = gg.tile(g_gens, sg_gens, gg.triangulate(sg_gens)).vals;
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//endregion
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * points.size(), &points[0], GL_STATIC_DRAW);
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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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auto g_gens = gg.group_gens();
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GLenum mode = GL_TRIANGLES;
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{
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std::vector<int> sg_gens = {0, 1};
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const auto data = gg.tile(g_gens, sg_gens, gg.triangulate(sg_gens)).vals;
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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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size_t numts = 7;
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float rates[numts];
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rates[0] = 1.237;
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rates[1] = 2.439;
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rates[2] = 5.683;
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rates[3] = -3.796;
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rates[4] = 0.787;
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rates[5] = -1.893;
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rates[6] = 3.699;
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GLuint ubo;
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glGenBuffers(1, &ubo);
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float _ts[numts];
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float _ts_temp[numts];
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for (int i = 0; i < numts; ++i) {
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_ts[i] = ((float) i - (numts / 2.f)) * 0.1f;
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}
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float *ts = _ts;
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float *ts_temp = _ts_temp;
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float *swap_t;
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float alpha = 0.0001;
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float beta = 0.0002;
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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) * simps.size(), &simps[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, vbo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, ubo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, ibo);
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glEnableVertexAttribArray(0);
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glVertexAttribIPointer(0, 4, GL_INT, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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std::cout << points.size() << " points" << std::endl;
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std::cout << simps.size() << " simplexes" << std::endl;
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while (!glfwWindowShouldClose(window)) {
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int width, height;
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@@ -125,50 +150,20 @@ int main(int argc, char *argv[]) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindProgramPipeline(pipe);
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glEnable(GL_PROGRAM_POINT_SIZE);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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//region uniforms
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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, -10.0f, 10.0f);
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glProgramUniformMatrix4fv(vs, 0, 1, false, glm::value_ptr(proj));
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auto st = (float) glfwGetTime() / 8;
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auto t = st / 7;
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ts_temp[0] = ts[0] + alpha * (float) std::cos(rates[0] * t) + beta * (-ts[0]);
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for (size_t i = 1; i < numts; i++) {
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ts_temp[i] = ts[i] + alpha * (float) std::cos(rates[i] * t) + beta * (-ts[i]);
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}
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Matrices mats = build(window, st);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(mats), &mats, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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swap_t = ts;
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ts = ts_temp;
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ts_temp = swap_t;
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auto view = glm::identity<glm::mat4>();
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view *= utilRotate(0, 1, st * ts[0]);
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view *= utilRotate(0, 2, st * ts[1]);
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// view *= utilRotate(0, 3, st * ts[2]);
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view *= utilRotate(1, 2, st * ts[3]);
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// view *= utilRotate(1, 3, st * ts[4]);
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// view *= utilRotate(2, 3, st * ts[5]);
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glProgramUniformMatrix4fv(vs, 1, 1, false, glm::value_ptr(view));
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//endregion
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// glDrawArrays(GL_POINTS, 0, points.size());
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glBindVertexArray(vao);
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glBindProgramPipeline(pipe);
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glProgramUniform3f(fs, 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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glDrawArrays(GL_POINTS, 0, simps.size() / 4);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glDrawElements(mode, count, GL_UNSIGNED_INT, nullptr);
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}
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glBindProgramPipeline(0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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