render faces; orientation incorrect.
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@@ -13,14 +13,17 @@ using namespace std;
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class CosetsWindow : public Window {
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GLint program;
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GLuint points_vao, edges_vao;
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GLuint vert_vao, edge_vao, face_vao;
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GLuint verts_buf;
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std::vector<glm::vec4> verts_data;
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std::vector<glm::vec4> vert_data;
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GLuint edges_buf;
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std::vector<int> edge_data;
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GLuint faces_buf;
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std::vector<int> face_data;
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public:
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void init() override {
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auto vs = build_shader_file(
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@@ -35,33 +38,47 @@ public:
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program = build_program("main", vs, fs);
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const Mults &mults = schlafli<4>({3, 4, 3});
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verts_data = vertices<4>(mults, {10, 1, 1, 1});
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edge_data = edges<4>(mults);
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const int N = 3;
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const Mults &mults = schlafli<N>({5, 3});
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vert_data = vertices<N>(mults, {5, 1, 1});
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edge_data = edges<N>(mults);
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face_data = faces<N>(mults);
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glGenBuffers(1, &verts_buf);
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glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * verts_data.size(), &verts_data[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * vert_data.size(), &vert_data[0], GL_STATIC_DRAW);
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glGenBuffers(1, &edges_buf);
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glBindBuffer(GL_ARRAY_BUFFER, edges_buf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(int) * edge_data.size(), &edge_data[0], GL_STATIC_DRAW);
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glGenVertexArrays(1, &points_vao);
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glBindVertexArray(points_vao);
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glGenBuffers(1, &faces_buf);
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glBindBuffer(GL_ARRAY_BUFFER, faces_buf);
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glBufferData(GL_ARRAY_BUFFER, sizeof(int) * face_data.size(), &face_data[0], GL_STATIC_DRAW);
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glGenVertexArrays(1, &vert_vao);
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glBindVertexArray(vert_vao);
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glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glGenVertexArrays(1, &edges_vao);
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glBindVertexArray(edges_vao);
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glGenVertexArrays(1, &edge_vao);
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glBindVertexArray(edge_vao);
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glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, edges_buf);
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glGenVertexArrays(1, &face_vao);
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glBindVertexArray(face_vao);
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glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faces_buf);
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glBindVertexArray(0);
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}
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@@ -90,22 +107,32 @@ public:
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPointSize(10.f);
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glPointSize(6.0f);
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glLineWidth(3.0f);
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glEnable(GL_CULL_FACE);
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glBindVertexArray(points_vao);
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glBindVertexArray(vert_vao);
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glUniform4f(0, 1, 1, 1, 1);
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glDrawArrays(GL_POINTS, 0, verts_data.size());
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// glDrawArrays(GL_POINTS, 0, vert_data.size());
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glBindVertexArray(edges_vao);
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glUniform4f(0, 1, 1, 0, 1);
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glBindVertexArray(edge_vao);
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glUniform4f(0, 1, 0, 0, 1);
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glDrawElements(GL_LINES, edge_data.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(face_vao);
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glCullFace(GL_BACK);
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glUniform4f(0, .3, .3, .3, 1);
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glDrawElements(GL_TRIANGLES, face_data.size(), GL_UNSIGNED_INT, 0);
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glCullFace(GL_FRONT);
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glUniform4f(0, .8, .8, .8, 1);
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glDrawElements(GL_TRIANGLES, face_data.size(), GL_UNSIGNED_INT, 0);
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swapbuffers();
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}
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void deinit() override {
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glDeleteProgram(program);
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glDeleteVertexArrays(1, &points_vao);
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glDeleteVertexArrays(1, &vert_vao);
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}
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};
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