Add gl wrapper classes
This commit is contained in:
parent
e10f534816
commit
880c7b0aac
8 changed files with 272 additions and 76 deletions
8
.vscode/settings.json
vendored
8
.vscode/settings.json
vendored
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@ -2,5 +2,11 @@
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"C_Cpp.default.includePath": [
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"CGII/src/",
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"framework/include/"
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]
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],
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"files.associations": {
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"array": "cpp",
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"initializer_list": "cpp",
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"string_view": "cpp",
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"valarray": "cpp"
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}
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}
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@ -1,4 +1,4 @@
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#version 330 compatibility
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#version 150
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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@ -11,7 +11,8 @@
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Bone::Bone()
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: parent(nullptr), length(0.0f), direction_in_world_space(0.0, 0.0, 0.0), translationTransforms(0)
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{}
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{
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}
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Bone::~Bone()
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{
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@ -26,10 +27,23 @@ Bone::~Bone()
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orientation.clear();
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}
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void print_mat4(Mat4 &m)
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{
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for (int x = 0; x < 4; x++)
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{
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for (int y = 0; y < 4; y++)
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{
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std::cout << m[x * 4 + y] << " ";
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}
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std::cout << std::endl;
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}
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}
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void Bone::calculate_matrices()
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{
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orientationTransformGlobalToLocal.identity();
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std::for_each(orientation.begin(), orientation.end(), [&](AtomicTransform* t) {
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std::for_each(orientation.begin(), orientation.end(), [&](AtomicTransform *t) {
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orientationTransformGlobalToLocal = orientationTransformGlobalToLocal * t->calculate_matrix();
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});
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orientationTransformLocalToGlobal = cgv::math::inv(orientationTransformGlobalToLocal);
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@ -55,10 +69,10 @@ Mat4 Bone::calculate_transform_prev_to_current_without_dofs()
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return t;
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}
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void Bone::add_dof(AtomicTransform* dof)
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void Bone::add_dof(AtomicTransform *dof)
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{
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dof->set_index_in_amc(dofs.size());
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if (dynamic_cast<AtomicTranslationTransform*>(dof))
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if (dynamic_cast<AtomicTranslationTransform *>(dof))
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{
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dofs.push_front(std::shared_ptr<AtomicTransform>(dof));
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++translationTransforms;
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@ -67,40 +81,40 @@ void Bone::add_dof(AtomicTransform* dof)
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dofs.insert(dofs.begin() + translationTransforms, std::shared_ptr<AtomicTransform>(dof));
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}
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void Bone::set_name(const std::string& name) { this->name = name; }
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const std::string& Bone::get_name() const { return name; }
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void Bone::set_name(const std::string &name) { this->name = name; }
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const std::string &Bone::get_name() const { return name; }
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void Bone::set_direction_in_world_space(const Vec3& direction) { this->direction_in_world_space = direction; }
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const Vec3& Bone::get_direction_in_world_space() const { return direction_in_world_space; }
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void Bone::set_direction_in_world_space(const Vec3 &direction) { this->direction_in_world_space = direction; }
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const Vec3 &Bone::get_direction_in_world_space() const { return direction_in_world_space; }
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void Bone::set_length(float l) { this->length = l; }
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float Bone::get_length() const { return length; }
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void Bone::add_axis_rotation(AtomicTransform* transform) { orientation.push_front(transform); }
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void Bone::add_child(Bone* child)
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void Bone::add_axis_rotation(AtomicTransform *transform) { orientation.push_front(transform); }
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void Bone::add_child(Bone *child)
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{
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child->set_parent(this);
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children.push_back(child);
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}
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Bone* Bone::child_at(int i) const { return children[i]; }
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Bone *Bone::child_at(int i) const { return children[i]; }
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int Bone::childCount() const { return children.size(); }
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void Bone::set_parent(Bone* parent)
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void Bone::set_parent(Bone *parent)
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{
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this->parent = parent;
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}
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Bone* Bone::get_parent() const { return parent; }
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Bone *Bone::get_parent() const { return parent; }
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int Bone::dof_count() const { return dofs.size(); }
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std::shared_ptr<AtomicTransform> Bone::get_dof(int dofIndex) const { return dofs[dofIndex]; }
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const Mat4& Bone::get_binding_pose_matrix() const
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const Mat4 &Bone::get_binding_pose_matrix() const
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{
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return transformLocalToGlobal;
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}
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const Mat4& Bone::get_translation_transform_current_joint_to_next() const { return translationTransformCurrentJointToNext; }
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const Mat4& Bone::get_orientation_transform_prev_joint_to_current() const { return orientationTransformPrevJointToCurrent; }
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const Mat4 &Bone::get_translation_transform_current_joint_to_next() const { return translationTransformCurrentJointToNext; }
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const Mat4 &Bone::get_orientation_transform_prev_joint_to_current() const { return orientationTransformPrevJointToCurrent; }
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Vec4 Bone::get_bone_local_root_position() const { return Vec4(0, 0, 0, 1); }
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Vec4 Bone::get_bone_local_tip_position() const { return translationTransformCurrentJointToNext * Vec4(0, 0, 0, 1); }
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32
CGII/src/GLClasses/buffer.h
Normal file
32
CGII/src/GLClasses/buffer.h
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@ -0,0 +1,32 @@
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#ifndef BUFFER
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#define BUFFER
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#include <vector>
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#include <GL/gl.h>
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template <class T>
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unsigned int sizevec(const std::vector<T> &p_vec) { return sizeof(T) * p_vec.size(); }
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class Buffer
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{
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public:
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Buffer()
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{
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glGenBuffers(1, &m_vbo);
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}
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~Buffer()
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{
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glDeleteBuffers(1, &m_vbo);
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}
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GLuint getBuffer()
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{
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return m_vbo;
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}
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private:
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GLuint m_vbo;
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};
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#endif // BUFFER
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133
CGII/src/GLClasses/program.h
Normal file
133
CGII/src/GLClasses/program.h
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#ifndef PROGRAM
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#define PROGRAM
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <GL/gl.h>
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class Program
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{
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public:
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Program()
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{
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}
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~Program()
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{
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glDeleteProgram(m_prog);
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}
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void createProgram(const char *vs, const char *fs)
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{
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GLuint vert = createShader(vs, GL_VERTEX_SHADER);
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GLuint frag = createShader(fs, GL_FRAGMENT_SHADER);
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if ((vert == 0) || (frag == 0))
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{
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return;
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}
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m_prog = glCreateProgram();
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glAttachShader(m_prog, vert);
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glAttachShader(m_prog, frag);
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glLinkProgram(m_prog);
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glDeleteShader(vert);
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glDeleteShader(frag);
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}
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void createProgram(const char *vs, const char *gs, const char *fs)
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{
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GLuint vert = createShader(vs, GL_VERTEX_SHADER);
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GLuint geom = createShader(gs, GL_GEOMETRY_SHADER);
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GLuint frag = createShader(fs, GL_FRAGMENT_SHADER);
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if ((vert == 0) || (frag == 0) || (geom == 0))
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{
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return;
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}
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m_prog = glCreateProgram();
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glAttachShader(m_prog, vert);
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glAttachShader(m_prog, geom);
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glAttachShader(m_prog, frag);
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glLinkProgram(m_prog);
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glDeleteShader(vert);
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glDeleteShader(geom);
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glDeleteShader(frag);
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}
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void createProgram(const std::string vs, const std::string fs)
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{
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createProgram(vs.c_str(), fs.c_str());
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}
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GLuint getProgram()
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{
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return m_prog;
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}
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private:
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inline std::string loadShaderText(const char *path)
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{
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std::ifstream is(path);
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std::string s_save;
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if (is.is_open())
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{
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s_save.assign(std::istreambuf_iterator<char>(is), std::istreambuf_iterator<char>());
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is.close();
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}
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else
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{
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std::cout << "could not open " << path << std::endl;
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}
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return s_save;
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}
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inline GLuint createShader(const char *path, GLenum shadertype)
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{
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std::string s_source = loadShaderText(path);
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if (s_source.empty())
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{
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return 0;
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}
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const char *c_source = s_source.c_str();
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GLuint shader = glCreateShader(shadertype);
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glShaderSource(shader, 1, (const char **)&c_source, NULL);
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glCompileShader(shader);
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shaderCompiled);
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if (shaderCompiled != GL_TRUE)
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{
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GLint log_length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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char *log = new char[log_length];
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glGetShaderInfoLog(shader, (GLsizei)log_length, NULL, log);
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std::cout << "error compiling shader( " << path << " ): " << std::endl
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<< log << std::endl;
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delete[] log;
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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GLuint m_prog;
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};
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#endif // PROGRAM
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@ -18,19 +18,27 @@ using namespace cgv::utils;
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cgv::render::shader_program Mesh::prog;
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// The constructor of this class
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SkeletonViewer::SkeletonViewer(DataStore* data)
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SkeletonViewer::SkeletonViewer(DataStore *data)
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: node("Skeleton Viewer"), data(data)
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{
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program.createProgram("CGII/glsl/skinning.glvs", "CGII/glsl/skinning.glgs", "CGII/glsl/skinning.glfs");
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connect(data->skeleton_changed, this, &SkeletonViewer::skeleton_changed);
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connect(get_animation_trigger().shoot, this, &SkeletonViewer::timer_event);
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}
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//draws a part of a skeleton, represented by the given root node
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void SkeletonViewer::draw_skeleton_subtree(Bone* node, const Mat4& global_to_parent_local)
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void SkeletonViewer::draw_skeleton_subtree(Bone *node, const Mat4 &global_to_parent_local)
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{
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//Task: Draw skeleton
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Mat4 transform;
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for (int i = 0; i < node->childCount(); i++)
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{
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draw_skeleton_subtree(node->child_at(i), transform);
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}
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}
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void SkeletonViewer::timer_event(double, double dt)
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@ -57,9 +65,10 @@ void SkeletonViewer::skeleton_changed(std::shared_ptr<Skeleton> s)
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generate_tree_view_nodes();
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//Fit view to skeleton
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std::vector<cgv::render::view*> view_ptrs;
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std::vector<cgv::render::view *> view_ptrs;
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cgv::base::find_interface<cgv::render::view>(get_node(), view_ptrs);
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if (view_ptrs.empty()) {
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if (view_ptrs.empty())
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{
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// If there is no view, we cannot update it
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cgv::gui::message("could not find a view to adjust!!");
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}
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@ -77,7 +86,7 @@ void SkeletonViewer::skeleton_changed(std::shared_ptr<Skeleton> s)
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post_redraw();
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}
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void SkeletonViewer::recursive_connect_signals(Bone* b)
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void SkeletonViewer::recursive_connect_signals(Bone *b)
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{
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for (int i = 0; i < b->dof_count(); ++i)
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connect(b->get_dof(i)->changed_signal, this, &SkeletonViewer::dof_changed);
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@ -103,7 +112,7 @@ void SkeletonViewer::generate_tree_view_nodes()
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generate_tree_view_nodes(tree_view, data->get_skeleton()->get_root());
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}
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void SkeletonViewer::generate_tree_view_nodes(gui_group_ptr parent, Bone* bone)
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void SkeletonViewer::generate_tree_view_nodes(gui_group_ptr parent, Bone *bone)
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{
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if (bone->childCount() == 0)
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{
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@ -123,7 +132,7 @@ void SkeletonViewer::generate_tree_view_nodes(gui_group_ptr parent, Bone* bone)
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void SkeletonViewer::start_choose_base()
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{
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Bone* b = data->get_endeffector();
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Bone *b = data->get_endeffector();
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data->set_endeffector(nullptr);
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data->set_base(b);
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}
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@ -134,7 +143,7 @@ void SkeletonViewer::tree_selection_changed(base_ptr p, bool select)
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if (select)
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{
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Bone* bone = gui_to_bone.at(p);
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Bone *bone = gui_to_bone.at(p);
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generate_bone_gui(bone);
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data->set_endeffector(bone);
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}
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@ -254,7 +263,7 @@ void SkeletonViewer::create_gui()
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rebind(this, &SkeletonViewer::load_pinocchio));
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}
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void SkeletonViewer::generate_bone_gui(Bone* bone)
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void SkeletonViewer::generate_bone_gui(Bone *bone)
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{
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// Add bone-specific gui elements to bone_group.
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// Use the layout "\n" to specify vertical alignment
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@ -270,7 +279,7 @@ void SkeletonViewer::generate_bone_gui(Bone* bone)
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}
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}
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void SkeletonViewer::draw(context& c)
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void SkeletonViewer::draw(context &c)
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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@ -7,6 +7,9 @@
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#include "common.h"
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#include "DataStore.h"
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#include "GLClasses/buffer.h"
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#include "GLClasses/program.h"
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#include <cgv/gui/trigger.h>
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#include <cgv/gui/provider.h>
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#include <cgv/gui/event_handler.h>
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@ -23,23 +26,23 @@ using namespace cgv::utils;
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class SkeletonViewer : public node, public drawable, public provider
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{
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private:
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DataStore* data;
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private:
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DataStore *data;
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gui_group_ptr tree_view;
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gui_group_ptr bone_group;
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// Maps gui elements in the tree view to a specific bone
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std::map<base_ptr, Bone*> gui_to_bone;
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std::map<base_ptr, Bone *> gui_to_bone;
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// slot for the signal
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void timer_event(double, double dt);
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void skeleton_changed(std::shared_ptr<Skeleton>);
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void generate_tree_view_nodes();
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void generate_tree_view_nodes(gui_group_ptr parent, Bone* bone);
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void generate_tree_view_nodes(gui_group_ptr parent, Bone *bone);
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void tree_selection_changed(base_ptr p, bool select);
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void generate_bone_gui(Bone* bone);
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void generate_bone_gui(Bone *bone);
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void load_skeleton();
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void write_pinocchio();
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@ -47,25 +50,24 @@ private:
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void load_animation();
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void start_choose_base();
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void draw_skeleton_subtree(Bone* node, const Mat4& global_to_parent_local);
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void draw_skeleton_subtree(Bone *node, const Mat4 &global_to_parent_local);
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void dof_changed(double new_value);
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void recursive_connect_signals(Bone* b);
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void recursive_connect_signals(Bone *b);
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void start_animation();
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void stop_animation();
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public:
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public:
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// The constructor of this class
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SkeletonViewer(DataStore*);
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SkeletonViewer(DataStore *);
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// Create the gui elements
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void create_gui();
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// Draw the scene
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void draw(context& c);
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void draw(context &c);
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std::string get_parent_type() const;
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};
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Program program;
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};
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@ -16,15 +16,15 @@ using namespace cgv::base;
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struct Initializer
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{
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DataStore* data;
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DataStore *data;
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Initializer()
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{
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register_object(base_ptr(new CGVDemo()), "");
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//register_object(base_ptr(new CGVDemo()), "");
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data = new DataStore();
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/*register_object(base_ptr(new SkeletonViewer(data)), "");*/
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register_object(base_ptr(new SkeletonViewer(data)), "");
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/*register_object(base_ptr(new IKViewer(data)), "");*/
|
||||
|
||||
|
|
Loading…
Reference in a new issue