WIP: Render 4d geometry from file

This commit is contained in:
David Allemang
2022-02-24 16:31:40 -05:00
parent 160f978e7e
commit d99e824a06
3 changed files with 79 additions and 56 deletions

View File

@@ -127,31 +127,36 @@ int run(GLFWwindow *window, ImGuiContext *context) {
State state;
Buffer<GLuint> ind_buf;
Buffer<Eigen::Vector3f> vert_buf;
Buffer<Eigen::Vector4f> vert_buf;
Buffer<GLuint> ind4d_buf;
Buffer<Eigen::Vector4f> vert4d_buf;
// Buffer<GLuint> ind4d_buf;
// Buffer<Eigen::Vector4f> vert4d_buf;
VertexArray<Eigen::Vector3f> vao(vert_buf);
VertexArray<Eigen::Vector4f> vao(vert_buf);
glVertexArrayElementBuffer(vao, ind_buf);
VertexArray<Eigen::Vector4f> vao4d(vert4d_buf);
glVertexArrayElementBuffer(vao4d, ind4d_buf);
// VertexArray<Eigen::Vector4f> vao4d(vert4d_buf);
// glVertexArrayElementBuffer(vao4d, ind4d_buf);
auto mesh = ml::make_cube(0.22f);
using PointsType = Eigen::Matrix<float, 4, Eigen::Dynamic>;
using CellsType = Eigen::Matrix<unsigned, 3, Eigen::Dynamic>;
using Mesh = ml::Mesh<PointsType, CellsType>;
auto mesh = ml::read<Mesh>(std::ifstream("dodeca.pak"));
// auto mesh = ml::make_cube(0.22f);
auto elements = (GLint) ind_buf.upload(mesh.cells.reshaped());
vert_buf.upload(mesh.points.colwise());
auto mesh4d = ml::make_cube_wire<4>(0.33f);
auto elements4d = (GLint) ind4d_buf.upload(mesh4d.cells.reshaped());
vert4d_buf.upload(mesh4d.points.colwise());
// auto mesh4d = ml::make_cube_wire<4>(0.33f);
// auto elements4d = (GLint) ind4d_buf.upload(mesh4d.cells.reshaped());
// vert4d_buf.upload(mesh4d.points.colwise());
VertexShader vs(std::ifstream("res/shaders/main.vert.glsl"));
// VertexShader vs(std::ifstream("res/shaders/main.vert.glsl"));
VertexShader vs4d(std::ifstream("res/shaders/4d.vert.glsl"));
FragmentShader fs(std::ifstream("res/shaders/main.frag.glsl"));
Program pgm(vs, fs);
Program pgm4d(vs4d, fs);
Program pgm(vs4d, fs);
// Program pgm4d(vs4d, fs);
glEnable(GL_DEPTH_TEST);
@@ -173,7 +178,7 @@ int run(GLFWwindow *window, ImGuiContext *context) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto aspect = (float) display_h / (float) display_w;
proj = Eigen::AlignedScaling3f(aspect, 1.0, -1.0);
proj = Eigen::AlignedScaling3f(aspect, 1.0, -0.6);
glUseProgram(pgm);
glBindVertexArray(vao);
@@ -185,34 +190,34 @@ int run(GLFWwindow *window, ImGuiContext *context) {
glBindVertexArray(0);
glUseProgram(0);
glUseProgram(pgm4d);
glBindVertexArray(vao4d);
glUniform4fv(0, 1, state.wf.data());
glUniform1f(1, (GLfloat) glfwGetTime());
glUniformMatrix4fv(2, 1, false, proj.data());
glUniformMatrix4fv(3, 1, false, state.rot.data());
if (state.color_axes) {
auto factor = 0.7f;
auto x = mix(state.wf, state.R, factor);
auto y = mix(state.wf, state.G, factor);
auto z = mix(state.wf, state.B, factor);
auto w = mix(state.wf, state.Y, factor);
glUniform4fv(0, 1, x.data());
glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 0), 0);
glUniform4fv(0, 1, y.data());
glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 2), 0);
glUniform4fv(0, 1, z.data());
glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 8), 0);
glUniform4fv(0, 1, w.data());
glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 24), 0);
}
glUniform4fv(0, 1, state.wf.data());
glDrawElements(GL_LINES, elements4d, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glUseProgram(0);
// glUseProgram(pgm4d);
// glBindVertexArray(vao4d);
// glUniform4fv(0, 1, state.wf.data());
// glUniform1f(1, (GLfloat) glfwGetTime());
// glUniformMatrix4fv(2, 1, false, proj.data());
// glUniformMatrix4fv(3, 1, false, state.rot.data());
//
// if (state.color_axes) {
// auto factor = 0.7f;
// auto x = mix(state.wf, state.R, factor);
// auto y = mix(state.wf, state.G, factor);
// auto z = mix(state.wf, state.B, factor);
// auto w = mix(state.wf, state.Y, factor);
//
// glUniform4fv(0, 1, x.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 0), 0);
// glUniform4fv(0, 1, y.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 2), 0);
// glUniform4fv(0, 1, z.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 8), 0);
// glUniform4fv(0, 1, w.data());
// glDrawElementsBaseVertex(GL_LINES, 2, GL_UNSIGNED_INT, (void *) (sizeof(GLuint) * 24), 0);
// }
//
// glUniform4fv(0, 1, state.wf.data());
// glDrawElements(GL_LINES, elements4d, GL_UNSIGNED_INT, nullptr);
// glBindVertexArray(0);
// glUseProgram(0);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);