display slice and wireframe simultaneously

This commit is contained in:
2020-01-30 18:40:15 -05:00
parent 109ac9da10
commit e953f0e13d
12 changed files with 203 additions and 105 deletions

View File

@@ -20,8 +20,41 @@ __attribute__((unused)) __declspec(dllexport) int NvOptimusEnablement = 0x000000
struct Matrices {
glm::mat4 proj;
glm::mat4 view;
Matrices(const glm::mat4 &proj, const glm::mat4 &view)
: proj(proj), view(view) {
}
};
template<unsigned N>
struct MeshRef {
GLuint vao;
GLuint ibo;
unsigned primitive_count;
unsigned index_count;
explicit MeshRef(const Mesh<N> &mesh) {
vao = utilCreateVertexArray();
ibo = utilCreateBuffer();
primitive_count = mesh.size();
index_count = primitive_count * N;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Primitive<N>) * primitive_count, &mesh.prims[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribIPointer(0, N, GL_INT, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
};
float factor(unsigned index, unsigned size) {
auto num = (float) index;
auto den = size > 1 ? (float) size - 1 : 1;
return num / den;
}
Matrices build(GLFWwindow *window, float st) {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
@@ -39,7 +72,7 @@ Matrices build(GLFWwindow *window, float st) {
view *= utilRotate(1, 3, st * .25f);
view *= utilRotate(2, 3, st * 1.42f);
return {proj, view};
return Matrices(proj, view);
}
int main(int argc, char *argv[]) {
@@ -76,19 +109,36 @@ int main(int argc, char *argv[]) {
glCullFace(GL_BACK);
//region shaders
GLuint pipe;
glCreateProgramPipelines(1, &pipe);
GLuint slice_pipe;
glCreateProgramPipelines(1, &slice_pipe);
GLuint vs, gm, fs;
GLuint proj_pipe;
glCreateProgramPipelines(1, &proj_pipe);
// GLuint defer, direct_ortho, direct_stereo, slice, curve_stereo, solid;
GLuint defer, direct_ortho, direct_stereo;
GLuint slice, curve_ortho, curve_stereo;
GLuint solid;
try {
vs = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/4d/4d.vs.glsl"});
gm = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/4d/4d.gm.glsl"});
fs = utilCreateShaderProgramFile(GL_FRAGMENT_SHADER, {"shaders/one-color.fs.glsl"});
defer = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/slice/deferred.vs.glsl"});
direct_ortho = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/direct-ortho.vs.glsl"});
direct_stereo = utilCreateShaderProgramFile(GL_VERTEX_SHADER, {"shaders/direct-stereo.vs.glsl"});
slice = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/slice/slice.gm.glsl"});
curve_stereo = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/curve-stereo.gm.glsl"});
curve_ortho = utilCreateShaderProgramFile(GL_GEOMETRY_SHADER, {"shaders/curve-ortho.gm.glsl"});
solid = utilCreateShaderProgramFile(GL_FRAGMENT_SHADER, {"shaders/solid.fs.glsl"});
glUseProgramStages(slice_pipe, GL_VERTEX_SHADER_BIT, defer);
glUseProgramStages(slice_pipe, GL_GEOMETRY_SHADER_BIT, slice);
glUseProgramStages(slice_pipe, GL_FRAGMENT_SHADER_BIT, solid);
glUseProgramStages(proj_pipe, GL_VERTEX_SHADER_BIT, direct_stereo);
// glUseProgramStages(proj_pipe, GL_GEOMETRY_SHADER_BIT, curve_stereo);
glUseProgramStages(proj_pipe, GL_FRAGMENT_SHADER_BIT, solid);
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gm);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
} catch (const gl_error &e) {
std::cerr << e.what() << std::endl;
glfwTerminate();
@@ -109,36 +159,26 @@ int main(int argc, char *argv[]) {
auto g_gens = gens(group);
std::vector<GLuint> vaos;
std::vector<GLuint> ibos;
std::vector<unsigned> counts;
const unsigned WIRES_N = 2;
const GLenum WIRE_MODE = GL_LINES;
std::vector<MeshRef<WIRES_N>> wires;
auto combos = Combos(g_gens, 3);
// std::vector<std::vector<int>> chosen = {
// {1, 2, 3},
// {0, 2, 3},
// };
auto chosen = combos;
for (const auto &sg_gens : Combos(g_gens, WIRES_N - 1)) {
const auto s = triangulate<WIRES_N>(group, sg_gens).tile(group, g_gens, sg_gens);
for (const auto &sg_gens : chosen) {
const auto s = triangulate<4>(group, sg_gens)
.tile(group, g_gens, sg_gens);
GLuint vao = utilCreateVertexArray();
GLuint ibo = utilCreateBuffer();
unsigned count = s.size();
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, ibo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Primitive<4>) * s.size(), &s.prims[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribIPointer(0, 4, GL_INT, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vaos.push_back(vao);
ibos.push_back(ibo);
counts.push_back(count);
wires.emplace_back(s);
}
const unsigned SLICES_N = 4;
const GLenum SLICES_MODE = GL_POINTS;
std::vector<MeshRef<SLICES_N>> slices;
for (const auto &sg_gens : Combos(g_gens, SLICES_N - 1)) {
const auto s = triangulate<SLICES_N>(group, sg_gens).tile(group, g_gens, sg_gens);
slices.emplace_back(s);
}
//endregion
GLuint vbo;
@@ -168,17 +208,33 @@ int main(int argc, char *argv[]) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(mats), &mats, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
for (int i = 0; i < vaos.size(); ++i) {
auto c = glm::mix(
glm::vec3(.3, .2, .5),
glm::vec3(.9, .9, .95),
(float) (i) / (vaos.size() - 1.f)
);
const auto wires_dark = glm::vec3(.3, .3,.3);
const auto wires_light = wires_dark;
glBindProgramPipeline(proj_pipe);
for (int i = 0; i < wires.size(); i++) {
const auto &ref = wires[i];
glBindProgramPipeline(pipe);
glBindVertexArray(vaos[i]);
glProgramUniform3f(fs, 2, c.r, c.g, c.b);
glDrawArrays(GL_POINTS, 0, counts[i]);
const float f = factor(i, slices.size());
glm::vec3 c = glm::mix(wires_dark, wires_light, f);
glProgramUniform3f(solid, 2, c.r, c.g, c.b);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ref.ibo);
glDrawElements(WIRE_MODE, ref.index_count, GL_UNSIGNED_INT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
const auto slice_dark = glm::vec3(.5, .3, .7);
const auto slice_light = glm::vec3(.9, .9, .95);
glBindProgramPipeline(slice_pipe);
for (int i = 0; i < slices.size(); i++) {
const auto &ref = slices[i];
const float f = factor(i, slices.size());
glm::vec3 c = glm::mix(slice_dark, slice_light, f);
glProgramUniform3f(solid, 2, c.r, c.g, c.b);
glBindVertexArray(ref.vao);
glDrawArrays(SLICES_MODE, 0, ref.primitive_count);
}
glBindProgramPipeline(0);