outlines and intersections of tetrahedral primitives
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Data.Common;
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using System.Drawing;
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using System.Drawing;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Input;
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using Platformer.Util;
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using Platformer.Util;
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using BeginMode = OpenTK.Graphics.OpenGL4.BeginMode;
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using BeginMode = OpenTK.Graphics.OpenGL4.BeginMode;
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using BufferRangeTarget = OpenTK.Graphics.OpenGL4.BufferRangeTarget;
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using BufferRangeTarget = OpenTK.Graphics.OpenGL4.BufferRangeTarget;
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@@ -32,29 +33,30 @@ namespace Platformer
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public class PlatformWindow : GameWindow
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public class PlatformWindow : GameWindow
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{
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{
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private Program _render;
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private Buffer<Vector4> _tVerts;
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private Buffer<uint> _tFaces;
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private Buffer<uint> _tEdges;
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private Buffer<ViewMats> _viewBuf;
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private Buffer<ViewMats> _viewBuf;
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private Buffer<PlaneMats> _tformBuf;
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private Buffer<PlaneMats> _tformBuf;
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private VertexArray _tetraVao;
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private ViewMats _view;
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private ViewMats _view;
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private PlaneMats _tform;
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private PlaneMats _tform;
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private Buffer<uint> _tInds;
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private Program _render;
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private Buffer<Vector4> _pVerts;
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private Program _compute;
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private Program _compute;
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private Buffer<uint> _pEdges;
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private Buffer<Vector4> _tVerts;
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private Buffer<uint> _pAreas;
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private Buffer<uint> _tInds;
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private VertexArray _tetraVao;
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private VertexArray _polyVao;
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private VertexArray _polyVao;
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private Buffer<Vector4> _pVerts;
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private Buffer<uint> _pEdges;
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private Buffer<uint> _pFaces;
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private Buffer<uint> _tEdges;
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private Buffer<uint> _tFaces;
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private int _tetraCount;
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protected override void OnLoad(EventArgs e)
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protected override void OnLoad(EventArgs e)
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{
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{
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base.OnLoad(e);
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base.OnLoad(e);
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@@ -69,25 +71,55 @@ namespace Platformer
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var comp = Shader.Compile("shaders/intersect.comp");
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var comp = Shader.Compile("shaders/intersect.comp");
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_compute = Program.Link(comp);
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_compute = Program.Link(comp);
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_tFaces = Buffer<uint>.FromData(new uint[] {0, 1, 2, 0, 1, 3, 0, 2, 3, 1, 2, 3});
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// _tVerts = Buffer<Vector4>.FromData(new[]
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_tEdges = Buffer<uint>.FromData(new uint[] {0, 1, 0, 2, 0, 3, 1, 2, 1, 3, 2, 3});
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// {
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// new Vector4(-.5f - 1, -.5f, -.5f, 1),
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// new Vector4(+.5f - 1, +.5f, -.5f, 1),
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// new Vector4(+.5f - 1, -.5f, +.5f, 1),
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// new Vector4(-.5f - 1, +.5f, +.5f, 1),
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//
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// new Vector4(-.5f + 1, -.5f, -.5f, 1),
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// new Vector4(+.5f + 1, +.5f, -.5f, 1),
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// new Vector4(+.5f + 1, -.5f, +.5f, 1),
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// new Vector4(-.5f + 1, +.5f, +.5f, 1),
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// });
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//
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// _tInds = Buffer<uint>.FromData(new uint[]
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// {
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// 0, 1, 2, 3,
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// 4, 5, 6, 7,
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// 0, 1, 6, 7,
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// });
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_tVerts = Buffer<Vector4>.FromData(new[]
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_tVerts = Buffer<Vector4>.FromData(new[]
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{
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{
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new Vector4(-.5f - 1, -.5f, -.5f, 1),
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new Vector4(-1, -1, -1, 1),
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new Vector4(+.5f - 1, +.5f, -.5f, 1),
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new Vector4(-1, -1, +1, 1),
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new Vector4(+.5f - 1, -.5f, +.5f, 1),
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new Vector4(-1, +1, -1, 1),
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new Vector4(-.5f - 1, +.5f, +.5f, 1),
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new Vector4(-1, +1, +1, 1),
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new Vector4(+1, -1, -1, 1),
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new Vector4(-.5f + 1, -.5f, -.5f, 1),
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new Vector4(+1, -1, +1, 1),
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new Vector4(+.5f + 1, +.5f, -.5f, 1),
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new Vector4(+1, +1, -1, 1),
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new Vector4(+.5f + 1, -.5f, +.5f, 1),
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new Vector4(+1, +1, +1, 1),
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new Vector4(-.5f + 1, +.5f, +.5f, 1),
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});
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});
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_tInds = Buffer<uint>.FromData(new uint[] {0, 1, 2, 3});
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_tInds = Buffer<uint>.FromData(new uint[]
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_pVerts = new Buffer<Vector4>(_tInds.Count / 4 * 4);
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{
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_pEdges = new Buffer<uint>(_tInds.Count / 4 * 8);
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0, 3, 5, 6,
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_pAreas = new Buffer<uint>(_tInds.Count / 4 * 6);
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0, 3, 2, 6,
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0, 3, 1, 5,
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3, 7, 5, 6,
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0, 4, 5, 6,
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});
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_tetraCount = _tInds.Count / 4;
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_pVerts = new Buffer<Vector4>(_tetraCount * 4);
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_pEdges = new Buffer<uint>(_tetraCount * 8);
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_pFaces = new Buffer<uint>(_tetraCount * 6);
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_tEdges = new Buffer<uint>(_tetraCount * 12);
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_tFaces = new Buffer<uint>(_tetraCount * 12);
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_viewBuf = new Buffer<ViewMats>();
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_viewBuf = new Buffer<ViewMats>();
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_view = ViewMats.Identity;
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_view = ViewMats.Identity;
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@@ -119,22 +151,31 @@ namespace Platformer
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GL.UseProgram(_render);
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GL.UseProgram(_render);
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GL.BindVertexArray(_tetraVao);
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GL.BindVertexArray(_tetraVao);
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GL.Disable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tEdges);
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GL.Uniform3(_render.UnifLoc("color"), 0f, 0, 0);
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GL.DrawElements(BeginMode.Lines, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tFaces);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tFaces);
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GL.Uniform3(_render.UnifLoc("color"), 1f, 1, 1);
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GL.Uniform3(_render.UnifLoc("color"), 1f, 1, 1);
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GL.DrawElements(BeginMode.Triangles, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.DrawElements(BeginMode.Triangles, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.Disable(EnableCap.DepthTest);
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GL.BindVertexArray(_polyVao);
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GL.BindVertexArray(_polyVao);
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GL.Enable(EnableCap.DepthTest);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pFaces);
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GL.Uniform3(_render.UnifLoc("color"), .8f, .8f, .9f);
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GL.DrawElements(BeginMode.Triangles, _pFaces.Count, DrawElementsType.UnsignedInt, 0);
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GL.BindVertexArray(_polyVao);
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GL.Disable(EnableCap.DepthTest);
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GL.LineWidth(5f);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pEdges);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pEdges);
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GL.Uniform3(_render.UnifLoc("color"), .1f, .1f, .6f);
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GL.Uniform3(_render.UnifLoc("color"), .1f, .1f, .6f);
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GL.DrawElements(BeginMode.Lines, _pEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.DrawElements(BeginMode.Lines, _pEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.BindVertexArray(_tetraVao);
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GL.Enable(EnableCap.DepthTest);
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GL.LineWidth(2f);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tEdges);
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GL.Uniform3(_render.UnifLoc("color"), 0f, 0, 0);
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GL.DrawElements(BeginMode.Lines, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
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GL.Flush();
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GL.Flush();
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SwapBuffers();
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SwapBuffers();
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@@ -144,19 +185,36 @@ namespace Platformer
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{
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{
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base.OnUpdateFrame(e);
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base.OnUpdateFrame(e);
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var dv = Matrix4.Identity;
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if (Keyboard[Key.A]) dv *= Matrix4.CreateRotationZ((float) e.Time);
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if (Keyboard[Key.D]) dv *= Matrix4.CreateRotationZ(-(float) e.Time);
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if (Keyboard[Key.W]) dv *= Matrix4.CreateRotationY((float) e.Time);
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if (Keyboard[Key.S]) dv *= Matrix4.CreateRotationY(-(float) e.Time);
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_view.Proj = Matrix4.CreateOrthographic(5, 5f * Height / Width, -2.5f, 2.5f);
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_view.Proj = Matrix4.CreateOrthographic(5, 5f * Height / Width, -2.5f, 2.5f);
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_view.View = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
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// _view.View = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
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_tform.Tform = _view.Model *= Matrix4.CreateRotationZ((float) e.Time);
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_view.View = Matrix4.LookAt(Vector3.Zero, Vector3.UnitX, Vector3.UnitZ);
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// _tform.Tform *= Matrix4.CreateRotationZ((float) e.Time) * Matrix4.CreateRotationX((float) e.Time / 1.7f);
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_view.Model = _tform.Tform *= dv;
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_viewBuf.SetData(ref _view);
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_viewBuf.SetData(ref _view);
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_tformBuf.SetData(ref _tform);
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_tformBuf.SetData(ref _tform);
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GL.UseProgram(_compute);
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GL.UseProgram(_compute);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _tVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _tVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _tInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _tInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _pVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _pVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 3, _pEdges);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 3, _pEdges);
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GL.DispatchCompute(_tInds.Count / 4, 1, 1);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, _pFaces);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 5, _tEdges);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 6, _tFaces);
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GL.DispatchCompute(_tetraCount, 1, 1);
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}
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}
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}
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}
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}
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}
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@@ -20,6 +20,21 @@ layout(std430, binding=3) buffer PolyEdges
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uint polyEdges[];
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uint polyEdges[];
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};
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};
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layout(std430, binding=4) buffer PolyFaces
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{
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uint polyFaces[];
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};
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layout(std430, binding=5) buffer TetraEdges
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{
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uint tetrEdges[];
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};
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layout(std430, binding=6) buffer TetraFaces
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{
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uint tetrFaces[];
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};
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uniform PlaneMats
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uniform PlaneMats
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{
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{
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mat4 tform;
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mat4 tform;
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@@ -30,10 +45,20 @@ layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main () {
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void main () {
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int ti0 = int(gl_GlobalInvocationID.x * 4);
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int ti0 = int(gl_GlobalInvocationID.x * 4);
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int pv0 = int(gl_GlobalInvocationID.x * 4);
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int pv0 = int(gl_GlobalInvocationID.x * 4);
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int pe0 = int(gl_GlobalInvocationID.x * 8);
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int ii = 0;
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int pe0 = int(gl_GlobalInvocationID.x * 8);
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int vv = 0;
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int pf0 = int(gl_GlobalInvocationID.x * 6);
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int te0 = int(gl_GlobalInvocationID.x * 12);
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int tf0 = int(gl_GlobalInvocationID.x * 12);
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int pvi = 0;
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int pei = 0;
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int pfi = 0;
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int tei = 0;
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int tfi = 0;
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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for (int j = i + 1; j < 4; j++)
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for (int j = i + 1; j < 4; j++)
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@@ -47,16 +72,51 @@ void main () {
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if (a_.x * b_.x < 0)
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if (a_.x * b_.x < 0)
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{
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{
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vec4 p = (b-a) / (a_.x - b_.x) * b_.x + b;
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vec4 p = (b-a) / (a_.x - b_.x) * b_.x + b;
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polyVerts[pv0 + vv++] = p;
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polyVerts[pv0 + pvi++] = p;
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}
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}
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}
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}
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for (int i = 0; i < vv; i++)
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polyEdges[pe0 + pei++] = pv0 + 0;
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polyEdges[pe0 + pei++] = pv0 + 1;
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polyEdges[pe0 + pei++] = pv0 + 1;
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if (pvi == 4)
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{
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{
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polyEdges[pe0 + ii++] = pv0 + i;
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polyEdges[pe0 + pei++] = pv0 + 3;
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polyEdges[pe0 + ii++] = pv0 + (i + 1) % vv;
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polyEdges[pe0 + pei++] = pv0 + 3;
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}
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polyEdges[pe0 + pei++] = pv0 + 2;
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polyEdges[pe0 + pei++] = pv0 + 2;
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polyEdges[pe0 + pei++] = pv0 + 0;
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polyFaces[pf0 + pfi++] = pv0 + 0;
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polyFaces[pf0 + pfi++] = pv0 + 1;
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polyFaces[pf0 + pfi++] = pv0 + 2;
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if (pvi == 4)
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{
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polyFaces[pf0 + pfi++] = pv0 + 1;
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polyFaces[pf0 + pfi++] = pv0 + 2;
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polyFaces[pf0 + pfi++] = pv0 + 3;
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}
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}
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while (vv < 4) polyVerts[pv0 + vv++] = vec4(0);
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for (int i = 0; i < 4; i++)
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while (ii < 8) polyEdges[pe0 + ii++] = 0;
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for (int j = i + 1; j < 4; j++)
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for (int k = j + 1; k < 4; k++)
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{
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tetrFaces[tf0 + tfi++] = tetraInds[ti0 + i];
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tetrFaces[tf0 + tfi++] = tetraInds[ti0 + j];
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tetrFaces[tf0 + tfi++] = tetraInds[ti0 + k];
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}
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for (int i = 0; i < 4; i++)
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for (int j = i + 1; j < 4; j++)
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{
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tetrEdges[tf0 + tei++] = tetraInds[ti0 + i];
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tetrEdges[tf0 + tei++] = tetraInds[ti0 + j];
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}
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while (pvi < 4) polyVerts[pv0 + pvi++] = vec4(0);
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while (pei < 8) polyEdges[pe0 + pei++] = 0;
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while (pfi < 6) polyFaces[pf0 + pfi++] = 0;
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while (tei < 8) polyEdges[te0 + tei++] = 0;
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while (tfi < 6) polyFaces[tf0 + tfi++] = 0;
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}
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}
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