edges working but intermittent
This commit is contained in:
@@ -1,8 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Security.Cryptography;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Platform.Windows;
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@@ -20,7 +22,8 @@ namespace Tetrahedrons
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private int _bufPentVerts;
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private int _bufPentInds;
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private int _bufHullInds;
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private int _bufHullEdgeInds;
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private int _bufHullFaceInds;
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private int _bufHullVerts;
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private int _bufTransView;
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@@ -35,12 +38,17 @@ namespace Tetrahedrons
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private int _shComp;
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private int _pgmComp;
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private int _hullIndsCount;
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private int _hullFaceIndsCount;
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private int _hullEdgeIndsCount;
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private int _hullVertsCount;
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private int _penIndsCount;
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private int _penVertsCount;
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private int _invocationCount;
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private float _w = 6;
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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@@ -80,20 +88,43 @@ namespace Tetrahedrons
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#endregion
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_datPentVerts = new[]
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_w = 10;
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var n = 5;
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var vlst = new List<Vector4>();
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var ilst = new List<uint>();
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for (var x = 0; x < n; x++)
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for (var y = 0; y < n; y++)
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for (var z = 0; z < n; z++)
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for (var w = 0; w < n; w++)
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{
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new Vector4(-1, -1, -1, +1) / 2,
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new Vector4(+1, -1, -1, -1) / 2,
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new Vector4(-1, +1, -1, -1) / 2,
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new Vector4(-1, -1, +1, -1) / 2,
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new Vector4(+1, +1, +1, +1) / 2,
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new Vector4(-1, -1, -1, -1) / 2,
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};
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_datPentInds = new uint[]
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{
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0, 1, 2, 3, 4,
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// 0, 1, 2, 3, 5,
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};
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vlst.Add(new Vector4(x + 1, y - 0, z - 0, w - 0) - new Vector4(n) / 2);
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vlst.Add(new Vector4(x - 0, y + 1, z - 0, w - 0) - new Vector4(n) / 2);
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vlst.Add(new Vector4(x - 0, y - 0, z + 1, w - 0) - new Vector4(n) / 2);
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vlst.Add(new Vector4(x - 0, y - 0, z - 0, w + 1) - new Vector4(n) / 2);
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vlst.Add(new Vector4(x + 1, y + 1, z + 1, w + 1) - new Vector4(n) / 2);
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ilst.Add((uint) ilst.Count);
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ilst.Add((uint) ilst.Count);
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ilst.Add((uint) ilst.Count);
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ilst.Add((uint) ilst.Count);
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ilst.Add((uint) ilst.Count);
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}
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_datPentVerts = vlst.ToArray();
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_datPentInds = ilst.ToArray();
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// _datPentVerts = new[]
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// {
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// new Vector4(-1, -1, -1, -1) / 2,
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// new Vector4(+1, +1, -1, -1) / 2,
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// new Vector4(-1, +1, +1, -1) / 2,
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// new Vector4(+1, -1, +1, -1) / 2,
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// new Vector4(+0, +0, +0, +1) / 2,
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// };
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// _datPentInds = new uint[]
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// {
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// 0, 1, 2, 3, 4
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// };
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_transView = ViewTransform.Identity;
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_transPent = PenTransform.Identity;
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@@ -104,8 +135,8 @@ namespace Tetrahedrons
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_invocationCount = _penIndsCount / 5;
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_hullVertsCount = _invocationCount * 6; // 6 hull verts per pent
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_hullIndsCount = _invocationCount * 24; // 24 hull inds per pent
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Console.Out.WriteLine("_hullIndsCount = {0}", _hullIndsCount);
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_hullFaceIndsCount = _invocationCount * 24; // 24 hull inds per pent
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_hullEdgeIndsCount = _invocationCount * 18;
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_bufPentVerts = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentVerts);
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@@ -122,9 +153,14 @@ namespace Tetrahedrons
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullVertsCount * Vector4.SizeInBytes), IntPtr.Zero, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufHullInds = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullInds);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullIndsCount * sizeof(int)), IntPtr.Zero, BufferUsageHint.DynamicDraw);
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_bufHullFaceInds = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullFaceInds);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullFaceIndsCount * sizeof(int)), IntPtr.Zero, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufHullEdgeInds = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullEdgeInds);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullEdgeIndsCount * sizeof(int)), IntPtr.Zero, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufTransView = GL.GenBuffer();
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@@ -152,25 +188,32 @@ namespace Tetrahedrons
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _bufPentVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _bufPentInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 3, _bufHullVerts);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, _bufHullInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 5, _bufTransPent);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, _bufHullFaceInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 5, _bufHullEdgeInds);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 6, _bufTransPent);
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GL.DispatchCompute(_invocationCount, 1, 1);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
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GL.UseProgram(_pgmRend);
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GL.PointSize(10f);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufHullInds);
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GL.LineWidth(4f);
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GL.BindBuffer(BufferTarget.ArrayBuffer, _bufHullVerts);
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GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.EnableVertexAttribArray(0);
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GL.Enable(EnableCap.DepthTest);
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GL.DrawElements(BeginMode.Triangles, _hullIndsCount, DrawElementsType.UnsignedInt, 0);
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GL.Uniform4(3, new Vector4(1, 1, 1, 1));
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufHullFaceInds);
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GL.DrawElements(BeginMode.Triangles, _hullFaceIndsCount, DrawElementsType.UnsignedInt, 0);
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GL.Disable(EnableCap.DepthTest);
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GL.DrawArrays(PrimitiveType.Points, 0, _hullVertsCount);
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GL.Uniform4(3, new Vector4(0, 0, 0, 1));
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufHullEdgeInds);
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GL.DrawElements(BeginMode.Lines, _hullEdgeIndsCount, DrawElementsType.UnsignedInt, 0);
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GL.DisableVertexAttribArray(0);
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GL.Flush();
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@@ -182,11 +225,9 @@ namespace Tetrahedrons
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base.OnUpdateFrame(e);
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_t += (float) e.Time;
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float w = 3;
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_transView.Projection = Matrix4.CreateOrthographic(w, w * Height / Width, -w, w);
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_transView.Projection = Matrix4.CreateOrthographic(_w, _w * Height / Width, -_w, _w);
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_transView.View = Matrix4.LookAt(Vector3.Zero, -new Vector3(1, -1, 1), Vector3.UnitZ);
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_transView.Model = Matrix4.CreateRotationZ(_t / 3);
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_transView.Model = Matrix4.CreateRotationZ(_t / 10);
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_bufTransView = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.UniformBuffer, _bufTransView);
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@@ -194,15 +235,15 @@ namespace Tetrahedrons
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _bufTransView);
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GL.BindBuffer(BufferTarget.UniformBuffer, 0);
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_transPent.Pivot.W = .3f;
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// _transPent.Pivot.W = (float) (Math.Sin(_t) * .6);
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var a = 3f;
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// _transPent.Pivot.W = .3f;
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// _transPent.Pivot.W = (float) (Math.Sin(_t*.5) * .6);
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var a = 1f;
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a = _t;
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_transPent.Rotate = new Matrix4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, (float) Math.Sin(a / 5), (float) -Math.Cos(a / 5),
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0, 0, (float) Math.Cos(a / 5), (float) Math.Sin(a / 5));
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0, 0, (float) Math.Cos(a / 5), (float) Math.Sin(a / 5),
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0, 0, (float) -Math.Sin(a / 5), (float) Math.Cos(a / 5));
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_bufTransPent = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufTransPent);
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@@ -15,12 +15,17 @@ layout(std430, binding=3) buffer HullVerts
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vec4 hullVerts[];
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};
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layout(std430, binding=4) buffer HullInds
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layout(std430, binding=4) buffer HullFaceInds
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{
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int hullInds[];
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int hullFaceInds[];
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};
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layout(std430, binding=5) buffer Transform
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layout(std430, binding=5) buffer HullEgdeInds
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{
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int hullEdgeInds[];
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};
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layout(std430, binding=6) buffer Transform
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{
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mat4 rotate;
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vec4 pivot;
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@@ -34,15 +39,17 @@ void main() {
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int pi0 = iid * 5;
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int hv0 = iid * 6;
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int hi0 = iid * 24;
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// use range [19:] as lengths for sub arrays
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// re-use hullInds as multidim array for faces
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int he0 = iid * 18;
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for(int i = 0; i < 24; i++)
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hullInds[hi0 + i] = 0;
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hullFaceInds[hi0 + i] = 0;
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for(int i = 0; i < 18; i++)
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hullEdgeInds[he0 + i] = 0;
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int vi = 0; // vert index
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int ii = 0; // inds index
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int fi = 0; // face inds index
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int ei = 0; // edge inds index
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for(int i = 0; i < 5; i++)
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for(int j = i + 1; j < 5; j++)
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@@ -57,64 +64,85 @@ void main() {
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hullVerts[hv0 + vi] = p + pivot;
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hullInds[hi0 + 23 - 2 * vi] = i;
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hullInds[hi0 + 22 - 2 * vi] = j;
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hullFaceInds[hi0 + 23 - 2 * vi] = i;
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hullFaceInds[hi0 + 22 - 2 * vi] = j;
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vi++;
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}
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}
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if (vi == 4) // points form a tetrahedron
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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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for(int k = j + 1; k < 4; k++)
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{
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hullInds[hi0 + ii++] = i;
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hullInds[hi0 + ii++] = j;
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hullInds[hi0 + ii++] = k;
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hullFaceInds[hi0 + fi++] = hv0 + i;
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hullFaceInds[hi0 + fi++] = hv0 + j;
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hullFaceInds[hi0 + fi++] = hv0 + 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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hullEdgeInds[hi0 + ei++] = hv0 + i;
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hullEdgeInds[hi0 + ei++] = hv0 + j;
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}
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}
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else if (vi == 6) { // points form a triangular prism
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for(int f = 0; f < 5; f++)
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{
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for(int i = 0; i < 6; i++)
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for(int j = i + 1; j < 6; j++)
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for(int i = 0; i < 4; i++)
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for(int j = i + 1; j < 5; j++)
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for(int k = j + 1; k < 6; k++)
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if (
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(hullInds[hi0 + 23 - 2 * i] == f ||
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hullInds[hi0 + 22 - 2 * i] == f) &&
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(hullInds[hi0 + 23 - 2 * j] == f ||
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hullInds[hi0 + 22 - 2 * j] == f) &&
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(hullInds[hi0 + 23 - 2 * k] == f ||
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hullInds[hi0 + 22 - 2 * k] == f))
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(hullFaceInds[hi0 + 23 - 2 * i] == f ||
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hullFaceInds[hi0 + 22 - 2 * i] == f) &&
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(hullFaceInds[hi0 + 23 - 2 * j] == f ||
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hullFaceInds[hi0 + 22 - 2 * j] == f) &&
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(hullFaceInds[hi0 + 23 - 2 * k] == f ||
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hullFaceInds[hi0 + 22 - 2 * k] == f))
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{
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hullInds[hi0 + ii++] = hv0 + i;
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hullInds[hi0 + ii++] = hv0 + j;
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hullInds[hi0 + ii++] = hv0 + k;
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hullFaceInds[hi0 + fi++] = hv0 + i;
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hullFaceInds[hi0 + fi++] = hv0 + j;
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hullFaceInds[hi0 + fi++] = hv0 + k;
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hullEdgeInds[he0 + ei++] = hv0 + i;
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hullEdgeInds[he0 + ei++] = hv0 + j;
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hullEdgeInds[he0 + ei++] = hv0 + j;
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hullEdgeInds[he0 + ei++] = hv0 + k;
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hullEdgeInds[he0 + ei++] = hv0 + k;
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hullEdgeInds[he0 + ei++] = hv0 + i;
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}
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}
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for (int i = 0; i < 3; i++)
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{
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int a = hullInds[hi0 + i];
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int b = hullInds[hi0 + (1 + i) % 3];
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int c = hullInds[hi0 + 3 + i];
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int d = hullInds[hi0 + 3 + (1 + i) % 3];
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int a = hullFaceInds[hi0 + i];
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int b = hullFaceInds[hi0 + (1 + i) % 3];
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int c = hullFaceInds[hi0 + 3 + i];
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int d = hullFaceInds[hi0 + 3 + (1 + i) % 3];
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hullInds[hi0 + ii++] = c;
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hullInds[hi0 + ii++] = a;
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hullInds[hi0 + ii++] = b;
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hullInds[hi0 + ii++] = b;
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hullInds[hi0 + ii++] = d;
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hullInds[hi0 + ii++] = c;
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hullFaceInds[hi0 + fi++] = c;
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hullFaceInds[hi0 + fi++] = a;
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hullFaceInds[hi0 + fi++] = b;
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hullFaceInds[hi0 + fi++] = b;
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hullFaceInds[hi0 + fi++] = d;
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hullFaceInds[hi0 + fi++] = c;
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hullEdgeInds[he0 + ei++] = a;
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hullEdgeInds[he0 + ei++] = c;
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}
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}
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while (vi < 6)
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hullVerts[hv0 + vi++] = vec4(0);
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while (ii < 24)
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hullInds[hi0 + ii++] = 0;
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while (fi < 24)
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hullFaceInds[hi0 + fi++] = 0;
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while (ei < 18)
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hullEdgeInds[he0 + ei++] = 0;
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}
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@@ -1,8 +1,10 @@
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#version 430 compatibility
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in vec4 color;
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uniform vec4 color;
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in vec4 scol;
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void main()
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{
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gl_FragColor = color;
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gl_FragColor = color * scol;
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}
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@@ -9,10 +9,10 @@ layout(row_major) uniform Matrices
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in vec4 pos;
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out vec4 color;
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out vec4 scol;
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void main()
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{
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gl_Position = vec4(pos.xyz, 1) * model * view * proj;
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color = vec4(gl_Position.xyz + vec3(.5), 1);
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scol = vec4(pos.xyz / 5 + .5, 1);
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}
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Block a user