11 Commits

20 changed files with 1194 additions and 67 deletions

11
Platformer/Driver.cs Normal file
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namespace Platformer
{
internal static class Driver
{
public static void Main(string[] args)
{
using (var pw = new PlatformWindow())
pw.Run();
}
}
}

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using System;
using System.Collections.Generic;
using System.Data.Common;
using System.Data.SqlTypes;
using System.Drawing;
using System.Linq;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using Platformer.Util;
using BeginMode = OpenTK.Graphics.OpenGL4.BeginMode;
using BufferRangeTarget = OpenTK.Graphics.OpenGL4.BufferRangeTarget;
using BufferTarget = OpenTK.Graphics.OpenGL4.BufferTarget;
using ClearBufferMask = OpenTK.Graphics.OpenGL4.ClearBufferMask;
using DrawElementsType = OpenTK.Graphics.OpenGL4.DrawElementsType;
using EnableCap = OpenTK.Graphics.OpenGL4.EnableCap;
using GL = OpenTK.Graphics.OpenGL4.GL;
namespace Platformer
{
public struct ViewMats
{
public Matrix4 Model;
public Matrix4 View;
public Matrix4 Proj;
public static ViewMats Identity => new ViewMats {Model = Matrix4.Identity, View = Matrix4.Identity};
}
public struct PlaneMats
{
public Matrix4 Tform;
public static PlaneMats Identity => new PlaneMats {Tform = Matrix4.Identity};
}
public class PlatformWindow : GameWindow
{
private Buffer<ViewMats> _viewBuf;
private Buffer<PlaneMats> _tformBuf;
private ViewMats _view;
private PlaneMats _tform;
private Program _render;
private Program _compute;
private Buffer<Vector4> _tVerts;
private Buffer<uint> _tInds;
private int _tCount;
private VertexArray _tetraVao;
private VertexArray _polyVao;
private Buffer<Vector4> _pVerts;
private Buffer<uint> _pEdges;
private Buffer<uint> _pFaces;
private Buffer<uint> _tEdges;
private Buffer<uint> _tFaces;
private bool _flat = false;
private bool _tetra = true;
private bool _pOutline = true;
private bool _tOutline = true;
private float _time;
private void GenSphere(uint res)
{
var tv = new List<Vector3>();
var ns = new List<uint>();
tv.Add(new Vector3(0, 0, 0));
var c = res + 1;
for (var p = 0; p <= res; p++)
for (var t = 0; t <= res; t++)
{
var pp = Math.PI * p / res;
var tt = Math.PI * 2 * t / res;
tv.Add(new Vector3(
(float) (Math.Sin(pp) * Math.Cos(tt)),
(float) (Math.Sin(pp) * Math.Sin(tt)),
(float) (Math.Cos(pp))
));
}
for (uint i = 0; i < c - 1; i++)
for (uint j = 0; j < c - 1; j++)
{
var k = 1 + i + j * c;
ns.Add(0);
ns.Add(k);
ns.Add(k + 1);
ns.Add(k + c);
ns.Add(0);
ns.Add(k + c + 1);
ns.Add(k + 1);
ns.Add(k + c);
}
if (_tVerts == null)
_tVerts = new Buffer<Vector4>();
if (_tInds == null)
_tInds = new Buffer<uint>();
_tVerts.SetData(tv.Select(v => new Vector4(v, 1)).ToArray());
_tInds.SetData(ns.ToArray());
_tCount = _tInds.Count / 4;
}
private void GenTorus(uint res, double a, double b)
{
var tv = new List<Vector3>();
var ns = new List<uint>();
for (uint t = 0; t <= res; t++)
for (uint p = 0; p <= res; p++)
{
var tt = Math.PI * 2 * t / res;
var pp = Math.PI * 2 * p / res;
var v = new Vector3d(
(a - b * Math.Cos(pp)) * Math.Cos(tt),
(a - b * Math.Cos(pp)) * Math.Sin(tt),
b * Math.Sin(pp)
);
tv.Add((Vector3) v);
}
for (uint t = 0; t < res; t++)
for (uint p = 1; p < res; p++)
{
var k = res + 1;
ns.Add(t * k);
ns.Add(t * k + p);
ns.Add(t * k + p + 1);
ns.Add(t * k + p + k);
ns.Add(t * k);
ns.Add(t * k + p + 1);
ns.Add(t * k + p + k);
ns.Add(t * k + p + k + 1);
ns.Add(t * k);
ns.Add(t * k + k);
ns.Add(t * k + p + k);
ns.Add(t * k + p + k + 1);
}
if (_tVerts == null)
_tVerts = new Buffer<Vector4>();
if (_tInds == null)
_tInds = new Buffer<uint>();
_tVerts.SetData(tv.Select(v => new Vector4(v, 1)).ToArray());
_tInds.SetData(ns.ToArray());
_tCount = _tInds.Count / 4;
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
var vert = Shader.Compile("shaders/simple.vert");
var frag = Shader.Compile("shaders/simple.frag");
_render = Program.Link(vert, frag);
var comp = Shader.Compile("shaders/intersect.comp");
_compute = Program.Link(comp);
// GenSphere(20);
GenTorus(20, 1, .5);
_pVerts = new Buffer<Vector4>(_tCount * 4);
_pEdges = new Buffer<uint>(_tCount * 8);
_pFaces = new Buffer<uint>(_tCount * 6);
_tEdges = new Buffer<uint>(_tCount * 12);
_tFaces = new Buffer<uint>(_tCount * 12);
_viewBuf = new Buffer<ViewMats>();
_view = ViewMats.Identity;
_tformBuf = new Buffer<PlaneMats>();
_tform = PlaneMats.Identity;
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _viewBuf);
GL.UniformBlockBinding(_render, _render.UnifBlockInd("ViewMats"), 0);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 1, _tformBuf);
GL.UniformBlockBinding(_compute, _compute.UnifBlockInd("PlaneMats"), 1);
_tetraVao = new VertexArray();
_tetraVao.VertexPointer(_tVerts, index: _render.AttrLoc("pos"), size: 4);
_polyVao = new VertexArray();
_polyVao.VertexPointer(_pVerts, index: _render.AttrLoc("pos"), size: 4);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Viewport(ClientRectangle);
GL.UseProgram(_render);
if (_tetra)
{
GL.BindVertexArray(_tetraVao);
GL.Disable(EnableCap.DepthTest);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tFaces);
GL.Uniform3(_render.UnifLoc("color"), 1f, 1, 1);
GL.DrawElements(BeginMode.Triangles, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
}
GL.BindVertexArray(_polyVao);
GL.Enable(EnableCap.DepthTest);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pFaces);
GL.Uniform3(_render.UnifLoc("color"), .8f, .8f, .9f);
GL.DrawElements(BeginMode.Triangles, _pFaces.Count, DrawElementsType.UnsignedInt, 0);
if (_pOutline)
{
GL.BindVertexArray(_polyVao);
GL.Disable(EnableCap.DepthTest);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pEdges);
GL.Uniform3(_render.UnifLoc("color"), .1f, .1f, .6f);
GL.DrawElements(BeginMode.Lines, _pEdges.Count, DrawElementsType.UnsignedInt, 0);
}
if (_tetra && _tOutline)
{
GL.BindVertexArray(_tetraVao);
GL.Enable(EnableCap.DepthTest);
GL.LineWidth(2f);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tEdges);
GL.Uniform3(_render.UnifLoc("color"), 0f, 0, 0);
GL.DrawElements(BeginMode.Lines, _tEdges.Count, DrawElementsType.UnsignedInt, 0);
}
GL.Flush();
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
var dt = (float) e.Time;
_time += dt;
var dv = Matrix4.Identity;
if (Keyboard[Key.LControl])
dt /= 4;
if (Keyboard[Key.LShift])
{
if (Keyboard[Key.Left]) dv *= Matrix4.CreateRotationZ(dt);
if (Keyboard[Key.Right]) dv *= Matrix4.CreateRotationZ(-dt);
if (Keyboard[Key.Up]) dv *= Matrix4.CreateRotationY(dt);
if (Keyboard[Key.Down]) dv *= Matrix4.CreateRotationY(-dt);
}
else
{
if (Keyboard[Key.Left]) dv *= Matrix4.CreateRotationZ(dt);
if (Keyboard[Key.Right]) dv *= Matrix4.CreateRotationZ(-dt);
if (Keyboard[Key.Up]) dv *= Matrix4.CreateTranslation(-dt, 0, 0);
if (Keyboard[Key.Down]) dv *= Matrix4.CreateTranslation(dt, 0, 0);
}
_tform.Tform *= dv;
_view.Proj = Matrix4.CreateOrthographic(5, 5f * Height / Width, -2.5f, 2.5f);
if (_flat)
{
_view.View = Matrix4.LookAt(Vector3.Zero, Vector3.UnitX, Vector3.UnitZ);
_view.Model = _tform.Tform;
}
else
{
_view.View = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
_view.Model = Matrix4.Identity;
}
_viewBuf.SetData(ref _view);
_tformBuf.SetData(ref _tform);
GL.UseProgram(_compute);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _tVerts);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _tInds);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _pVerts);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 3, _pEdges);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, _pFaces);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 5, _tEdges);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 6, _tFaces);
GL.DispatchCompute(_tCount, 1, 1);
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)
{
base.OnKeyDown(e);
switch (e.Key)
{
case Key.A:
_flat = !_flat;
break;
case Key.S:
_tetra = !_tetra;
break;
case Key.D:
_pOutline = !_pOutline;
break;
case Key.F:
_tOutline = !_tOutline;
break;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Platformer</RootNamespace>
<AssemblyName>Platformer</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="OpenTK, Version=3.0.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4">
<HintPath>..\packages\OpenTK.3.0.0-pre\lib\net20\OpenTK.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Driver.cs" />
<Compile Include="PlatformWindow.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Util\Buffer.cs" />
<Compile Include="Util\GlObj.cs" />
<Compile Include="Util\Program.cs" />
<Compile Include="Util\Shader.cs" />
<Compile Include="Util\VertexArray.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="shaders\intersect.comp">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="shaders\simple.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="shaders\simple.vert">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Platformer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Platformer")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("9A4A039D-58DF-4FA1-8743-A0CBB452B9D3")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

56
Platformer/Util/Buffer.cs Normal file
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using System;
using System.Net;
using System.Runtime.InteropServices;
using OpenTK.Graphics.OpenGL4;
namespace Platformer.Util
{
public class Buffer<T> : GlObj where T : struct
{
public static readonly int ElementSize = Marshal.SizeOf(typeof(T));
public int Count { get; private set; }
public Buffer() : base(GL.GenBuffer())
{
Count = 0;
}
public Buffer(int size, BufferUsageHint usage = BufferUsageHint.StaticDraw) : base(GL.GenBuffer())
{
Count = size;
GL.BindBuffer(BufferTarget.ArrayBuffer, this);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (size * ElementSize), IntPtr.Zero, usage);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
public void SetData(T[] data, BufferUsageHint usage = BufferUsageHint.StaticDraw)
{
Count = data.Length;
GL.BindBuffer(BufferTarget.ArrayBuffer, this);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (data.Length * ElementSize), data, usage);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
public void SetData(ref T data, BufferUsageHint usage = BufferUsageHint.StaticDraw)
{
Count = 1;
GL.BindBuffer(BufferTarget.ArrayBuffer, this);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (ElementSize), ref data, usage);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
public static Buffer<T> FromData(T[] data, BufferUsageHint usage = BufferUsageHint.StaticDraw)
{
var buf = new Buffer<T>();
buf.SetData(data, usage);
return buf;
}
public static Buffer<T> FromData(ref T data, BufferUsageHint usage = BufferUsageHint.StaticDraw)
{
var buf = new Buffer<T>();
buf.SetData(ref data, usage);
return buf;
}
}
}

14
Platformer/Util/GlObj.cs Normal file
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namespace Platformer.Util
{
public abstract class GlObj
{
public readonly int Id;
public GlObj(int id)
{
Id = id;
}
public static implicit operator int(GlObj o) => o.Id;
}
}

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using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
namespace Platformer.Util
{
public class Program : GlObj
{
private Dictionary<string, int> _unifCache;
private Dictionary<string, int> _attrCache;
private Dictionary<string, int> _unifBlockCache;
public Program() : base(GL.CreateProgram())
{
_unifCache = new Dictionary<string, int>();
_attrCache = new Dictionary<string, int>();
_unifBlockCache = new Dictionary<string, int>();
}
public int UnifLoc(string name)
{
if (!_unifCache.ContainsKey(name))
_unifCache[name] = GL.GetUniformLocation(this, name);
return _unifCache[name];
}
public int UnifBlockInd(string name)
{
if (!_unifBlockCache.ContainsKey(name))
_unifBlockCache[name] = GL.GetUniformBlockIndex(this, name);
return _unifBlockCache[name];
}
public int AttrLoc(string name)
{
if (!_attrCache.ContainsKey(name))
_attrCache[name] = GL.GetAttribLocation(this, name);
return _attrCache[name];
}
public static Program Link(params Shader[] shaders)
{
var p = new Program();
foreach (var s in shaders)
GL.AttachShader(p, s);
GL.LinkProgram(p);
Console.Error.WriteLine(GL.GetProgramInfoLog(p));
return p;
}
}
}

41
Platformer/Util/Shader.cs Normal file
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using System;
using System.Collections.Generic;
using System.IO;
using OpenTK.Graphics.OpenGL4;
namespace Platformer.Util
{
public class Shader : GlObj
{
private static Dictionary<string, ShaderType> _shaderTypes = new Dictionary<string, ShaderType>()
{
[".vert"] = ShaderType.VertexShader,
[".frag"] = ShaderType.FragmentShader,
[".geom"] = ShaderType.GeometryShader,
[".comp"] = ShaderType.ComputeShader,
};
public Shader(ShaderType type) : base(GL.CreateShader(type))
{
}
public static Shader Compile(ShaderType type, string source)
{
var s = new Shader(type);
GL.ShaderSource(s, source);
GL.CompileShader(s);
Console.Error.WriteLine(GL.GetShaderInfoLog(s));
return s;
}
public static Shader Compile(string filename)
{
var ext = Path.GetExtension(filename);
if (!_shaderTypes.ContainsKey(ext))
throw new InvalidOperationException($"Can't infer shader type for {filename}");
return Compile(_shaderTypes[ext], File.ReadAllText(filename));
}
}
}

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using OpenTK.Graphics.OpenGL4;
namespace Platformer.Util
{
public class VertexArray : GlObj
{
public VertexArray() : base(GL.GenVertexArray())
{
}
public void VertexPointer<T>(Buffer<T> buffer, int index, int size,
VertexAttribPointerType type = VertexAttribPointerType.Float,
bool normalized = false, int stride = 0, int offset = 0)
where T : struct
{
GL.BindVertexArray(this);
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.VertexAttribPointer(index, size, type, normalized, stride, offset);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.EnableVertexArrayAttrib(this, index);
GL.BindVertexArray(0);
}
}
}

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#version 430
layout(std430, binding=0) buffer TetraVerts
{
vec4 tetraVerts[];
};
layout(std430, binding=1) buffer TetraInds
{
uint tetraInds[];
};
layout(std430, binding=2) buffer PolyVerts
{
vec4 polyVerts[];
};
layout(std430, binding=3) buffer PolyEdges
{
uint polyEdges[];
};
layout(std430, binding=4) buffer PolyFaces
{
uint polyFaces[];
};
layout(std430, binding=5) buffer TetraEdges
{
uint tetrEdges[];
};
layout(std430, binding=6) buffer TetraFaces
{
uint tetrFaces[];
};
uniform PlaneMats
{
mat4 tform;
};
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main () {
int ti0 = int(gl_GlobalInvocationID.x * 4);
int pv0 = int(gl_GlobalInvocationID.x * 4);
int pe0 = int(gl_GlobalInvocationID.x * 8);
int pf0 = int(gl_GlobalInvocationID.x * 6);
int te0 = int(gl_GlobalInvocationID.x * 12);
int tf0 = int(gl_GlobalInvocationID.x * 12);
int pvi = 0;
int pei = 0;
int pfi = 0;
int tei = 0;
int tfi = 0;
for (int i = 0; i < 4; i++)
for (int j = i + 1; j < 4; j++)
{
vec4 a = tetraVerts[tetraInds[ti0 + i]];
vec4 a_ = tform * a;
vec4 b = tetraVerts[tetraInds[ti0 + j]];
vec4 b_ = tform * b;
if (a_.x * b_.x < 0)
{
vec4 p = (b-a) / (a_.x - b_.x) * b_.x + b;
polyVerts[pv0 + pvi++] = p;
}
}
polyEdges[pe0 + pei++] = pv0 + 0;
polyEdges[pe0 + pei++] = pv0 + 1;
polyEdges[pe0 + pei++] = pv0 + 1;
if (pvi == 4)
{
polyEdges[pe0 + pei++] = pv0 + 3;
polyEdges[pe0 + pei++] = pv0 + 3;
}
polyEdges[pe0 + pei++] = pv0 + 2;
polyEdges[pe0 + pei++] = pv0 + 2;
polyEdges[pe0 + pei++] = pv0 + 0;
polyFaces[pf0 + pfi++] = pv0 + 0;
polyFaces[pf0 + pfi++] = pv0 + 1;
polyFaces[pf0 + pfi++] = pv0 + 2;
if (pvi == 4)
{
polyFaces[pf0 + pfi++] = pv0 + 1;
polyFaces[pf0 + pfi++] = pv0 + 2;
polyFaces[pf0 + pfi++] = pv0 + 3;
}
for (int i = 0; i < 4; i++)
for (int j = i + 1; j < 4; j++)
for (int k = j + 1; k < 4; k++)
{
tetrFaces[tf0 + tfi++] = tetraInds[ti0 + i];
tetrFaces[tf0 + tfi++] = tetraInds[ti0 + j];
tetrFaces[tf0 + tfi++] = tetraInds[ti0 + k];
}
for (int i = 0; i < 4; i++)
for (int j = i + 1; j < 4; j++)
{
tetrEdges[tf0 + tei++] = tetraInds[ti0 + i];
tetrEdges[tf0 + tei++] = tetraInds[ti0 + j];
}
while (pvi < 4) polyVerts[pv0 + pvi++] = vec4(0);
while (pei < 8) polyEdges[pe0 + pei++] = 0;
while (pfi < 6) polyFaces[pf0 + pfi++] = 0;
while (tei < 8) polyEdges[te0 + tei++] = 0;
while (tfi < 6) polyFaces[tf0 + tfi++] = 0;
}

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#version 430
uniform vec3 color;
void main () {
gl_FragColor = vec4(color, 1);
}

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#version 430
uniform ViewMats
{
mat4 model;
mat4 view;
mat4 proj;
};
in vec4 pos;
void main () {
gl_Position = proj * view * model * pos;
}

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@@ -2,6 +2,8 @@
Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tetrahedrons", "Tetrahedrons\Tetrahedrons.csproj", "{D70DFA78-49B4-404B-BE1C-7CDC0DAE26FD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Platformer", "Platformer\Platformer.csproj", "{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -12,5 +14,9 @@ Global
{D70DFA78-49B4-404B-BE1C-7CDC0DAE26FD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D70DFA78-49B4-404B-BE1C-7CDC0DAE26FD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D70DFA78-49B4-404B-BE1C-7CDC0DAE26FD}.Release|Any CPU.Build.0 = Release|Any CPU
{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{9A4A039D-58DF-4FA1-8743-A0CBB452B9D3}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

224
Tetrahedrons/Gl4Window.cs Normal file
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@@ -0,0 +1,224 @@
using System;
using System.Drawing;
using System.IO;
using System.Runtime.InteropServices;
using System.Security.Cryptography;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform.Windows;
namespace Tetrahedrons
{
struct MatrixBlock
{
public Matrix4 Model;
public Matrix4 View;
public Matrix4 Projection;
public static MatrixBlock Identity => new MatrixBlock() {Model = Matrix4.Identity, View = Matrix4.Identity, Projection = Matrix4.Identity};
public static readonly int SizeInBytes = Marshal.SizeOf(typeof(MatrixBlock));
}
struct TransformMats
{
public Matrix4 Rotate;
public Vector4 Pivot;
public static TransformMats Identity => new TransformMats() {Rotate = Matrix4.Identity, Pivot = Vector4.Zero};
public static readonly int SizeInBytes = Marshal.SizeOf(typeof(TransformMats));
}
internal class Gl4Window : GameWindow
{
private float _t;
private int _pgmRend;
private int _shVert;
private int _shFrag;
private int _bufPentVerts;
private int _bufPentInds;
private int _bufUniform;
private int _bufPenMats;
private Vector4[] _datPentVerts;
private uint[] _datPentInds;
private MatrixBlock _datMats;
private TransformMats _datPenMats;
private int _bufHullVerts;
private int _bufHullInds;
private int _shComp;
private int _pgmComp;
private int _hullIndsCount;
private int _hullVertsCount;
private int _penIndsCount;
private int _penVertsCount;
private int _invocationCount;
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
#region Shaders
_pgmRend = GL.CreateProgram();
_shVert = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(_shVert, File.ReadAllText("Shaders/simple.vert"));
GL.CompileShader(_shVert);
GL.AttachShader(_pgmRend, _shVert);
Console.WriteLine(GL.GetShaderInfoLog(_shVert));
_shFrag = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(_shFrag, File.ReadAllText("Shaders/simple.frag"));
GL.CompileShader(_shFrag);
GL.AttachShader(_pgmRend, _shFrag);
Console.WriteLine(GL.GetShaderInfoLog(_shFrag));
GL.LinkProgram(_pgmRend);
Console.WriteLine(GL.GetProgramInfoLog(_pgmRend));
_pgmComp = GL.CreateProgram();
_shComp = GL.CreateShader(ShaderType.ComputeShader);
GL.ShaderSource(_shComp, File.ReadAllText("Shaders/intersect.comp"));
GL.CompileShader(_shComp);
GL.AttachShader(_pgmComp, _shComp);
Console.Out.WriteLine(GL.GetShaderInfoLog(_shComp));
GL.LinkProgram(_pgmComp);
Console.Out.WriteLine(GL.GetProgramInfoLog(_pgmComp));
#endregion
_datPentVerts = new[]
{
new Vector4(-1, -1, -1, +1) / 2,
new Vector4(+1, -1, -1, -1) / 2,
new Vector4(-1, +1, -1, -1) / 2,
new Vector4(-1, -1, +1, -1) / 2,
new Vector4(+1, +1, +1, +1) / 2,
};
_datPentInds = new uint[]
{
0, 1, 2, 3, 4,
// 0, 1, 2, 3, 5,
};
_datMats = MatrixBlock.Identity;
_datPenMats = TransformMats.Identity;
_penVertsCount = _datPentVerts.Length;
_penIndsCount = _datPentInds.Length;
_invocationCount = _penIndsCount / 5;
_hullVertsCount = _invocationCount * 6; // 6 hull verts per pent
_hullIndsCount = _invocationCount * 24; // 24 hull inds per pent
Console.Out.WriteLine("_hullIndsCount = {0}", _hullIndsCount);
_bufPentVerts = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentVerts);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penVertsCount * Vector4.SizeInBytes), _datPentVerts, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufPentInds = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentInds);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penIndsCount * sizeof(int)), _datPentInds, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufHullVerts = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullVerts);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullVertsCount * Vector4.SizeInBytes), IntPtr.Zero, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufHullInds = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullInds);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_hullIndsCount * sizeof(int)), IntPtr.Zero, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufUniform = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufUniform);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datMats, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
_bufPenMats = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPenMats);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datPenMats, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
GL.UniformBlockBinding(_pgmRend, 0, 0);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.UseProgram(_pgmComp);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, _bufPentVerts);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, _bufPentInds);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 3, _bufHullVerts);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, _bufHullInds);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 5, _bufPenMats);
GL.DispatchCompute(_invocationCount, 1, 1);
GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
GL.UseProgram(_pgmRend);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufHullInds);
GL.BindBuffer(BufferTarget.ArrayBuffer, _bufHullVerts);
GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float, false, 0, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.Enable(EnableCap.DepthTest);
GL.EnableVertexAttribArray(0);
GL.DrawElements(BeginMode.Triangles, _hullIndsCount, DrawElementsType.UnsignedInt, 0);
GL.DisableVertexAttribArray(0);
GL.Disable(EnableCap.DepthTest);
GL.Flush();
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
_t += (float) e.Time;
float w = 3;
_datMats.Projection = Matrix4.CreateOrthographic(w, w * Height / Width, -w, w);
_datMats.View = Matrix4.LookAt(Vector3.Zero, -new Vector3(1, -1, 1), Vector3.UnitZ);
_datMats.Model = Matrix4.CreateRotationZ(_t / 10);
_bufUniform = GL.GenBuffer();
GL.BindBuffer(BufferTarget.UniformBuffer, _bufUniform);
GL.BufferData(BufferTarget.UniformBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datMats, BufferUsageHint.StaticDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _bufUniform);
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
_datPenMats.Pivot.W = (float) (Math.Sin(_t) * .6);
_datPenMats.Rotate = new Matrix4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, (float)Math.Sin(_t/2), (float)-Math.Cos(_t/2),
0, 0, (float)Math.Cos(_t/2), (float)Math.Sin(_t/2));
_bufPenMats = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPenMats);
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datPenMats, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
}
}
}

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@@ -3,12 +3,15 @@ using OpenTK;
namespace Tetrahedrons
{
public static class Program
internal class Program : GameWindow
{
public static void Main(string[] args)
{
using (var p = new TetrahedronWindow())
using (var p = new Gl4Window())
p.Run();
// using (var p = new TetrahedronWindow())
// p.Run();
}
}
}

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@@ -0,0 +1,88 @@
#version 430
layout(std430, binding=1) buffer PentVerts
{
vec4 pentVerts[];
};
layout(std430, binding=2) buffer PentInds
{
uint pentInds[];
};
layout(std430, binding=3) buffer HullVerts
{
vec4 hullVerts[];
};
layout(std430, binding=4) buffer HullInds
{
uint hullInds[];
};
layout(std430, binding=5) buffer Transform
{
mat4 rotate;
vec4 pivot;
};
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
uint pentInd0 = gl_GlobalInvocationID.x * 5;
uint hullVrt0 = gl_GlobalInvocationID.x * 6;
uint hullInd0 = gl_GlobalInvocationID.x * 24;
int k = 0;
for(int i = 0; i < 5; i++)
for(int j = i + 1; j < 5; j++)
{
vec4 a = (pentVerts[pentInds[pentInd0 + i]] - pivot) * rotate;
vec4 b = (pentVerts[pentInds[pentInd0 + j]] - pivot) * rotate;
if (a.w * b.w < 0) // different sides
{
float alph = a.w / (a.w - b.w);
vec4 p = a + alph * (b - a);
hullVerts[hullVrt0 + k++] = p + pivot;
}
}
for (int i = 0; i < 24; i++)
hullInds[hullInd0 + i] = 0;
int v = 0;
if (k == 4)
{
for(int i = 0; i < 4; i++)
for(int j = i + 1; j < 4; j++)
for(int k = j + 1; k < 4; k++)
{
hullInds[hullInd0 + v++] = hullVrt0 + i;
hullInds[hullInd0 + v++] = hullVrt0 + j;
hullInds[hullInd0 + v++] = hullVrt0 + k;
}
}
else if (k == 6)
{
for (int i = 0; i < 6; i++)
hullInds[hullInd0 + v++] = hullVrt0 + i;
for (int i = 0; i < 3; i++)
{
int a = i;
int b = (1 + i) % 3;
int c = 3 + i;
int d = 3 + (1 + i) % 3;
hullInds[hullInd0 + v++] = hullVrt0 + c;
hullInds[hullInd0 + v++] = hullVrt0 + a;
hullInds[hullInd0 + v++] = hullVrt0 + b;
hullInds[hullInd0 + v++] = hullVrt0 + b;
hullInds[hullInd0 + v++] = hullVrt0 + d;
hullInds[hullInd0 + v++] = hullVrt0 + c;
}
}
}

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@@ -0,0 +1,6 @@
in vec4 color;
void main()
{
gl_FragColor = color;
}

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@@ -0,0 +1,18 @@
#version 430 compatibility
layout(row_major) uniform Matrices
{
mat4 model;
mat4 view;
mat4 proj;
};
in vec4 pos;
out vec4 color;
void main()
{
gl_Position = vec4(pos.xyz, 1) * model * view * proj;
color = vec4(gl_Position.xyz + vec3(.5), 1);
}

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@@ -1,17 +1,30 @@
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using System;
using System.Diagnostics.PerformanceData;
using System.Drawing;
using System.Drawing.Printing;
using System.Net;
using System.Net.Mail;
using System.Runtime.InteropServices.ComTypes;
using System.Security;
using System.Xml.XPath;
using OpenTK;
using OpenTK.Audio.OpenAL;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using OpenTK.Platform.Windows;
namespace Tetrahedrons
{
public class TetrahedronWindow : GameWindow
{
private Matrix4 _proj3D;
private Matrix4 _proj3d;
private Matrix4 _view;
private Simplex[] _simplexes;
private Simplex[] _intersections;
private MVec4D _a = MVec4D.UnitX;
private MVec4D _b = MVec4D.UnitY;
private Simplex _sim;
private Simplex _int;
private double _t;
private bool _pause;
@@ -26,31 +39,13 @@ namespace Tetrahedrons
_view = Matrix4.LookAt(Vector3.Zero, -new Vector3(.86f, .5f, 1), Vector3.UnitZ);
// build the pentatope lattice
var n = 5;
_simplexes = new Simplex[n * n * n * n];
_intersections = new Simplex[_simplexes.Length];
var off = (new Vector4d(n - 1, n - 1, n - 1, n - 1)) / 2;
var i = 0;
for (var x = 0; x < n; x++)
for (var y = 0; y < n; y++)
for (var z = 0; z < n; z++)
for (var w = 0; w < n; w++)
{
var d = new Vector4d(x, y, z, w);
_simplexes[i] = new Simplex( // not-quite-regular pentatope
new Vector4d(+.5, -.5, -.5, -.5) + d - off,
new Vector4d(-.5, +.5, -.5, -.5) + d - off,
new Vector4d(-.5, -.5, +.5, -.5) + d - off,
new Vector4d(-.5, -.5, -.5, +.5) + d - off,
new Vector4d(+.5, +.5, +.5, +.5) + d - off);
_intersections[i] = new Simplex();
i++;
}
_sim = new Simplex( // not-quite-regular pentatope
new Vector4d(+.5, -.5, -.5, -.5),
new Vector4d(-.5, +.5, -.5, -.5),
new Vector4d(-.5, -.5, +.5, -.5),
new Vector4d(-.5, -.5, -.5, +.5),
new Vector4d(+.5, +.5, +.5, +.5));
_int = new Simplex();
}
protected override void OnRenderFrame(FrameEventArgs e)
@@ -66,44 +61,33 @@ namespace Tetrahedrons
GL.PushMatrix();
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref _proj3D);
GL.LoadMatrix(ref _proj3d);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref _view);
GL.Enable(EnableCap.DepthTest);
GL.Begin(PrimitiveType.Lines);
// render intersection wireframes
GL.Color3(0f, 0, 0);
foreach (var intr in _intersections)
foreach (var f in intr.Edjes)
Util.Vertex3(intr.Verts[f]);
foreach (var f in _int.Edjes)
Util.Vertex3(_int.Verts[f]);
GL.End();
GL.Begin(PrimitiveType.Triangles);
// render intersection faces
foreach (var intr in _intersections)
foreach (var f in intr.Faces)
foreach (var f in _int.Faces)
{
Util.Color3(intr.Verts[f]);
Util.Vertex3(intr.Verts[f]);
Util.Color3(_int.Verts[f]);
Util.Vertex3(_int.Verts[f]);
}
GL.End();
GL.Disable(EnableCap.DepthTest);
if (_wire)
{
GL.Begin(PrimitiveType.Lines);
// render pentatope wireframes
foreach (var sim in _simplexes)
foreach (var f in sim.Edjes)
Util.Vertex4(sim.Verts[f]);
foreach (var f in _sim.Edjes)
Util.Vertex4(_sim.Verts[f]);
GL.End();
}
@@ -115,27 +99,23 @@ namespace Tetrahedrons
{
base.OnUpdateFrame(e);
var w = 10f;
var w = 2f;
var d = w;
_proj3D = Matrix4.CreateOrthographic(w, w * Height / Width, -d / 2, d / 2);
_proj3d = Matrix4.CreateOrthographic(w, w * Height / Width, -d / 2, d / 2);
if (_pause) return;
_t += e.Time;
var pln = MVec4D.UnitXy + MVec4D.UnitXz + MVec4D.UnitYw;
var r = MVec4D.Rotor(e.Time / 10, pln.Normalized);
foreach (var pent in _simplexes)
for (var i = 0; i < pent.Verts.Length; i++)
pent.Verts[i] |= r;
var plane = MVec4D.UnitXw-2*MVec4D.UnitXy;
var blade = MVec4D.UnitXyz;
var pivot = MVec4D.Zero;
var pivot = .1 * MVec4D.UnitW;
for (var i = 0; i < _simplexes.Length; i++)
{
_intersections[i] = _simplexes[i].Intersect(blade, pivot);
}
var r = MVec4D.Rotor(e.Time / 10, plane.Normalized);
for (var i = 0; i < _sim.Verts.Length; i++)
_sim.Verts[i] |= r;
_int = _sim.Intersect(blade, pivot);
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)

View File

@@ -42,6 +42,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Gl4Window.cs" />
<Compile Include="MVec4D.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
@@ -53,6 +54,17 @@
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="Shaders\intersect.comp">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Shaders\simple.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
<Content Include="Shaders\simple.vert">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.