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4 Commits
platformer
...
gl4
| Author | SHA1 | Date | |
|---|---|---|---|
| f254facb85 | |||
| 4a25ae992f | |||
| 94775b73cf | |||
| 93cd1c767f |
24
Tetrahedrons/BlockStructs.cs
Normal file
24
Tetrahedrons/BlockStructs.cs
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@@ -0,0 +1,24 @@
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using System.Runtime.InteropServices;
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using OpenTK;
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namespace Tetrahedrons
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{
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public struct PenTransform
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{
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public Matrix4 Rotate; // want this to be a bivector somehow
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public Vector4 Pivot;
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public static PenTransform Identity => new PenTransform() {Rotate = Matrix4.Identity, Pivot = Vector4.Zero};
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public static readonly int SizeInBytes = Marshal.SizeOf(typeof(PenTransform));
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}
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public struct ViewTransform
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{
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public Matrix4 Model;
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public Matrix4 View;
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public Matrix4 Projection;
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public static ViewTransform Identity => new ViewTransform() {Model = Matrix4.Identity, View = Matrix4.Identity, Projection = Matrix4.Identity};
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public static readonly int SizeInBytes = Marshal.SizeOf(typeof(ViewTransform));
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}
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}
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@@ -1,224 +1,254 @@
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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.Runtime.InteropServices;
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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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namespace Tetrahedrons
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{
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struct MatrixBlock
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{
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public Matrix4 Model;
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public Matrix4 View;
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public Matrix4 Projection;
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internal class Gl4Window : GameWindow
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{
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private float _t;
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public static MatrixBlock Identity => new MatrixBlock() {Model = Matrix4.Identity, View = Matrix4.Identity, Projection = Matrix4.Identity};
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public static readonly int SizeInBytes = Marshal.SizeOf(typeof(MatrixBlock));
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}
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private int _pgmRend;
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struct TransformMats
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{
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public Matrix4 Rotate;
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public Vector4 Pivot;
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private int _shVert;
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private int _shFrag;
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public static TransformMats Identity => new TransformMats() {Rotate = Matrix4.Identity, Pivot = Vector4.Zero};
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public static readonly int SizeInBytes = Marshal.SizeOf(typeof(TransformMats));
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}
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private int _bufPentVerts;
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private int _bufPentInds;
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internal class Gl4Window : GameWindow
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{
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private float _t;
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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 _pgmRend;
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private int _bufTransView;
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private int _bufTransPent;
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private int _shVert;
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private int _shFrag;
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private Vector4[] _datPentVerts;
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private uint[] _datPentInds;
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private int _bufPentVerts;
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private int _bufPentInds;
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private int _bufUniform;
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private int _bufPenMats;
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private ViewTransform _transView;
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private PenTransform _transPent;
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private Vector4[] _datPentVerts;
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private uint[] _datPentInds;
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private int _shComp;
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private int _pgmComp;
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private MatrixBlock _datMats;
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private TransformMats _datPenMats;
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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 _bufHullVerts;
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private int _bufHullInds;
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private int _penIndsCount;
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private int _penVertsCount;
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private int _shComp;
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private int _pgmComp;
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private int _invocationCount;
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private int _hullIndsCount;
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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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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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X = (DisplayDevice.Default.Width - Width) / 2;
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Y = (DisplayDevice.Default.Height - Height) / 2;
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X = (DisplayDevice.Default.Width - Width) / 2;
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Y = (DisplayDevice.Default.Height - Height) / 2;
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#region Shaders
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#region Shaders
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_pgmRend = GL.CreateProgram();
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_pgmRend = GL.CreateProgram();
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_shVert = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(_shVert, File.ReadAllText("Shaders/simple.vert"));
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GL.CompileShader(_shVert);
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GL.AttachShader(_pgmRend, _shVert);
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Console.WriteLine(GL.GetShaderInfoLog(_shVert));
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_shVert = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(_shVert, File.ReadAllText("Shaders/simple.vert"));
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GL.CompileShader(_shVert);
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GL.AttachShader(_pgmRend, _shVert);
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Console.WriteLine(GL.GetShaderInfoLog(_shVert));
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_shFrag = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(_shFrag, File.ReadAllText("Shaders/simple.frag"));
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GL.CompileShader(_shFrag);
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GL.AttachShader(_pgmRend, _shFrag);
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Console.WriteLine(GL.GetShaderInfoLog(_shFrag));
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_shFrag = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(_shFrag, File.ReadAllText("Shaders/simple.frag"));
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GL.CompileShader(_shFrag);
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GL.AttachShader(_pgmRend, _shFrag);
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Console.WriteLine(GL.GetShaderInfoLog(_shFrag));
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GL.LinkProgram(_pgmRend);
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Console.WriteLine(GL.GetProgramInfoLog(_pgmRend));
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GL.LinkProgram(_pgmRend);
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Console.WriteLine(GL.GetProgramInfoLog(_pgmRend));
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_pgmComp = GL.CreateProgram();
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_shComp = GL.CreateShader(ShaderType.ComputeShader);
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GL.ShaderSource(_shComp, File.ReadAllText("Shaders/intersect.comp"));
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GL.CompileShader(_shComp);
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GL.AttachShader(_pgmComp, _shComp);
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Console.Out.WriteLine(GL.GetShaderInfoLog(_shComp));
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GL.LinkProgram(_pgmComp);
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Console.Out.WriteLine(GL.GetProgramInfoLog(_pgmComp));
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#endregion
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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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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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_penVertsCount = _datPentVerts.Length;
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_penIndsCount = _datPentInds.Length;
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_invocationCount = _penIndsCount / 5;
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_hullVertsCount = _invocationCount * 6; // 6 hull verts per pent
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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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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penVertsCount * Vector4.SizeInBytes), _datPentVerts, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufPentInds = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentInds);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penIndsCount * sizeof(int)), _datPentInds, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufHullVerts = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullVerts);
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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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_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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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufTransView);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) ViewTransform.SizeInBytes, ref _transView, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufTransPent = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufTransPent);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) ViewTransform.SizeInBytes, ref _transPent, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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GL.UniformBlockBinding(_pgmRend, 0, 0);
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}
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_pgmComp = GL.CreateProgram();
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Viewport(0, 0, Width, Height);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Enable(EnableCap.DepthTest);
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_shComp = GL.CreateShader(ShaderType.ComputeShader);
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GL.ShaderSource(_shComp, File.ReadAllText("Shaders/intersect.comp"));
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GL.CompileShader(_shComp);
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GL.AttachShader(_pgmComp, _shComp);
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Console.Out.WriteLine(GL.GetShaderInfoLog(_shComp));
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GL.UseProgram(_pgmComp);
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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, _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.LinkProgram(_pgmComp);
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Console.Out.WriteLine(GL.GetProgramInfoLog(_pgmComp));
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#endregion
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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(+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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_datMats = MatrixBlock.Identity;
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_datPenMats = TransformMats.Identity;
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_penVertsCount = _datPentVerts.Length;
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_penIndsCount = _datPentInds.Length;
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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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_bufPentVerts = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentVerts);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penVertsCount * Vector4.SizeInBytes), _datPentVerts, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufPentInds = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPentInds);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) (_penIndsCount * sizeof(int)), _datPentInds, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufHullVerts = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufHullVerts);
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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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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufUniform = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufUniform);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datMats, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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_bufPenMats = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPenMats);
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GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datPenMats, BufferUsageHint.DynamicDraw);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
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GL.UniformBlockBinding(_pgmRend, 0, 0);
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}
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GL.UseProgram(_pgmRend);
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GL.PointSize(10f);
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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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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Viewport(0, 0, Width, Height);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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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.UseProgram(_pgmComp);
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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, _bufPenMats);
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GL.DispatchCompute(_invocationCount, 1, 1);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
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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.UseProgram(_pgmRend);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _bufHullInds);
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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.Enable(EnableCap.DepthTest);
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GL.EnableVertexAttribArray(0);
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GL.DrawElements(BeginMode.Triangles, _hullIndsCount, DrawElementsType.UnsignedInt, 0);
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GL.DisableVertexAttribArray(0);
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GL.Disable(EnableCap.DepthTest);
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GL.Flush();
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SwapBuffers();
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}
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GL.DisableVertexAttribArray(0);
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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_t += (float) e.Time;
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GL.Flush();
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SwapBuffers();
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}
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float w = 3;
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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_t += (float) e.Time;
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_datMats.Projection = Matrix4.CreateOrthographic(w, w * Height / Width, -w, w);
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_datMats.View = Matrix4.LookAt(Vector3.Zero, -new Vector3(1, -1, 1), Vector3.UnitZ);
|
||||
_datMats.Model = Matrix4.CreateRotationZ(_t / 10);
|
||||
_transView.Projection = Matrix4.CreateOrthographic(_w, _w * Height / Width, -_w, _w);
|
||||
_transView.View = Matrix4.LookAt(Vector3.Zero, -new Vector3(1, -1, 1), Vector3.UnitZ);
|
||||
_transView.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);
|
||||
_bufTransView = GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.UniformBuffer, _bufTransView);
|
||||
GL.BufferData(BufferTarget.UniformBuffer, (IntPtr) ViewTransform.SizeInBytes, ref _transView, BufferUsageHint.StaticDraw);
|
||||
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _bufTransView);
|
||||
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));
|
||||
// _transPent.Pivot.W = .3f;
|
||||
// _transPent.Pivot.W = (float) (Math.Sin(_t*.5) * .6);
|
||||
var a = 1f;
|
||||
a = _t;
|
||||
_transPent.Rotate = new Matrix4(
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, (float) Math.Cos(a / 5), (float) Math.Sin(a / 5),
|
||||
0, 0, (float) -Math.Sin(a / 5), (float) Math.Cos(a / 5));
|
||||
|
||||
_bufPenMats = GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufPenMats);
|
||||
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) MatrixBlock.SizeInBytes, ref _datPenMats, BufferUsageHint.DynamicDraw);
|
||||
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
|
||||
}
|
||||
}
|
||||
_bufTransPent = GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _bufTransPent);
|
||||
GL.BufferData(BufferTarget.ShaderStorageBuffer, (IntPtr) ViewTransform.SizeInBytes, ref _transPent, BufferUsageHint.DynamicDraw);
|
||||
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,9 +9,6 @@ namespace Tetrahedrons
|
||||
{
|
||||
using (var p = new Gl4Window())
|
||||
p.Run();
|
||||
|
||||
// using (var p = new TetrahedronWindow())
|
||||
// p.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,7 +7,7 @@ layout(std430, binding=1) buffer PentVerts
|
||||
|
||||
layout(std430, binding=2) buffer PentInds
|
||||
{
|
||||
uint pentInds[];
|
||||
int pentInds[];
|
||||
};
|
||||
|
||||
layout(std430, binding=3) buffer HullVerts
|
||||
@@ -15,74 +15,134 @@ layout(std430, binding=3) buffer HullVerts
|
||||
vec4 hullVerts[];
|
||||
};
|
||||
|
||||
layout(std430, binding=4) buffer HullInds
|
||||
layout(std430, binding=4) buffer HullFaceInds
|
||||
{
|
||||
uint hullInds[];
|
||||
int hullFaceInds[];
|
||||
};
|
||||
|
||||
layout(std430, binding=5) buffer Transform
|
||||
layout(std430, binding=5) buffer HullEgdeInds
|
||||
{
|
||||
int hullEdgeInds[];
|
||||
};
|
||||
|
||||
layout(std430, binding=6) buffer Transform
|
||||
{
|
||||
mat4 rotate;
|
||||
vec4 pivot;
|
||||
};
|
||||
|
||||
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
|
||||
layout(local_size_x = 256, 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 iid = int(gl_GlobalInvocationID.x);
|
||||
|
||||
int k = 0;
|
||||
int pi0 = iid * 5;
|
||||
int hv0 = iid * 6;
|
||||
int hi0 = iid * 24;
|
||||
int he0 = iid * 18;
|
||||
|
||||
for(int i = 0; i < 24; i++)
|
||||
hullFaceInds[hi0 + i] = 0;
|
||||
|
||||
for(int i = 0; i < 18; i++)
|
||||
hullEdgeInds[he0 + i] = 0;
|
||||
|
||||
int vi = 0; // vert index
|
||||
int fi = 0; // face inds index
|
||||
int ei = 0; // edge inds index
|
||||
|
||||
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;
|
||||
vec4 a = (pentVerts[pentInds[pi0 + i]] - pivot) * rotate;
|
||||
vec4 b = (pentVerts[pentInds[pi0 + 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;
|
||||
|
||||
hullVerts[hv0 + vi] = p + pivot;
|
||||
|
||||
hullFaceInds[hi0 + 23 - 2 * vi] = i;
|
||||
hullFaceInds[hi0 + 22 - 2 * vi] = j;
|
||||
|
||||
vi++;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 24; i++)
|
||||
hullInds[hullInd0 + i] = 0;
|
||||
|
||||
int v = 0;
|
||||
|
||||
if (k == 4)
|
||||
if (vi == 4) // points form a tetrahedron
|
||||
{
|
||||
for(int i = 0; i < 4; i++)
|
||||
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;
|
||||
hullFaceInds[hi0 + fi++] = hv0 + i;
|
||||
hullFaceInds[hi0 + fi++] = hv0 + j;
|
||||
hullFaceInds[hi0 + fi++] = hv0 + k;
|
||||
}
|
||||
|
||||
for(int i = 0; i < 4; i++)
|
||||
for(int j = i + 1; j < 4; j++)
|
||||
{
|
||||
hullEdgeInds[hi0 + ei++] = hv0 + i;
|
||||
hullEdgeInds[hi0 + ei++] = hv0 + j;
|
||||
}
|
||||
}
|
||||
else if (k == 6)
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
hullInds[hullInd0 + v++] = hullVrt0 + i;
|
||||
else if (vi == 6) { // points form a triangular prism
|
||||
for(int f = 0; f < 5; f++)
|
||||
{
|
||||
for(int i = 0; i < 4; i++)
|
||||
for(int j = i + 1; j < 5; j++)
|
||||
for(int k = j + 1; k < 6; k++)
|
||||
if (
|
||||
(hullFaceInds[hi0 + 23 - 2 * i] == f ||
|
||||
hullFaceInds[hi0 + 22 - 2 * i] == f) &&
|
||||
(hullFaceInds[hi0 + 23 - 2 * j] == f ||
|
||||
hullFaceInds[hi0 + 22 - 2 * j] == f) &&
|
||||
(hullFaceInds[hi0 + 23 - 2 * k] == f ||
|
||||
hullFaceInds[hi0 + 22 - 2 * k] == f))
|
||||
{
|
||||
hullFaceInds[hi0 + fi++] = hv0 + i;
|
||||
hullFaceInds[hi0 + fi++] = hv0 + j;
|
||||
hullFaceInds[hi0 + fi++] = hv0 + k;
|
||||
|
||||
hullEdgeInds[he0 + ei++] = hv0 + i;
|
||||
hullEdgeInds[he0 + ei++] = hv0 + j;
|
||||
hullEdgeInds[he0 + ei++] = hv0 + j;
|
||||
hullEdgeInds[he0 + ei++] = hv0 + k;
|
||||
hullEdgeInds[he0 + ei++] = hv0 + k;
|
||||
hullEdgeInds[he0 + ei++] = hv0 + 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;
|
||||
int a = hullFaceInds[hi0 + i];
|
||||
int b = hullFaceInds[hi0 + (1 + i) % 3];
|
||||
int c = hullFaceInds[hi0 + 3 + i];
|
||||
int d = hullFaceInds[hi0 + 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;
|
||||
hullFaceInds[hi0 + fi++] = c;
|
||||
hullFaceInds[hi0 + fi++] = a;
|
||||
hullFaceInds[hi0 + fi++] = b;
|
||||
hullFaceInds[hi0 + fi++] = b;
|
||||
hullFaceInds[hi0 + fi++] = d;
|
||||
hullFaceInds[hi0 + fi++] = c;
|
||||
|
||||
hullEdgeInds[he0 + ei++] = a;
|
||||
hullEdgeInds[he0 + ei++] = c;
|
||||
}
|
||||
}
|
||||
|
||||
while (vi < 6)
|
||||
hullVerts[hv0 + vi++] = vec4(0);
|
||||
|
||||
while (fi < 24)
|
||||
hullFaceInds[hi0 + fi++] = 0;
|
||||
|
||||
while (ei < 18)
|
||||
hullEdgeInds[he0 + ei++] = 0;
|
||||
|
||||
}
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
in vec4 color;
|
||||
#version 430 compatibility
|
||||
|
||||
uniform vec4 color;
|
||||
|
||||
in vec4 scol;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = color;
|
||||
gl_FragColor = color * scol;
|
||||
}
|
||||
|
||||
@@ -9,10 +9,10 @@ layout(row_major) uniform Matrices
|
||||
|
||||
in vec4 pos;
|
||||
|
||||
out vec4 color;
|
||||
out vec4 scol;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(pos.xyz, 1) * model * view * proj;
|
||||
color = vec4(gl_Position.xyz + vec3(.5), 1);
|
||||
scol = vec4(pos.xyz / 5 + .5, 1);
|
||||
}
|
||||
@@ -43,6 +43,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Gl4Window.cs" />
|
||||
<Compile Include="BlockStructs.cs" />
|
||||
<Compile Include="MVec4D.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
|
||||
Reference in New Issue
Block a user