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Tetrahedrons/Platformer/PlatformWindow.cs

220 lines
7.4 KiB
C#

using System;
using System.Data.Common;
using System.Drawing;
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 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 int _tetraCount;
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);
// _tVerts = Buffer<Vector4>.FromData(new[]
// {
// new Vector4(-.5f - 1, -.5f, -.5f, 1),
// new Vector4(+.5f - 1, +.5f, -.5f, 1),
// new Vector4(+.5f - 1, -.5f, +.5f, 1),
// new Vector4(-.5f - 1, +.5f, +.5f, 1),
//
// new Vector4(-.5f + 1, -.5f, -.5f, 1),
// new Vector4(+.5f + 1, +.5f, -.5f, 1),
// new Vector4(+.5f + 1, -.5f, +.5f, 1),
// new Vector4(-.5f + 1, +.5f, +.5f, 1),
// });
//
// _tInds = Buffer<uint>.FromData(new uint[]
// {
// 0, 1, 2, 3,
// 4, 5, 6, 7,
// 0, 1, 6, 7,
// });
_tVerts = Buffer<Vector4>.FromData(new[]
{
new Vector4(-1, -1, -1, 1),
new Vector4(-1, -1, +1, 1),
new Vector4(-1, +1, -1, 1),
new Vector4(-1, +1, +1, 1),
new Vector4(+1, -1, -1, 1),
new Vector4(+1, -1, +1, 1),
new Vector4(+1, +1, -1, 1),
new Vector4(+1, +1, +1, 1),
});
_tInds = Buffer<uint>.FromData(new uint[]
{
0, 3, 5, 6,
0, 3, 2, 6,
0, 3, 1, 5,
3, 7, 5, 6,
0, 4, 5, 6,
});
_tetraCount = _tInds.Count / 4;
_pVerts = new Buffer<Vector4>(_tetraCount * 4);
_pEdges = new Buffer<uint>(_tetraCount * 8);
_pFaces = new Buffer<uint>(_tetraCount * 6);
_tEdges = new Buffer<uint>(_tetraCount * 12);
_tFaces = new Buffer<uint>(_tetraCount * 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);
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);
GL.BindVertexArray(_polyVao);
GL.Disable(EnableCap.DepthTest);
GL.LineWidth(5f);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _pEdges);
GL.Uniform3(_render.UnifLoc("color"), .1f, .1f, .6f);
GL.DrawElements(BeginMode.Lines, _pEdges.Count, DrawElementsType.UnsignedInt, 0);
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 dv = Matrix4.Identity;
if (Keyboard[Key.A]) dv *= Matrix4.CreateRotationZ((float) e.Time);
if (Keyboard[Key.D]) dv *= Matrix4.CreateRotationZ(-(float) e.Time);
if (Keyboard[Key.W]) dv *= Matrix4.CreateRotationY((float) e.Time);
if (Keyboard[Key.S]) dv *= Matrix4.CreateRotationY(-(float) e.Time);
_view.Proj = Matrix4.CreateOrthographic(5, 5f * Height / Width, -2.5f, 2.5f);
// _view.View = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
_view.View = Matrix4.LookAt(Vector3.Zero, Vector3.UnitX, Vector3.UnitZ);
// _tform.Tform *= Matrix4.CreateRotationZ((float) e.Time) * Matrix4.CreateRotationX((float) e.Time / 1.7f);
_view.Model = _tform.Tform *= dv;
_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(_tetraCount, 1, 1);
}
}
}