line fibration working - no projection matrix

This commit is contained in:
2019-02-07 12:34:28 -05:00
parent 1bf3c556bd
commit 421caed141
4 changed files with 216 additions and 8 deletions

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@@ -5,14 +5,109 @@
#ifndef HOPF_FIBRATION_UTIL_H
#define HOPF_FIBRATION_UTIL_H
#include <cstdio>
#include <glad/glad.h>
void hello() {
printf("Hello there.\n");
}
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
void general() {
printf("General Kenobi.\n");
namespace util {
template<typename T>
void bufferData(GLenum target, std::vector<T> data, GLenum usage) {
glBufferData(target, data.size() * sizeof(T), &data.front(), usage);
}
template<typename T>
void bufferData(GLenum target, T &data, GLenum usage) {
glBufferData(target, sizeof(T), &data, usage);
}
std::string readFile(const std::string &path) {
std::ifstream file(path);
if (!file) return std::string();
file.ignore(std::numeric_limits<std::streamsize>::max());
auto size = file.gcount();
if (size > 0x10000) return std::string();
file.clear();
file.seekg(0, std::ios_base::beg);
std::stringstream sstr;
sstr << file.rdbuf();
file.close();
return sstr.str();
}
void shaderFiles(GLuint shader, std::vector<std::string> &paths) {
std::vector<std::string> strs;
std::vector<const char *> c_strs;
for (const auto &path : paths) strs.push_back(readFile(path));
for (const auto &str:strs) c_strs.push_back(str.c_str());
glShaderSource(shader, (GLsizei) c_strs.size(), &c_strs.front(), nullptr);
}
std::string shaderInfoLog(GLuint shader) {
GLint log_len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
char log[log_len];
glGetShaderInfoLog(shader, log_len, nullptr, log);
return std::string(log);
}
std::string programInfoLog(GLuint program) {
GLint log_len;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
char log[log_len];
glGetProgramInfoLog(program, log_len, nullptr, log);
return std::string(log);
}
GLuint buildShader(GLenum kind, const std::string &name, std::vector<std::string> paths) {
GLuint shader = glCreateShader(kind);
shaderFiles(shader, paths);
glCompileShader(shader);
GLint comp;
glGetShaderiv(shader, GL_COMPILE_STATUS, &comp);
if (!comp) {
std::string log = shaderInfoLog(shader);
fprintf(stderr, "SHADER ERROR (%s):\n%s", name.c_str(), log.c_str());
glDeleteShader(shader);
return 0;
}
return shader;
}
GLuint buildProgram(bool separable, const std::string &name, std::vector<GLuint> shaders) {
GLuint program = glCreateProgram();
if (separable)
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
for (GLuint shader : shaders)
glAttachShader(program, shader);
glLinkProgram(program);
GLint link;
glGetProgramiv(program, GL_LINK_STATUS, &link);
if (!link) {
std::string log = programInfoLog(program);
fprintf(stderr, "PROGRAM ERROR (%s):\n%s", name.c_str(), log.c_str());
glDeleteProgram(program);
return 0;
}
return program;
}
}
#endif //HOPF_FIBRATION_UTIL_H

7
main/shaders/main.frag Normal file
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@@ -0,0 +1,7 @@
#version 440
out vec4 color;
void main() {
color = vec4(1);
}

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@@ -0,0 +1,7 @@
#version 440
in vec4 iPos;
void main(){
gl_Position = vec4(iPos.xyz, 1);
}

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@@ -5,25 +5,124 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define GLM_FORCE_SWIZZLE
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtx/string_cast.hpp>
#include <cstdlib>
#include <math.h>
#include <string>
#include <vector>
#include "util.h"
#define RES_MAJOR 128
#define RES_MINOR 8
#define PI (float) (M_PI)
struct State {
void deinit(GLFWwindow *window) {
GLuint vao{};
GLuint vbo{};
GLuint ibo{};
GLuint prog{};
std::vector<glm::vec4> verts{};
std::vector<unsigned> inds{};
void add_ring(float xi, float eta) {
std::vector<glm::vec4> _verts;
std::vector<unsigned> _inds;
for (int i = 0; i < RES_MAJOR; ++i) {
auto nu = 4 * PI * i / RES_MAJOR;
auto v = glm::vec4( // todo find parameterization given quaternion
cos((nu + xi) / 2) * sin(eta),
sin((nu + xi) / 2) * sin(eta),
cos((nu - xi) / 2) * cos(eta),
sin((nu - xi) / 2) * cos(eta)
);
_verts.emplace_back(v.xzy() / (1.f - v.w), 1);
}
_inds.push_back(0);
for (unsigned i = 1; i < RES_MAJOR; ++i) {
_inds.push_back(i);
_inds.push_back(i);
}
_inds.push_back(0);
auto offset = (unsigned) verts.size();
for (auto v: _verts)
verts.push_back(v);
for (auto i : _inds)
inds.push_back(offset + i);
}
void init(GLFWwindow *window) {
void init(GLFWwindow *window) {
GLuint vs = util::buildShader(GL_VERTEX_SHADER, "vs", {"shaders/main.vert"});
GLuint fs = util::buildShader(GL_FRAGMENT_SHADER, "fs", {"shaders/main.frag"});
prog = util::buildProgram(false, "prog", {vs, fs});
for (int i = 0; i < 32; ++i) {
for (int j = 0; j <= 4; ++j) {
float xi = 2 * PI * i / 32;
float eta = PI / 2 * j / 4;
add_ring(xi, eta);
}
}
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
util::bufferData(GL_ARRAY_BUFFER, verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, inds, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint pos = glGetAttribLocation(prog, "iPos");
if (pos >= 0) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer((GLuint) pos, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);
}
void render(GLFWwindow *window, float dt, int frame) {
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glViewport(0, 0, w, h);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao);
glUseProgram(prog);
glDrawElements(GL_LINES, (GLsizei) inds.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
}
void update(GLFWwindow *window, float dt, int frame) {
}
void deinit(GLFWwindow *window) {
}
};
void run(State *state, const std::string &title) {