torus occlusion working

This commit is contained in:
2019-02-07 17:14:23 -05:00
parent b274251501
commit b504bf0222

View File

@@ -19,11 +19,9 @@
#include "util.h"
#define RES_MAJOR 256
#define RES_MAJOR 128
#define RES_MINOR 8
#define WIDTH_BARR .050f
#define WIDTH_LINE .02f
#define Z_RADIUS 10.f
@@ -35,49 +33,98 @@ struct Unifs {
};
struct State {
GLuint vao{};
GLuint vbo{};
GLuint ibo{};
GLuint vao_wide{};
GLuint vbo_wide{};
GLuint ibo_wide{};
GLuint vao_thin{};
GLuint vbo_thin{};
GLuint ibo_thin{};
GLuint ubo{};
GLuint prog{};
const GLuint UNIF_BINDING_POINT = 1;
std::vector<glm::vec4> verts{};
std::vector<unsigned> inds{};
std::vector<glm::vec4> verts_wide{};
std::vector<unsigned> inds_wide{};
std::vector<glm::vec4> verts_thin{};
std::vector<unsigned> inds_thin{};
glm::mat4 rot = glm::identity<glm::mat4>();
Unifs unifs;
void add_ring(float xi, float eta) {
std::vector<glm::vec4> _verts;
std::vector<unsigned> _inds;
glm::vec4 hopf(float xi, float nu, float eta) {
return 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)
);
}
for (int i = 0; i < RES_MAJOR; ++i) {
glm::vec3 stereo(float xi, float nu, float eta) {
auto h = hopf(xi, nu, eta);
h = rot * h;
return h.xyz() / (1 - h.w);
}
void
add_ring(std::vector<glm::vec4> &dest_verts, std::vector<unsigned> &dest_inds, float xi, float eta, float rad) {
std::vector<glm::vec3> circle;
std::vector<glm::vec3> torus;
std::vector<unsigned> ind;
for (unsigned 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)
);
auto v = stereo(xi, nu, eta);
// todo build torus about projection
_verts.emplace_back(v.xzy() / (1.f - v.w), 1);
circle.push_back(v);
}
_inds.push_back(0);
for (unsigned i = 1; i < RES_MAJOR; ++i) {
_inds.push_back(i);
_inds.push_back(i);
auto center = glm::vec3(0);
for (auto v : circle) center += v;
center /= (float) RES_MAJOR;
auto A = stereo(xi, 0 * PI, eta);
auto B = stereo(xi, 1 * PI, eta);
auto normal = glm::normalize(cross(A - center, B - center));
for (unsigned i = 0; i < circle.size(); ++i) {
auto v = circle[i];
auto b1 = normal;
auto b2 = glm::normalize(v - center);
for (int j = 0; j < RES_MINOR; ++j) {
auto theta = 2 * PI * j / RES_MINOR;
auto p = v + (cos(theta) * b1 + sin(theta) * b2) * rad;
ind.push_back(i * RES_MINOR + j);
ind.push_back((i + 1) * RES_MINOR + j);
ind.push_back(i * RES_MINOR + (j + 1) % RES_MINOR);
ind.push_back((i + 1) * RES_MINOR + j);
ind.push_back((i + 1) * RES_MINOR + (j + 1) % RES_MINOR);
ind.push_back(i * RES_MINOR + (j + 1) % RES_MINOR);
torus.push_back(p);
}
}
_inds.push_back(0);
auto offset = (unsigned) verts.size();
auto offset = (unsigned) dest_verts.size();
for (auto v: _verts)
verts.push_back(v);
for (auto i : _inds)
inds.push_back(offset + i);
for (auto v : torus)
dest_verts.emplace_back(v, 1);
for (auto i : ind)
dest_inds.push_back(offset + i % (RES_MAJOR * RES_MINOR));
}
void updateUnifs() {
@@ -86,44 +133,84 @@ struct State {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void regen() {
printf("generating\n");
verts_wide.clear();
verts_thin.clear();
inds_wide.clear();
inds_thin.clear();
const float XI_R = 32;
const float ETA_R = 4;
const float ETA_BUF = 0.0f;
for (int i = 0; i < XI_R; ++i) {
float xi = 2 * PI * i / XI_R;
for (int j = 0; j <= ETA_R; ++j) {
float eta = ETA_BUF + (PI / 2 - 2 * ETA_BUF) * j / ETA_R;
add_ring(verts_wide, inds_wide, xi, eta, .01);
add_ring(verts_thin, inds_thin, xi, eta, .0025);
}
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_thin);
util::bufferData(GL_ARRAY_BUFFER, verts_thin, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_thin);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, inds_thin, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_wide);
util::bufferData(GL_ARRAY_BUFFER, verts_wide, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_wide);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, inds_wide, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
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;
const float buf = 0.0f;
float eta = buf + (PI / 2 - 2 * buf) * j / 4;
add_ring(xi, eta);
}
}
glGenBuffers(1, &vbo_wide);
glGenBuffers(1, &ibo_wide);
glGenBuffers(1, &vbo_thin);
glGenBuffers(1, &ibo_thin);
regen();
GLint pos = glGetAttribLocation(prog, "iPos");
glGenBuffers(1, &ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, UNIF_BINDING_POINT, ubo);
updateUnifs();
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");
glGenVertexArrays(1, &vao_wide);
glBindVertexArray(vao_wide);
if (pos >= 0) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo_wide);
glVertexAttribPointer((GLuint) pos, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_wide);
glBindVertexArray(0);
glGenVertexArrays(1, &vao_thin);
glBindVertexArray(vao_thin);
if (pos >= 0) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_thin);
glVertexAttribPointer((GLuint) pos, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_thin);
glBindVertexArray(0);
}
@@ -132,13 +219,26 @@ struct State {
glfwGetFramebufferSize(window, &w, &h);
glViewport(0, 0, w, h);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
unifs.color = glm::vec4(1, 0, 0, 1);
glBindVertexArray(vao_wide);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
unifs.color = glm::vec4(1, 1, 1, 1);
updateUnifs();
glUseProgram(prog);
glDrawElements(GL_LINES, (GLsizei) inds.size(), GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, (GLsizei) inds_wide.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(vao_thin);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
unifs.color = glm::vec4(0, 0, 0, 1);
updateUnifs();
glUseProgram(prog);
glDrawElements(GL_TRIANGLES, (GLsizei) inds_thin.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
}
@@ -154,6 +254,7 @@ struct State {
void deinit(GLFWwindow *window) {
}
};
void run(State *state, const std::string &title) {
@@ -171,6 +272,7 @@ void run(State *state, const std::string &title) {
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(0);
glfwSetWindowUserPointer(window, state);
state->init(window);
double time = glfwGetTime();