working intersection - rotating simplex

This commit is contained in:
2018-12-20 11:26:18 -05:00
parent 78195ef8ec
commit 1ee97c5154
6 changed files with 161 additions and 57 deletions

View File

@@ -73,6 +73,8 @@ namespace util {
return buildShader(kind, "VERTEX", paths);
case GL_FRAGMENT_SHADER:
return buildShader(kind, "FRAGMENT", paths);
case GL_GEOMETRY_SHADER:
return buildShader(kind, "GEOMETRY", paths);
default:
return buildShader(kind, "?", paths);
}
@@ -88,6 +90,8 @@ namespace util {
return buildShader(GL_VERTEX_SHADER, paths);
} else if (ext == ".frag") {
return buildShader(GL_FRAGMENT_SHADER, paths);
} else if (ext == ".geom") {
return buildShader(GL_GEOMETRY_SHADER, paths);
} else {
fprintf(stderr, "Cannot parse path %s\n", path.c_str());
return 0;

View File

@@ -11,7 +11,9 @@ vec3 hsv2rgb(vec3 c) {
}
void main() {
vec3 hsv = vec3(pos.w/3 + .6, 1, 1);
float h = pos.w / 3 + .6;
float s = 1;
float v = smoothstep(1, -1, pos.z);
fcolor = vec4(hsv2rgb(hsv), 1);
fcolor = vec4(hsv2rgb(vec3(h, s, v)), 1);
}

View File

@@ -1,16 +1,11 @@
#version 440 core
layout(location=0) in vec4 pos4;
layout(location=0) in ivec4 vInds;
layout(std140, binding=1) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
};
out vec4 pos;
out ivec4 inds;
void main() {
pos = model * pos4;
gl_Position = proj * view * vec4(pos.xyz, -pos.w + 2);
inds = vInds;
gl_Position = vec4(0, 0, 0, 1);
}

56
simplex/shaders/sect.geom Normal file
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@@ -0,0 +1,56 @@
#version 440 core
layout(points) in;
layout(triangle_strip, max_vertices=48) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
};
in ivec4 inds[];
out vec4 pos;
void emit(vec4 v) {
pos = v;
gl_Position = proj * view * vec4(v.xyz, -v.w + 2);
EmitVertex();
}
void main() {
vec4 pos4[4];
for(int i = 0; i < 4; ++i) pos4[i] = model * verts[inds[0][i]];
int lo[4], L = 0;
int hi[4], H = 0;
for(int i = 0; i < 4; ++i) {
if (pos4[i].w < 0) {
lo[L++] = i;
} else {
hi[H++] = i;
}
}
vec4 sect[4]; int S = 0;
for (int l = 0; l < L; ++l) {
for (int h = 0; h < H; ++h) {
vec4 a = pos4[lo[l]];
vec4 b = pos4[hi[h]];
sect[S++] = (0 - a.w) / (b.w - a.w) * (b-a) + a;
}
}
for(int s = 0; s < S; ++s) {
emit(sect[s]);
}
EndPrimitive();
}

37
simplex/shaders/wire.geom Normal file
View File

@@ -0,0 +1,37 @@
#version 440 core
layout(points) in;
layout(line_strip, max_vertices=48) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
};
in ivec4 inds[];
out vec4 pos;
void emit(vec4 v) {
pos = v;
gl_Position = proj * view * vec4(v.xyz, -v.w + 2);
EmitVertex();
}
void main() {
vec4 pos4[4];
for(int i = 0; i < 4; ++i) pos4[i] = model * verts[inds[0][i]];
for(int i = 0; i < 4; ++i) {
for(int j = i + 1; j < 4; ++j) {
emit(pos4[i]);
emit(pos4[j]);
EndPrimitive();
}
}
}

View File

@@ -28,37 +28,34 @@ class GLApp : public App {
Matrices matrices{};
GLuint cell_array{};
GLuint cell_vert_buf{}, cell_elem_arr_buf{};
GLuint wire_prog{};
GLuint matrix_buffer{};
GLuint cell_vert_buf{}, cell_elem_arr_buf{}, matrix_buffer{};
GLuint matrix_binding_point = 1;
GLuint verts_binding_point = 1;
GLuint wire_prog{}, sect_prog{};
void init() override {
cell_verts = {
glm::vec4(-0.5, -0.5, -0.5, -0.5),
glm::vec4(-0.5, -0.5, -0.5, +0.5),
glm::vec4(-0.5, -0.5, +0.5, -0.5),
glm::vec4(-0.5, -0.5, +0.5, +0.5),
glm::vec4(-0.5, +0.5, -0.5, -0.5),
glm::vec4(-0.5, +0.5, -0.5, +0.5),
glm::vec4(-0.5, +0.5, +0.5, -0.5),
glm::vec4(-0.5, +0.5, +0.5, +0.5),
glm::vec4(+0.5, -0.5, -0.5, -0.5),
glm::vec4(+0.5, -0.5, -0.5, +0.5),
glm::vec4(+0.5, -0.5, +0.5, -0.5),
glm::vec4(+0.5, -0.5, +0.5, +0.5),
glm::vec4(+0.5, +0.5, -0.5, -0.5),
glm::vec4(+0.5, +0.5, -0.5, +0.5),
glm::vec4(+0.5, +0.5, +0.5, -0.5),
glm::vec4(+0.5, +0.5, +0.5, +0.5),
glm::vec4(+1, +1, +1, -.447) / 2.f,
glm::vec4(+1, -1, -1, -.447) / 2.f,
glm::vec4(-1, +1, -1, -.447) / 2.f,
glm::vec4(-1, -1, +1, -.447) / 2.f,
glm::vec4(+0, +0, +0, 1.788) / 2.f,
};
cell_elems = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
0, 2, 4, 6, 8, 10, 12, 14, 1, 3, 5, 7, 9, 11, 13, 15,
0, 4, 8, 12, 1, 5, 9, 13, 2, 6, 10, 14, 3, 7, 11, 15,
0, 8, 1, 9, 2, 10, 3, 11, 4, 12, 5, 13, 6, 14, 7, 15,
// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
// 0, 2, 4, 6, 8, 10, 12, 14, 1, 3, 5, 7, 9, 11, 13, 15,
// 0, 4, 8, 12, 1, 5, 9, 13, 2, 6, 10, 14, 3, 7, 11, 15,
// 0, 8, 1, 9, 2, 10, 3, 11, 4, 12, 5, 13, 6, 14, 7, 15,
0, 1, 2, 3,
0, 1, 2, 4,
0, 1, 3, 4,
0, 2, 3, 4,
1, 2, 3, 4,
};
matrices = {
@@ -68,23 +65,29 @@ class GLApp : public App {
};
//region Shaders
GLuint vs = util::buildShader(GL_VERTEX_SHADER, {"shaders/main.vert"});
GLuint fs = util::buildShader(GL_FRAGMENT_SHADER, {"shaders/main.frag"});
wire_prog = util::buildProgram(false, {vs, fs});
glDeleteShader(vs);
glDeleteShader(fs);
GLuint main_vs = util::buildShader(GL_VERTEX_SHADER, {"shaders/main.vert"});
GLuint main_fs = util::buildShader(GL_FRAGMENT_SHADER, {"shaders/main.frag"});
GLuint sect_gs = util::buildShader(GL_GEOMETRY_SHADER, {"shaders/sect.geom"});
GLuint wire_gs = util::buildShader(GL_GEOMETRY_SHADER, {"shaders/wire.geom"});
wire_prog = util::buildProgram(false, {main_vs, main_fs, wire_gs});
sect_prog = util::buildProgram(false, {main_vs, main_fs, sect_gs});
glDeleteShader(main_vs);
glDeleteShader(main_fs);
glDeleteShader(sect_gs);
glDeleteShader(wire_gs);
//endregion
//region Buffers
glGenBuffers(1, &cell_vert_buf);
glBindBuffer(GL_ARRAY_BUFFER, cell_vert_buf);
util::bufferData(GL_ARRAY_BUFFER, cell_verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, verts_binding_point, cell_vert_buf);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, cell_vert_buf);
util::bufferData(GL_SHADER_STORAGE_BUFFER, cell_verts, GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glGenBuffers(1, &cell_elem_arr_buf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cell_elem_arr_buf);
util::bufferData(GL_ELEMENT_ARRAY_BUFFER, cell_elems, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, cell_elem_arr_buf);
util::bufferData(GL_ARRAY_BUFFER, cell_elems, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &matrix_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, matrix_binding_point, matrix_buffer);
@@ -97,13 +100,19 @@ class GLApp : public App {
glGenVertexArrays(1, &cell_array);
glBindVertexArray(cell_array);
glBindBuffer(GL_ARRAY_BUFFER, cell_vert_buf);
auto pos4_loc = (GLuint) glGetAttribLocation(wire_prog, "pos4");
glEnableVertexAttribArray(pos4_loc);
glVertexAttribPointer(pos4_loc, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (void *) nullptr);
glBindBuffer(GL_ARRAY_BUFFER, cell_elem_arr_buf);
auto ind_loc = (GLuint) glGetAttribLocation(wire_prog, "vInds");
glEnableVertexAttribArray(ind_loc);
glVertexAttribIPointer(ind_loc, 4, GL_UNSIGNED_INT, sizeof(int) * 4, (void *) nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cell_elem_arr_buf);
// glBindBuffer(GL_ARRAY_BUFFER, cell_vert_buf);
// auto pos4_loc = (GLuint) glGetAttribLocation(wire_prog, "pos4");
// glEnableVertexAttribArray(pos4_loc);
// glVertexAttribPointer(pos4_loc, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), (void *) nullptr);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cell_elem_arr_buf);
glBindVertexArray(0);
//endregion
};
@@ -114,8 +123,8 @@ class GLApp : public App {
float ratio = (float) width / height;
matrices.model =
rotor(glm::vec4(1,0,0,0), glm::vec4(0,0,1,0), getTime() / 4) *
rotor(glm::vec4(0,1,0,0), glm::vec4(0,0,0,1), getTime() / 4);
rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 1, 0), getTime() / 4) *
rotor(glm::vec4(0, 1, 0, 0), glm::vec4(0, 0, 0, 1), getTime() / 4);
matrices.view = glm::lookAt(glm::vec3(0, 0, -2), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
matrices.proj = glm::perspective(1.f, ratio, 0.1f, 10.0f);
@@ -135,11 +144,12 @@ class GLApp : public App {
glPointSize(10);
glLineWidth(2);
glEnable(GL_DEPTH_BUFFER_BIT);
glUseProgram(wire_prog);
glEnable(GL_DEPTH_TEST);
glBindVertexArray(cell_array);
glDrawElements(GL_LINES, (GLsizei) cell_elems.size(), GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_POINTS, 0, (GLsizei) cell_verts.size());
glUseProgram(sect_prog);
glDrawArrays(GL_POINTS, 0, (GLsizei) cell_elems.size() / 4);
glUseProgram(wire_prog);
glDrawArrays(GL_POINTS, 0, (GLsizei) cell_elems.size() / 4);
glBindVertexArray(0);
glFinish();