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