tesseract wireframe and project rename/refactor
This commit is contained in:
1
.idea/.name
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1
.idea/.name
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@@ -1 +0,0 @@
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gl_template
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2
.idea/misc.xml
generated
2
.idea/misc.xml
generated
@@ -4,7 +4,7 @@
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<component name="CidrRootsConfiguration">
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<sourceRoots>
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<file path="$PROJECT_DIR$/framework" />
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<file path="$PROJECT_DIR$/glapp" />
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<file path="$PROJECT_DIR$/simplex" />
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</sourceRoots>
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<libraryRoots>
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<file path="$PROJECT_DIR$/vendor" />
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@@ -1,5 +1,5 @@
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cmake_minimum_required(VERSION 3.10)
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project(gl_template)
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project(simplex)
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set(CMAKE_CXX_STANDARD 17)
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@@ -15,4 +15,4 @@ option(GLM_TEST_ENABLE OFF)
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add_subdirectory(vendor/glm)
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add_subdirectory(framework)
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add_subdirectory(glapp)
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add_subdirectory(simplex)
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@@ -60,6 +60,8 @@ protected:
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virtual void display() {}
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virtual void update() {}
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virtual void deinit() {}
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public:
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@@ -190,10 +190,12 @@ int App::run() {
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_time += (_glfw_time - _last_glfw_time) * _rate;
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update();
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display();
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_last_time = _time;
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_last_glfw_time = _glfw_time;
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_frame++;
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glfwPollEvents();
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};
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@@ -1,9 +0,0 @@
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#version 440 core
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smooth in vec3 color;
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out vec4 fcolor;
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void main() {
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fcolor = vec4(color, 1);
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}
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@@ -1,17 +0,0 @@
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#version 440 core
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layout(location=0) in vec3 vCol;
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layout(location=1) in vec2 vPos;
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smooth out vec3 color;
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layout(std140, binding=3) uniform Matrices {
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mat4 proj;
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mat4 view;
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mat4 model;
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};
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void main() {
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gl_Position = proj * view * model * vec4(vPos, 0, 1);
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color = vCol;
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}
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@@ -1,176 +0,0 @@
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#include <framework.h>
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#include <util.h>
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#include "glmutil.h"
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <cstdlib>
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#include <cstdio>
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#include <vector>
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struct Vertex {
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glm::vec2 pos;
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glm::vec3 col;
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};
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struct Matrices {
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glm::mat4 proj;
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glm::mat4 view;
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glm::mat4 model;
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};
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class GLApp : public App {
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private:
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std::vector<Vertex> vertices;
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Matrices mats{
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glm::identity<glm::mat4>(),
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glm::identity<glm::mat4>(),
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glm::identity<glm::mat4>(),
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};
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glm::vec2 mouse_root = glm::vec2(0);
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glm::vec2 angle_root = glm::vec2(0);
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glm::vec2 angles = glm::vec2(0);
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GLuint circle_vert_arr = 0;
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GLuint circle_vert_buf = 0, matrix_buffer = 0;
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GLuint vertex_shader = 0, fragment_shader = 0, program = 0;
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GLuint vpos_location = 0, vcol_location = 0;
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GLuint matrices_index = 0;
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GLuint matrices_binding_point = 0;
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protected:
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void onKey(int key, int scan_code, int action, int mods) override {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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close();
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}
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void onMouseButton(int button, int action, int mods) override {
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if (button == 0 && action == GLFW_PRESS) {
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double x, y;
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glfwGetCursorPos(getWindow(), &x, &y);
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mouse_root = glm::vec2(x, y);
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angle_root = angles;
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}
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}
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void onCursorPos(double x, double y)
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override {
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if (glfwGetMouseButton(getWindow(), 0)) {
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auto dx = (float) x - mouse_root.x;
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auto dy = (float) y - mouse_root.y;
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angles = angle_root + glm::vec2(dx, dy) / 100.f;
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}
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}
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void init() override {
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vertices.push_back({
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glm::vec2(0), glm::vec3(1)
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});
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const int N = 60;
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const float TAU = 6.28318f;
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for (int i = 0; i <= N; ++i) {
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float t = (float) i / N;
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auto p = glm::vec2(t) + glm::vec2(0, 1) / 4.f;
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auto c = glm::vec3(t) + glm::vec3(0, 1, 2) / 3.f;
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vertices.push_back({
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glm::cos(TAU * p),
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glm::cos(TAU * c)
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});
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}
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setTitle("Hello Square!");
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glGenVertexArrays(1, &circle_vert_arr);
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glBindVertexArray(circle_vert_arr);
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glGenBuffers(1, &circle_vert_buf);
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glBindBuffer(GL_ARRAY_BUFFER, circle_vert_buf);
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util::bufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
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program = util::buildProgram(false, {
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vertex_shader = util::buildShader("shaders/main.vert"),
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fragment_shader = util::buildShader("shaders/main.frag"),
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});
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glGenBuffers(1, &matrix_buffer);
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vpos_location = (GLuint) glGetAttribLocation(program, "vPos");
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vcol_location = (GLuint) glGetAttribLocation(program, "vCol");
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matrices_index = (GLuint) glGetUniformBlockIndex(program, "Matrices");
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glBindBufferBase(GL_UNIFORM_BUFFER, matrices_binding_point, matrix_buffer);
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glUniformBlockBinding(program, matrices_index, matrices_binding_point);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, circle_vert_buf);
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void *) nullptr);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void *) (sizeof(float) * 2));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void display()
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override {
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int width, height;
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float ratio;
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glfwGetFramebufferSize(getWindow(), &width, &height);
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ratio = (float) width / height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mats.proj = glm::ortho(-ratio, ratio, -1.f, 1.f);
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mats.view = glmutil::scale(glm::vec3(0.9f)) * glmutil::eulerAngles(glm::vec3(angles.y, 0, angles.x));
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mats.model = glmutil::rotation(getTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(Matrices), &mats, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindVertexArray(circle_vert_arr);
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glUseProgram(program);
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) vertices.size());
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glBindVertexArray(0);
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swapBuffers();
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}
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void deinit()
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override {
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glDeleteBuffers(1, &circle_vert_buf);
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glDeleteVertexArrays(1, &circle_vert_arr);
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glDeleteProgram(program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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}
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public:
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GLApp() : App(4, 4) {}
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};
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int main() {
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GLApp app = GLApp();
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app.launch();
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}
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@@ -1,4 +1,4 @@
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project(sample)
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project(simplex)
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add_executable(${PROJECT_NAME}
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src/main.cpp)
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80
simplex/include/rotor.h
Normal file
80
simplex/include/rotor.h
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@@ -0,0 +1,80 @@
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#ifndef GL_TEMPLATE_ROTOR_H
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#define GL_TEMPLATE_ROTOR_H
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#include <glm/mat4x4.hpp>
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#include <math.h>
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glm::mat4 rotor_xy(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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+c, s, 0, 0,
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-s, c, 0, 0,
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+0, 0, 1, 0,
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+0, 0, 0, 1
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);
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}
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glm::mat4 rotor_xz(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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+c, 0, s, 0,
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+0, 1, 0, 0,
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-s, 0, c, 0,
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+0, 0, 0, 1
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);
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}
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glm::mat4 rotor_xw(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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+c, 0, 0, s,
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+0, 1, 0, 0,
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+0, 0, 1, 0,
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-s, 0, 0, c
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);
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}
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glm::mat4 rotor_yz(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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1, +0, 0, 0,
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0, +c, s, 0,
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0, -s, c, 0,
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0, +0, 0, 1
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);
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}
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glm::mat4 rotor_yw(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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1, +0, 0, 0,
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0, +c, 0, s,
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0, +0, 1, 0,
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0, -s, 0, c
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);
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}
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glm::mat4 rotor_zw(float t) {
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float c = cos(t);
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float s = sin(t);
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return glm::mat4(
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1, 0, +0, 0,
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0, 1, +0, 0,
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0, 0, +c, s,
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0, 0, -s, c
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);
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}
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#endif //GL_TEMPLATE_ROTOR_H
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17
simplex/shaders/main.frag
Normal file
17
simplex/shaders/main.frag
Normal file
@@ -0,0 +1,17 @@
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#version 440 core
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out vec4 fcolor;
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in vec4 pos;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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vec3 hsv = vec3(pos.w/3 + .6, 1, 1);
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fcolor = vec4(hsv2rgb(hsv), 1);
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}
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16
simplex/shaders/main.vert
Normal file
16
simplex/shaders/main.vert
Normal file
@@ -0,0 +1,16 @@
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#version 440 core
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layout(location=0) in vec4 pos4;
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layout(std140, binding=1) uniform Matrices {
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mat4 model;
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mat4 view;
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mat4 proj;
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};
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out vec4 pos;
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void main() {
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pos = model * pos4;
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gl_Position = proj * view * vec4(pos.xyz, -pos.w + 2);
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}
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161
simplex/src/main.cpp
Normal file
161
simplex/src/main.cpp
Normal file
@@ -0,0 +1,161 @@
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#include <framework.h>
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#include <util.h>
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#include "glmutil.h"
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#include "rotor.h"
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <cstdlib>
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#include <cstdio>
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#include <vector>
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struct Matrices {
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glm::mat4 model;
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glm::mat4 view;
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glm::mat4 proj;
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};
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class GLApp : public App {
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std::vector<glm::vec4> cell_verts{};
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std::vector<unsigned> cell_elems{};
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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 matrix_binding_point = 1;
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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),
|
||||
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),
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glm::vec4(+0.5, +0.5, +0.5, +0.5),
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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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||||
};
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||||
|
||||
matrices = {
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||||
glm::identity<glm::mat4>(),
|
||||
glm::identity<glm::mat4>(),
|
||||
glm::identity<glm::mat4>(),
|
||||
};
|
||||
|
||||
//region Shaders
|
||||
GLuint vs = util::buildShader(GL_VERTEX_SHADER, {"shaders/main.vert"});
|
||||
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);
|
||||
glDeleteShader(fs);
|
||||
//endregion
|
||||
|
||||
//region Buffers
|
||||
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);
|
||||
glBindBuffer(GL_ARRAY_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);
|
||||
|
||||
glGenBuffers(1, &matrix_buffer);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, matrix_binding_point, matrix_buffer);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
|
||||
util::bufferData(GL_UNIFORM_BUFFER, matrices, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
//endregion
|
||||
|
||||
//region Vertex Arrays
|
||||
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, 0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cell_elem_arr_buf);
|
||||
glBindVertexArray(0);
|
||||
//endregion
|
||||
};
|
||||
|
||||
void update() override {
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(getWindow(), &width, &height);
|
||||
float ratio = (float) width / height;
|
||||
|
||||
matrices.model = rotor_yw(getTime() / 5) * rotor_xz(getTime() / 2);
|
||||
|
||||
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);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrices), &matrices);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
void display() override {
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(getWindow(), &width, &height);
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glPointSize(10);
|
||||
glLineWidth(2);
|
||||
|
||||
glEnable(GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(wire_prog);
|
||||
glBindVertexArray(cell_array);
|
||||
glDrawElements(GL_LINES, (GLsizei) cell_elems.size(), GL_UNSIGNED_INT, nullptr);
|
||||
// glDrawArrays(GL_POINTS, 0, (GLsizei) cell_verts.size());
|
||||
glBindVertexArray(0);
|
||||
|
||||
glFinish();
|
||||
swapBuffers();
|
||||
}
|
||||
|
||||
void onKey(int key, int scan_code, int action, int mods) override {
|
||||
if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) {
|
||||
glfwSetWindowShouldClose(getWindow(), true);
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
GLApp() : App(4, 4) {}
|
||||
};
|
||||
|
||||
|
||||
int main() {
|
||||
GLApp app = GLApp();
|
||||
app.launch();
|
||||
}
|
||||
Reference in New Issue
Block a user