tesseract wireframe and project rename/refactor

This commit is contained in:
2018-12-19 07:36:33 -05:00
parent 7b85d1e4db
commit 83d0ce5ef3
14 changed files with 282 additions and 207 deletions

32
simplex/CMakeLists.txt Normal file
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project(simplex)
add_executable(${PROJECT_NAME}
src/main.cpp)
target_link_libraries(${PROJECT_NAME}
glad
glm
glfw
framework)
target_include_directories(${PROJECT_NAME}
PRIVATE
include)
set(SHADERS
shaders/main.frag
shaders/main.vert)
add_custom_target(shaders DEPENDS ${SHADERS})
add_custom_command(
TARGET shaders PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_CURRENT_BINARY_DIR}/shaders/
COMMENT "clearing shaders"
)
add_custom_command(
TARGET shaders POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/shaders/ ${CMAKE_CURRENT_BINARY_DIR}/shaders/
COMMENT "copying shaders"
)
add_dependencies(${PROJECT_NAME} shaders)

28
simplex/include/glmutil.h Normal file
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#ifndef GL_TEMPLATE_GLMUTILS_H
#define GL_TEMPLATE_GLMUTILS_H
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace glmutil {
glm::mat4 rotation(float angle, glm::vec3 axis) {
auto mat = glm::identity<glm::mat4>();
return glm::rotate(mat, angle, axis);
}
glm::mat4 scale(glm::vec3 v) {
auto mat = glm::identity<glm::mat4>();
return glm::scale(mat, v);
}
glm::mat4 eulerAngles(glm::vec3 angles){
auto mat = glm::identity<glm::mat4>();
mat = glm::rotate(mat, angles.x, glm::vec3(1, 0, 0));
mat = glm::rotate(mat, angles.y, glm::vec3(0, 1, 0));
mat = glm::rotate(mat, angles.z, glm::vec3(0, 0, 1));
return mat;
}
}
#endif //GL_TEMPLATE_GLMUTILS_H

80
simplex/include/rotor.h Normal file
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#ifndef GL_TEMPLATE_ROTOR_H
#define GL_TEMPLATE_ROTOR_H
#include <glm/mat4x4.hpp>
#include <math.h>
glm::mat4 rotor_xy(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
+c, s, 0, 0,
-s, c, 0, 0,
+0, 0, 1, 0,
+0, 0, 0, 1
);
}
glm::mat4 rotor_xz(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
+c, 0, s, 0,
+0, 1, 0, 0,
-s, 0, c, 0,
+0, 0, 0, 1
);
}
glm::mat4 rotor_xw(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
+c, 0, 0, s,
+0, 1, 0, 0,
+0, 0, 1, 0,
-s, 0, 0, c
);
}
glm::mat4 rotor_yz(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
1, +0, 0, 0,
0, +c, s, 0,
0, -s, c, 0,
0, +0, 0, 1
);
}
glm::mat4 rotor_yw(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
1, +0, 0, 0,
0, +c, 0, s,
0, +0, 1, 0,
0, -s, 0, c
);
}
glm::mat4 rotor_zw(float t) {
float c = cos(t);
float s = sin(t);
return glm::mat4(
1, 0, +0, 0,
0, 1, +0, 0,
0, 0, +c, s,
0, 0, -s, c
);
}
#endif //GL_TEMPLATE_ROTOR_H

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simplex/shaders/main.frag Normal file
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#version 440 core
out vec4 fcolor;
in vec4 pos;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec3 hsv = vec3(pos.w/3 + .6, 1, 1);
fcolor = vec4(hsv2rgb(hsv), 1);
}

16
simplex/shaders/main.vert Normal file
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#version 440 core
layout(location=0) in vec4 pos4;
layout(std140, binding=1) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
};
out vec4 pos;
void main() {
pos = model * pos4;
gl_Position = proj * view * vec4(pos.xyz, -pos.w + 2);
}

161
simplex/src/main.cpp Normal file
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#include <framework.h>
#include <util.h>
#include "glmutil.h"
#include "rotor.h"
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/trigonometric.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cstdlib>
#include <cstdio>
#include <vector>
struct Matrices {
glm::mat4 model;
glm::mat4 view;
glm::mat4 proj;
};
class GLApp : public App {
std::vector<glm::vec4> cell_verts{};
std::vector<unsigned> cell_elems{};
Matrices matrices{};
GLuint cell_array{};
GLuint cell_vert_buf{}, cell_elem_arr_buf{};
GLuint wire_prog{};
GLuint matrix_buffer{};
GLuint matrix_binding_point = 1;
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),
};
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,
};
matrices = {
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"});
wire_prog = util::buildProgram(false, {vs, fs});
glDeleteShader(vs);
glDeleteShader(fs);
//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);
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();
}