tesseract wireframe and project rename/refactor
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161
simplex/src/main.cpp
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161
simplex/src/main.cpp
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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),
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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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};
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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>(),
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glm::identity<glm::mat4>(),
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glm::identity<glm::mat4>(),
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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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//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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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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glGenBuffers(1, &matrix_buffer);
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glBindBufferBase(GL_UNIFORM_BUFFER, matrix_binding_point, matrix_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
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util::bufferData(GL_UNIFORM_BUFFER, matrices, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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//endregion
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//region Vertex Arrays
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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, 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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void update() override {
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int width, height;
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glfwGetFramebufferSize(getWindow(), &width, &height);
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float ratio = (float) width / height;
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matrices.model = rotor_yw(getTime() / 5) * rotor_xz(getTime() / 2);
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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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glBindBuffer(GL_UNIFORM_BUFFER, matrix_buffer);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrices), &matrices);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void display() override {
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int width, height;
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glfwGetFramebufferSize(getWindow(), &width, &height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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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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glBindVertexArray(0);
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glFinish();
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swapBuffers();
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}
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void onKey(int key, int scan_code, int action, int mods) override {
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if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE) {
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glfwSetWindowShouldClose(getWindow(), true);
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}
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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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