refactor mesh composition

This commit is contained in:
2018-12-21 08:42:14 -05:00
parent 0b87482276
commit 876f1edb85
7 changed files with 240 additions and 149 deletions

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@@ -1,7 +1,3 @@
#include <utility>
#include <utility>
#ifndef GL_TEMPLATE_UTIL_H
#define GL_TEMPLATE_UTIL_H

152
simplex/include/mesh.h Normal file
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@@ -0,0 +1,152 @@
#ifndef SIMPLEX_MESH_H
#define SIMPLEX_MESH_H
#include <algorithm>
#include <vector>
#include <glm/mat4x4.hpp>
#include <glm/vec4.hpp>
template<unsigned int prim>
struct Mesh {
std::vector<glm::vec4> verts;
std::vector<unsigned> inds;
Mesh(std::vector<glm::vec4> verts, std::vector<unsigned> inds)
: verts(std::move(verts)), inds(std::move(inds)) {}
unsigned size() {
return (unsigned) inds.size() / prim;
}
};
template<unsigned int prim>
Mesh<prim> concat(Mesh<prim> m, Mesh<prim> n) {
Mesh<prim> res({}, {});
for (auto v: m.verts) res.verts.push_back(v);
for (auto v: n.verts) res.verts.push_back(v);
auto off = (unsigned) m.verts.size();
for (auto i: m.inds) res.inds.push_back(i);
for (auto i: n.inds) res.inds.push_back(off + i);
return res;
}
template<unsigned int prim>
Mesh<prim> transform(Mesh<prim> m, glm::mat4 mat) {
Mesh<prim> res(m.verts, m.inds);
for (auto &vert : res.verts)
vert = mat * vert;
return res;
}
template<unsigned int prim>
Mesh<prim> offset(Mesh<prim> m, glm::vec4 off) {
Mesh<prim> res(m.verts, m.inds);
for (auto &vert : res.verts)
vert += off;
return res;
}
template<unsigned int prim>
Mesh<prim> scale(Mesh<prim> m, glm::vec4 scl) {
Mesh<prim> res(m.verts, m.inds);
for (auto &vert : res.verts)
vert *= scl;
return res;
}
template<unsigned int prim>
Mesh<prim> scale(Mesh<prim> m, float scl) {
return scale(m, glm::vec4(scl));
}
template<unsigned int prim>
Mesh<prim + 1> pyramid(Mesh<prim> m, glm::vec4 apex) {
Mesh<prim + 1> res(m.verts, {});
res.verts.push_back(apex);
auto apex_ind = (unsigned) res.verts.size() - 1;
for (int i = 0; i < m.size(); ++i) {
for (int j = 0; j < prim; ++j) {
res.inds.push_back(m.inds[i * prim + j]);
}
res.inds.push_back(apex_ind);
}
return res;
}
template<unsigned int prim>
Mesh<prim + 1> fill(Mesh<prim> m) {
Mesh<prim + 1> res(m.verts, {});
for (int i = 0; i < m.size(); ++i) {
for (int j = 0; j < prim; ++j) {
res.inds.push_back(m.inds[i * prim + j]);
}
res.inds.push_back(0);
}
return res;
}
template<unsigned int prim>
Mesh<prim + 1> join(Mesh<prim> m, Mesh<prim> n) {
Mesh<prim + 1> res({}, {});
for (auto v : m.verts) res.verts.push_back(v);
for (auto v : n.verts) res.verts.push_back(v);
auto off = (unsigned) m.verts.size();
auto size = (int) std::min(m.inds.size(), n.inds.size());
for (int i = 0; i < size; i += prim) {
for (int j = 0; j < prim; ++j) {
for (int x = j; x < prim; ++x)
res.inds.push_back(m.inds[i + x]);
for (int x = 0; x <= j; ++x)
res.inds.push_back(off + n.inds[i + x]);
}
}
return res;
}
template<unsigned int prim>
Mesh<prim + 1> joinCap(Mesh<prim> m, Mesh<prim> n) {
return concat(join(m, n), concat(fill(m), fill(n)));
}
Mesh<4> thicken(const Mesh<3> &m, float thickness) {
return joinCap(offset(m, glm::vec4(0, 0, 0, -thickness / 2)), offset(m, glm::vec4(0, 0, 0, thickness / 2)));
}
template<unsigned int prim>
Mesh<prim> operator+(Mesh<prim> m, Mesh<prim> n) { return concat(m, n); }
template<unsigned int prim>
Mesh<prim> operator+(Mesh<prim> m, glm::vec4 off) { return offset(m, off); }
template<unsigned int prim>
Mesh<prim> operator-(Mesh<prim> m, glm::vec4 off) { return offset(m, -off); }
template<unsigned int prim>
Mesh<prim> operator*(Mesh<prim> m, glm::vec4 scl) { return scale(m, scl); }
template<unsigned int prim>
Mesh<prim> operator/(Mesh<prim> m, glm::vec4 scl) { return scale(m, 1.f / scl); }
template<unsigned int prim>
Mesh<prim> operator*(Mesh<prim> m, float scl) { return scale(m, scl); }
template<unsigned int prim>
Mesh<prim> operator/(Mesh<prim> m, float scl) { return scale(m, 1.f / scl); }
template<unsigned int prim>
Mesh<prim> operator*(glm::mat4 mat, Mesh<prim> m) { return transform(m, mat); }
#endif //SIMPLEX_MESH_H

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@@ -4,6 +4,7 @@
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vsr/vsr.h>
glm::mat4 rotor(glm::vec4 u, glm::vec4 v, float angle) {
@@ -12,7 +13,7 @@ glm::mat4 rotor(glm::vec4 u, glm::vec4 v, float angle) {
auto eu = *((Vec *) (void *) &u);
auto ev = *((Vec *) (void *) &v);
auto biv = (eu ^ ev).unit() * angle;
auto biv = (eu ^ ev).unit() * angle / 2;
Vec col[4] = {
Vec(1, 0, 0, 0).rotate(biv),
@@ -24,4 +25,16 @@ glm::mat4 rotor(glm::vec4 u, glm::vec4 v, float angle) {
return glm::make_mat4((float *) col);
}
glm::mat4 rot_xy(float angle) { return rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 1, 0, 0), angle); }
glm::mat4 rot_xz(float angle) { return rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 1, 0), angle); }
glm::mat4 rot_xw(float angle) { return rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 0, 1), angle); }
glm::mat4 rot_yz(float angle) { return rotor(glm::vec4(0, 1, 0, 0), glm::vec4(0, 0, 1, 0), angle); }
glm::mat4 rot_yw(float angle) { return rotor(glm::vec4(0, 1, 0, 0), glm::vec4(0, 0, 0, 1), angle); }
glm::mat4 rot_zw(float angle) { return rotor(glm::vec4(0, 0, 1, 0), glm::vec4(0, 0, 0, 1), angle); }
#endif //GL_TEMPLATE_ROTOR_H

50
simplex/include/solids.h Normal file
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@@ -0,0 +1,50 @@
#ifndef SIMPLEX_SOLIDS_H
#define SIMPLEX_SOLIDS_H
#include "mesh.h"
#include "rotor.h"
static auto T = (float) PI / 2;
Mesh<2> poly(int sides) {
Mesh<2> res({}, {});
auto t = (float) (PI * 2 / sides);
float t0 = t / 2;
auto r = 1 / cos(t0);
for (int i = 0; i < sides; i++) {
glm::vec2 p = r * glm::vec2(cos(t0 + t * i), sin(t0 + t * i));
res.verts.emplace_back(p, 0, 0);
}
for (unsigned i = 0; i < sides - 1; i++) {
res.inds.push_back(i);
res.inds.push_back(i + 1);
}
return res;
}
Mesh<3> cube() {
glm::vec4 off = glm::vec4(0, 0, 1, 0);
Mesh<3> face = fill(poly(4));
Mesh<3> pair = (face + off) + (face - off);
return pair +
rot_xz(T) * pair +
rot_yz(T) * pair;
}
Mesh<4> tesseract() {
glm::vec4 off = glm::vec4(0, 0, 0, 1);
Mesh<4> cell = fill(cube());
Mesh<4> pair = (cell + off) + (cell - off);
return pair +
rot_xw(T) * pair +
rot_yw(T) * pair +
rot_zw(T) * pair;
}
#endif //SIMPLEX_SOLIDS_H

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@@ -1,7 +1,7 @@
#version 440 core
layout(points) in;
layout(triangle_strip, max_vertices=48) out;
layout(triangle_strip, max_vertices=4) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];

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@@ -1,7 +1,7 @@
#version 440 core
layout(points) in;
layout(line_strip, max_vertices=48) out;
layout(line_strip, max_vertices=20) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];

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@@ -1,20 +1,14 @@
#include <unordered_map>
#include <vector>
#include <framework.h>
#include <util.h>
#include <gl_util.h>
#include <vsr/vsr.h>
#include "glmutil.h"
#include "mesh.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>
#include "solids.h"
extern "C" {
__attribute__((dllexport)) DWORD NvOptimusEnablement = 0x00000001;
@@ -28,64 +22,9 @@ struct Matrices {
glm::mat4 proj;
};
void push_tetrahedron(std::vector<unsigned> *inds, const std::vector<unsigned> &tetra) {
for (int i = 0; i < 4; ++i) {
inds->push_back(tetra[i]);
}
}
void push_cube(std::vector<unsigned> *inds, const std::vector<unsigned> &cube) {
push_tetrahedron(inds, {cube[0], cube[1], cube[2], cube[4]});
push_tetrahedron(inds, {cube[1], cube[4], cube[5], cube[7]});
push_tetrahedron(inds, {cube[1], cube[2], cube[3], cube[7]});
push_tetrahedron(inds, {cube[2], cube[4], cube[6], cube[7]});
push_tetrahedron(inds, {cube[1], cube[2], cube[4], cube[7]});
}
void push_tesseract(std::vector<unsigned> *inds, const std::vector<unsigned> &tess) {
push_cube(inds, {tess[0], tess[1], tess[2], tess[3], tess[4], tess[5], tess[6], tess[7]});
push_cube(inds, {tess[8], tess[9], tess[10], tess[11], tess[12], tess[13], tess[14], tess[15]});
push_cube(inds, {tess[0], tess[1], tess[2], tess[3], tess[8], tess[9], tess[10], tess[11]});
push_cube(inds, {tess[4], tess[5], tess[6], tess[7], tess[12], tess[13], tess[14], tess[15]});
push_cube(inds, {tess[0], tess[1], tess[4], tess[5], tess[8], tess[9], tess[12], tess[13]});
push_cube(inds, {tess[2], tess[3], tess[6], tess[7], tess[10], tess[11], tess[14], tess[15]});
push_cube(inds, {tess[0], tess[2], tess[4], tess[6], tess[8], tess[10], tess[12], tess[14]});
push_cube(inds, {tess[1], tess[3], tess[5], tess[7], tess[9], tess[11], tess[13], tess[15]});
}
void build_tesseract(std::vector<unsigned> *inds, std::vector<glm::vec4> *verts, const glm::vec4 center,
const glm::vec4 size) {
const glm::vec4 rad = size / 2.f;
std::vector<glm::vec4> new_verts = {
{center.x + size.x, center.y + size.y, center.z + size.z, center.w + size.w},
{center.x + size.x, center.y + size.y, center.z + size.z, center.w - size.w},
{center.x + size.x, center.y + size.y, center.z - size.z, center.w + size.w},
{center.x + size.x, center.y + size.y, center.z - size.z, center.w - size.w},
{center.x + size.x, center.y - size.y, center.z + size.z, center.w + size.w},
{center.x + size.x, center.y - size.y, center.z + size.z, center.w - size.w},
{center.x + size.x, center.y - size.y, center.z - size.z, center.w + size.w},
{center.x + size.x, center.y - size.y, center.z - size.z, center.w - size.w},
{center.x - size.x, center.y + size.y, center.z + size.z, center.w + size.w},
{center.x - size.x, center.y + size.y, center.z + size.z, center.w - size.w},
{center.x - size.x, center.y + size.y, center.z - size.z, center.w + size.w},
{center.x - size.x, center.y + size.y, center.z - size.z, center.w - size.w},
{center.x - size.x, center.y - size.y, center.z + size.z, center.w + size.w},
{center.x - size.x, center.y - size.y, center.z + size.z, center.w - size.w},
{center.x - size.x, center.y - size.y, center.z - size.z, center.w + size.w},
{center.x - size.x, center.y - size.y, center.z - size.z, center.w - size.w},
};
std::vector<unsigned> new_inds;
for (int i = 0; i < 16; i++) new_inds.push_back((unsigned) verts->size() + i);
for (auto vert: new_verts) verts->push_back(vert);
push_tesseract(inds, new_inds);
}
class GLApp : public App {
std::vector<glm::vec4> cell_verts{};
std::vector<unsigned> cell_elems{};
Mesh<4> mesh = Mesh<4>({}, {});
Matrices matrices{};
GLuint cell_array{};
@@ -100,68 +39,9 @@ class GLApp : public App {
bool DRAW_WIRE = true;
void init() override {
const bool CUBE = false;
const bool TESS = true;
//region tesseract frame
if (TESS) {
build_tesseract(&cell_elems, &cell_verts, {-0.875, -0.875, -0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {-0.875, -0.875, +0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.875, -0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.875, +0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {+0.875, -0.875, -0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {+0.875, -0.875, +0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.875, -0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.875, +0.875, +0.00}, {0.125, 0.125, 0.125, 1.000});
build_tesseract(&cell_elems, &cell_verts, {-0.875, -0.875, +0.00, -0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, -0.875, +0.00, +0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.875, +0.00, -0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.875, +0.00, +0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, -0.875, +0.00, -0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, -0.875, +0.00, +0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.875, +0.00, -0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.875, +0.00, +0.875}, {0.125, 0.125, 0.750, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, -0.875, -0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, -0.875, +0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, +0.875, -0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, +0.875, +0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, -0.875, -0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, -0.875, +0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, +0.875, -0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, +0.875, +0.875}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, -0.875, -0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, -0.875, +0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, +0.875, -0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, +0.875, +0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, -0.875, -0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, -0.875, +0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, +0.875, -0.875}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, +0.875, +0.875}, {0.750, 0.125, 0.125, 0.125});
}
//endregion
//region cube frame
if (CUBE) {
build_tesseract(&cell_elems, &cell_verts, {-0.875, -0.875, +0.00, +0.00}, {0.125, 0.125, 1.000, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.875, +0.00, +0.00}, {0.125, 0.125, 1.000, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, -0.875, +0.00, +0.00}, {0.125, 0.125, 1.000, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.875, +0.00, +0.00}, {0.125, 0.125, 1.000, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, -0.875, +0.00}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {-0.875, +0.00, +0.875, +0.00}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, -0.875, +0.00}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.875, +0.00, +0.875, +0.00}, {0.125, 0.750, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, -0.875, +0.00}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, -0.875, +0.875, +0.00}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, -0.875, +0.00}, {0.750, 0.125, 0.125, 0.125});
build_tesseract(&cell_elems, &cell_verts, {+0.00, +0.875, +0.875, +0.00}, {0.750, 0.125, 0.125, 0.125});
}
//endregion
mesh = tesseract();
//region Uniforms
matrices = {
glm::identity<glm::mat4>(),
glm::vec4(0),
@@ -169,6 +49,7 @@ class GLApp : public App {
glm::identity<glm::mat4>(),
glm::identity<glm::mat4>(),
};
//endregion
//region Shaders
GLuint main_vs = util::buildShader(GL_VERTEX_SHADER, {"shaders/main.vert"});
@@ -191,12 +72,12 @@ class GLApp : public App {
glGenBuffers(1, &cell_vert_buf);
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);
util::bufferData(GL_SHADER_STORAGE_BUFFER, mesh.verts, GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glGenBuffers(1, &cell_elem_arr_buf);
glBindBuffer(GL_ARRAY_BUFFER, cell_elem_arr_buf);
util::bufferData(GL_ARRAY_BUFFER, cell_elems, GL_STATIC_DRAW);
util::bufferData(GL_ARRAY_BUFFER, mesh.inds, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &matrix_buffer);
@@ -226,16 +107,14 @@ class GLApp : public App {
float ratio = (float) width / height;
matrices.model = glm::identity<glm::mat4>() *
// rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 1, 0, 0), getTime() / 5) *
rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 0, 1), getTime() / 3) *
rotor(glm::vec4(0, 1, 0, 0), glm::vec4(0, 0, 1, 0), getTime() / 3) *
// rotor(glm::vec4(1, 1, 1, 0), glm::vec4(0, 0, 0, 1), 1) *
// rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 0, 1), 1) *
rotor(glm::vec4(1, 1, 1, 0), glm::vec4(0, 0, 0, 1), getTime() / 4) *
rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 0, 1), getTime() / 5) *
// rotor(glm::vec4(1, 1, 1, 0), glm::vec4(0, 0, 0, 1), getTime() / 3) *
// rotor(glm::vec4(1, 0, 0, 0), glm::vec4(0, 0, 1, 0), getTime() / 3) *
1.f;
// matrices.offset.w = sin(getTime() / 3) * 1.8f;
// matrices.offset = glm::vec4(0,0,0,sin(getTime() / 2));
matrices.view = glm::lookAt(glm::vec3(0, 0, -4), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
matrices.proj = glm::perspective(1.f, ratio, 0.1f, 20.0f);
@@ -260,11 +139,12 @@ class GLApp : public App {
glBindVertexArray(cell_array);
glUseProgram(sect_prog);
glDrawArrays(GL_POINTS, 0, (GLsizei) cell_elems.size() / 4);
glDrawArrays(GL_POINTS, 0, mesh.size());
if (DRAW_WIRE) {
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(wire_prog);
glDrawArrays(GL_POINTS, 0, (GLsizei) cell_elems.size() / 4);
glDrawArrays(GL_POINTS, 0, mesh.size());
}
glBindVertexArray(0);