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

View File

@@ -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);