correctly generate and render edges

This commit is contained in:
2019-09-14 21:42:12 -04:00
parent 2e4e84ab80
commit a3573acca4
7 changed files with 156 additions and 59 deletions

View File

@@ -13,11 +13,14 @@ using namespace std;
class CosetsWindow : public Window {
GLint program;
GLuint tri;
GLuint points_vao, edges_vao;
GLuint verts;
GLuint verts_buf;
std::vector<glm::vec4> verts_data;
GLuint edges_buf;
std::vector<int> edge_data;
public:
void init() override {
auto vs = build_shader_file(
@@ -32,21 +35,34 @@ public:
program = build_program("main", vs, fs);
verts_data = vertices<3>(
schlafli<3>({5, 3}),
{10, 1, 1});
const Mults &mults = schlafli<4>({3, 4, 3});
verts_data = vertices<4>(mults, {10, 1, 1, 1});
edge_data = edges<4>(mults);
glGenBuffers(1, &verts);
glBindBuffer(GL_ARRAY_BUFFER, verts);
glGenBuffers(1, &verts_buf);
glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec4) * verts_data.size(), &verts_data[0], GL_STATIC_DRAW);
glGenBuffers(1, &edges_buf);
glBindBuffer(GL_ARRAY_BUFFER, edges_buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(int) * edge_data.size(), &edge_data[0], GL_STATIC_DRAW);
glGenVertexArrays(1, &tri);
glBindVertexArray(tri);
glBindBuffer(GL_ARRAY_BUFFER, verts);
glGenVertexArrays(1, &points_vao);
glBindVertexArray(points_vao);
glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &edges_vao);
glBindVertexArray(edges_vao);
glBindBuffer(GL_ARRAY_BUFFER, verts_buf);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, edges_buf);
glBindVertexArray(0);
}
void render() override {
@@ -66,26 +82,30 @@ public:
const glm::mat4 proj = glm::ortho(-ar * sc, ar * sc, -sc, sc, -10.f, 10.f);
const glm::mat4 view = glm::rotate(id, angle, ax_1) * glm::rotate(id, angle, ax_2);
const glm::mat4 mat = proj * view;
glUseProgram(program);
glUniformMatrix4fv(1, 1, false, glm::value_ptr(mat));
glUniformMatrix4fv(1, 1, false, glm::value_ptr(proj));
glUniformMatrix4fv(2, 1, false, glm::value_ptr(view));
glEnable(GL_DEPTH_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(10.f);
glBindVertexArray(tri);
glBindVertexArray(points_vao);
glUniform4f(0, 1, 1, 1, 1);
glDrawArrays(GL_POINTS, 0, verts_data.size());
glBindVertexArray(edges_vao);
glUniform4f(0, 1, 1, 0, 1);
glDrawElements(GL_LINES, edge_data.size(), GL_UNSIGNED_INT, 0);
swapbuffers();
}
void deinit() override {
glDeleteProgram(program);
glDeleteVertexArrays(1, &tri);
glDeleteVertexArrays(1, &points_vao);
}
};